242 lines
8.5 KiB
C
242 lines
8.5 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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* Contributor(s): Blender Institute
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file eevee_lookdev.c
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BKE_camera.h"
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#include "BKE_studiolight.h"
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#include "DNA_screen_types.h"
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#include "DNA_world_types.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_screen.h"
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#include "UI_resources.h"
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#include "eevee_private.h"
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#include "eevee_lightcache.h"
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#include "draw_common.h"
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static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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MEM_SAFE_FREE(stl->lookdev_lightcache);
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MEM_SAFE_FREE(stl->lookdev_grid_data);
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MEM_SAFE_FREE(stl->lookdev_cube_data);
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DRW_TEXTURE_FREE_SAFE(txl->lookdev_grid_tx);
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DRW_TEXTURE_FREE_SAFE(txl->lookdev_cube_tx);
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}
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void EEVEE_lookdev_cache_init(
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EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass,
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World *UNUSED(world), EEVEE_LightProbesInfo *pinfo)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
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StudioLight *sl = BKE_studiolight_find(v3d->shading.lookdev_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) {
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GPUShader *shader = EEVEE_shaders_default_studiolight_sh_get();
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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GPUTexture *tex = NULL;
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/* If one of the component is missing we start from scratch. */
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if ((stl->lookdev_grid_data == NULL) ||
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(stl->lookdev_cube_data == NULL) ||
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(txl->lookdev_grid_tx == NULL) ||
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(txl->lookdev_cube_tx == NULL))
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{
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eevee_lookdev_lightcache_delete(vedata);
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}
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if (stl->lookdev_lightcache == NULL) {
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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#if defined(IRRADIANCE_SH_L2)
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int grid_res = 4;
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#elif defined(IRRADIANCE_CUBEMAP)
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int grid_res = 8;
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#elif defined(IRRADIANCE_HL2)
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int grid_res = 4;
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#endif
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int cube_res = OCTAHEDRAL_SIZE_FROM_CUBESIZE(scene_eval->eevee.gi_cubemap_resolution);
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int vis_res = scene_eval->eevee.gi_visibility_resolution;
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stl->lookdev_lightcache = EEVEE_lightcache_create(1, 1, cube_res, vis_res, (int[3]){grid_res, grid_res, 1});
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/* XXX: Fix memleak. TODO find out why. */
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MEM_SAFE_FREE(stl->lookdev_cube_mips);
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/* We do this to use a special light cache for lookdev.
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* This lightcache needs to be per viewport. But we need to
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* have correct freeing when the viewport is closed. So we
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* need to reference all textures to the txl and the memblocks
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* to the stl. */
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stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data;
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stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data;
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stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips;
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txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex;
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txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
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}
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stl->g_data->light_cache = stl->lookdev_lightcache;
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static float background_color[4];
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UI_GetThemeColor4fv(TH_BACK, background_color);
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/* XXX: Really quick conversion to avoid washed out background.
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* Needs to be addressed properly (color managed using ocio). */
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srgb_to_linearrgb_v4(background_color, background_color);
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*grp = DRW_shgroup_create(shader, pass);
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axis_angle_to_mat3_single(stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
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DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
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DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
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DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
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DRW_shgroup_call_add(*grp, geom, NULL);
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if (!pinfo) {
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/* Do not fadeout when doing probe rendering, only when drawing the background */
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DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE);
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tex = sl->equirect_irradiance_gputexture;
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}
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else {
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DRW_shgroup_uniform_float_copy(*grp, "studioLightBackground", 1.0f);
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
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tex = sl->equirect_radiance_gputexture;
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}
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DRW_shgroup_uniform_texture(*grp, "image", tex);
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/* Do we need to recalc the lightprobes? */
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if (pinfo &&
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((pinfo->studiolight_index != sl->index) ||
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(pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
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{
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stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
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pinfo->studiolight_index = sl->index;
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pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
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}
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}
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}
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}
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void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
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DRW_stats_group_start("Look Dev");
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CameraParams params;
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BKE_camera_params_init(¶ms);
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *ar = draw_ctx->ar;
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const float *viewport_size = DRW_viewport_size_get();
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rcti rect;
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ED_region_visible_rect(draw_ctx->ar, &rect);
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const float viewport_size_target[2] = {
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viewport_size[0] / 4,
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viewport_size[1] / 4,
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};
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const int viewport_inset[2] = {
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max_ii(viewport_size_target[0], 300),
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max_ii(viewport_size_target[0], 300) / 2, /* intentionally use 'x' here for 'y' value. */
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};
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/* minimum size for preview spheres viewport */
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const float aspect[2] = {
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viewport_inset[0] / viewport_size_target[0],
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viewport_inset[1] / viewport_size_target[1],
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};
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BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d);
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params.is_ortho = true;
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params.ortho_scale = 3.0f;
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params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
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params.offsetx = 0.0f;
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params.offsety = 0.0f;
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params.shiftx = 0.0f;
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params.shifty = 0.0f;
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params.clipsta = 0.001f;
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params.clipend = 20.0f;
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BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, aspect[0], aspect[1]);
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BKE_camera_params_compute_matrix(¶ms);
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EEVEE_CommonUniformBuffer *common = &sldata->common_data;
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common->la_num_light = 0;
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common->prb_num_planar = 0;
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common->prb_num_render_cube = 1;
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common->prb_num_render_grid = 1;
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common->ao_dist = 0.0f;
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common->ao_factor = 0.0f;
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common->ao_settings = 0.0f;
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DRW_uniformbuffer_update(sldata->common_ubo, common);
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/* override matrices */
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float winmat[4][4];
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float winmat_inv[4][4];
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copy_m4_m4(winmat, params.winmat);
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invert_m4_m4(winmat_inv, winmat);
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DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
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DRW_viewport_matrix_override_set(winmat_inv, DRW_MAT_WININV);
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float viewmat[4][4];
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DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
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float persmat[4][4];
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float persmat_inv[4][4];
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mul_m4_m4m4(persmat, winmat, viewmat);
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invert_m4_m4(persmat_inv, persmat);
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DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
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DRW_viewport_matrix_override_set(persmat_inv, DRW_MAT_PERSINV);
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GPUFrameBuffer *fb = effects->final_fb;
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset[0], rect.ymin, viewport_inset[0], viewport_inset[1]);
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DRW_draw_pass(psl->lookdev_pass);
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fb = dfbl->depth_only_fb;
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset[0], rect.ymin, viewport_inset[0], viewport_inset[1]);
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DRW_draw_pass(psl->lookdev_pass);
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DRW_viewport_matrix_override_unset_all();
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DRW_stats_group_end();
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}
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}
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