EEvEE: LookDev

This commit is contained in:
Jeroen Bakker 2018-05-25 08:06:36 +02:00
parent ce5fa2deca
commit 765fd29d68
17 changed files with 543 additions and 101 deletions

@ -3545,6 +3545,11 @@ class VIEW3D_PT_shading(Panel):
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
elif shading.type in ('MATERIAL'):
col.row().template_icon_view(shading, "studio_light")
if shading.studio_light_orientation == 'WORLD':
col.row().prop(shading, "studiolight_rot_z")
class VIEW3D_PT_overlay(Panel):
bl_space_type = 'VIEW_3D'

@ -160,7 +160,7 @@ struct ImBuf *BKE_icon_geom_rasterize(
const struct Icon_Geom *geom,
const unsigned int size_x, const unsigned int size_y);
int BKE_icon_ensure_studio_light(struct StudioLight *sl);
int BKE_icon_ensure_studio_light(struct StudioLight *sl, int id_type);
#define ICON_RENDER_DEFAULT_HEIGHT 32

@ -51,6 +51,10 @@
#define STUDIOLIGHT_Y_NEG 3
#define STUDIOLIGHT_Z_POS 4
#define STUDIOLIGHT_Z_NEG 5
#define STUDIOLIGHT_ICON_ID_TYPE_RADIANCE 0
#define STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE 1
struct GPUTexture;
enum StudioLightFlag {
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
@ -58,7 +62,9 @@ enum StudioLightFlag {
STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 5),
STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5),
STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE = (1 << 6),
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 7),
} StudioLightFlag;
typedef struct StudioLight {
@ -66,18 +72,21 @@ typedef struct StudioLight {
int flag;
char name[FILE_MAXFILE];
char path[FILE_MAX];
int icon_id;
int irradiance_icon_id;
int radiance_icon_id;
int index;
float diffuse_light[6][3];
float light_direction[3];
ImBuf *equirectangular_buffer;
ImBuf *radiance_buffers[6];
struct GPUTexture *equirectangular_gputexture;
} StudioLight;
void BKE_studiolight_init(void);
void BKE_studiolight_free(void);
struct StudioLight *BKE_studiolight_find(const char *name);
struct StudioLight *BKE_studiolight_find(const char *name, int flag);
struct StudioLight *BKE_studiolight_findindex(int index);
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size);
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size, int icon_id_type);
const struct ListBase *BKE_studiolight_listbase(void);
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag);

@ -806,10 +806,11 @@ struct Icon_Geom *BKE_icon_geom_from_file(const char *filename)
/** \name Studio Light Icon
* \{ */
int BKE_icon_ensure_studio_light(struct StudioLight *sl)
int BKE_icon_ensure_studio_light(struct StudioLight *sl, int id_type)
{
int icon_id = get_next_free_id();
icon_create(icon_id, ICON_DATA_STUDIOLIGHT, sl);
Icon *icon = icon_create(icon_id, ICON_DATA_STUDIOLIGHT, sl);
icon->id_type = id_type;
return icon_id;
}
/** \} */

@ -48,6 +48,8 @@
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "GPU_texture.h"
#include "MEM_guardedalloc.h"
@ -67,6 +69,16 @@ static void studiolight_free(struct StudioLight *sl)
IMB_freeImBuf(sl->radiance_buffers[index]);
sl->radiance_buffers[index] = NULL;
}
if (sl->equirectangular_gputexture) {
GPU_texture_free(sl->equirectangular_gputexture);
sl->equirectangular_gputexture = NULL;
}
if (sl->equirectangular_buffer) {
IMB_freeImBuf(sl->equirectangular_buffer);
sl->equirectangular_buffer = NULL;
}
}
MEM_freeN(sl);
}
@ -78,7 +90,8 @@ static struct StudioLight *studiolight_create(void)
sl->name[0] = 0x00;
sl->flag = 0;
sl->index = BLI_listbase_count(&studiolights);
sl->icon_id = BKE_icon_ensure_studio_light(sl);
sl->radiance_icon_id = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_RADIANCE);
sl->irradiance_icon_id = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE);
for (int index = 0 ; index < 6 ; index ++) {
sl->radiance_buffers[index] = NULL;
@ -133,13 +146,38 @@ static void studiolight_calculate_radiance_buffer(
}
}
static void studiolight_calculate_radiance_buffers(StudioLight *sl)
static void studiolight_load_equierectangular_image(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
ImBuf *ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
sl->equirectangular_buffer = ibuf;
}
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED;
}
static void studiolight_create_equierectangular_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
ImBuf *ibuf = sl->equirectangular_buffer;
sl->equirectangular_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE;
}
static void studiolight_calculate_radiance_buffers(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
ImBuf* ibuf = sl->equirectangular_buffer;
if (ibuf) {
float *colbuf = MEM_mallocN(SQUARE(STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * sizeof(float[4]), __func__);
const float add = 1.0f / (STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE + 1);
const float start = ((1.0f / STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * 0.5f) - 0.5f;
@ -183,7 +221,6 @@ static void studiolight_calculate_radiance_buffers(StudioLight *sl)
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat);
#endif
MEM_freeN(colbuf);
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED;
@ -451,70 +488,63 @@ static int studiolight_cmp(const void *a, const void *b)
return BLI_strcasecmp(sl1->name, sl2->name);
}
}
/* API */
void BKE_studiolight_init(void)
/* icons */
static unsigned int* studiolight_radiance_preview(StudioLight *sl, int icon_size)
{
StudioLight *sl;
/* go over the preset folder and add a studiolight for every image with its path */
/* order studio lights by name */
/* Also reserve icon space for it. */
/* Add default studio light */
sl = studiolight_create();
BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA;
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 1.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
BLI_addtail(&studiolights, sl);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
int icon_center = icon_size / 2;
float sphere_radius = icon_center * 0.9;
/* sort studio lights on filename. */
BLI_listbase_sort(&studiolights, studiolight_cmp);
}
int offset = 0;
for (int y = 0; y < icon_size; y++) {
float dy = y - icon_center;
for (int x = 0; x < icon_size; x++) {
float dx = x - icon_center;
/* calculate aliasing */
float alias = 0;
const float alias_step = 0.333;
for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
if (sqrt(ay * ay + ax * ax) < sphere_radius) {
alias += alias_step * alias_step;
}
}
}
uint pixelresult = 0x0;
uint alias_i = clamp_i(alias * 256, 0, 255);
if (alias_i != 0) {
/* calculate normal */
uint alias_mask = alias_i << 24;
float incoming[3];
copy_v3_fl3(incoming, 0.0, 1.0, 0.0);
void BKE_studiolight_free(void)
{
struct StudioLight *sl;
while ((sl = BLI_pophead(&studiolights))) {
studiolight_free(sl);
}
}
float normal[3];
normal[0] = dx / sphere_radius;
normal[2] = dy / sphere_radius;
normal[1] = -sqrt(-(normal[0] * normal[0]) - (normal[2] * normal[2]) + 1);
normalize_v3(normal);
struct StudioLight *BKE_studiolight_find(const char *name)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (STREQLEN(sl->name, name, FILE_MAXFILE)) {
return sl;
float direction[3];
reflect_v3_v3v3(direction, incoming, normal);
float color[4];
studiolight_calculate_radiance(sl->equirectangular_buffer, color, direction);
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
linearrgb_to_srgb(color[1]),
linearrgb_to_srgb(color[2])) | alias_mask;
}
rect[offset++] = pixelresult;
}
}
/* When not found, use the default studio light */
return studiolights.first;
return rect;
}
struct StudioLight *BKE_studiolight_findindex(int index)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (sl->index == index) {
return sl;
}
}
/* When not found, use the default studio light */
return studiolights.first;
}
const struct ListBase *BKE_studiolight_listbase(void)
{
return &studiolights;
}
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
static unsigned int* studiolight_irradiance_preview(StudioLight *sl, int icon_size)
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
@ -566,18 +596,101 @@ unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
return rect;
}
/* API */
void BKE_studiolight_init(void)
{
StudioLight *sl;
/* go over the preset folder and add a studiolight for every image with its path */
/* order studio lights by name */
/* Also reserve icon space for it. */
/* Add default studio light */
sl = studiolight_create();
BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA;
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 1.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
BLI_addtail(&studiolights, sl);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
/* sort studio lights on filename. */
BLI_listbase_sort(&studiolights, studiolight_cmp);
}
void BKE_studiolight_free(void)
{
struct StudioLight *sl;
while ((sl = BLI_pophead(&studiolights))) {
studiolight_free(sl);
}
}
struct StudioLight *BKE_studiolight_find(const char *name, int flag)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (STREQLEN(sl->name, name, FILE_MAXFILE)) {
if ((sl->flag & flag) == flag) {
return sl;
} else {
/* flags do not match, so use default */
return studiolights.first;
}
}
}
/* When not found, use the default studio light */
return studiolights.first;
}
struct StudioLight *BKE_studiolight_findindex(int index)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (sl->index == index) {
return sl;
}
}
/* When not found, use the default studio light */
return studiolights.first;
}
const struct ListBase *BKE_studiolight_listbase(void)
{
return &studiolights;
}
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size, int icon_id_type)
{
if (icon_id_type == STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE) {
return studiolight_irradiance_preview(sl, icon_size);
} else {
return studiolight_radiance_preview(sl, icon_size);
}
}
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
{
if ((sl->flag & flag) == flag) {
return;
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED)) {
studiolight_load_equierectangular_image(sl);
}
if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) {
studiolight_calculate_radiance_buffers(sl);
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE)) {
studiolight_create_equierectangular_gputexture(sl);
}
if ((flag & STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED)) {
studiolight_calculate_light_direction(sl);
}

@ -97,6 +97,7 @@ set(SRC
engines/eevee/eevee_engine.c
engines/eevee/eevee_lightprobes.c
engines/eevee/eevee_lights.c
engines/eevee/eevee_lookdev.c
engines/eevee/eevee_materials.c
engines/eevee/eevee_mist.c
engines/eevee/eevee_motion_blur.c

@ -511,6 +511,13 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* Save the final texture and framebuffer for final transformation or read. */
effects->final_tx = effects->source_buffer;
effects->final_fb = (effects->target_buffer != fbl->main_color_fb) ? fbl->main_fb : fbl->effect_fb;
if ((effects->enabled_effects & EFFECT_TAA) && (effects->enabled_effects & (EFFECT_BLOOM | EFFECT_DOF | EFFECT_MOTION_BLUR)) == 0) {
if (!effects->swap_double_buffer) {
effects->final_fb = fbl->double_buffer_fb;
} else {
effects->final_fb = fbl->main_fb;
}
}
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();

@ -187,7 +187,6 @@ static void eevee_draw_background(void *vedata)
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
@ -310,6 +309,11 @@ static void eevee_draw_background(void *vedata)
}
}
/* LookDev */
EEVEE_lookdev_draw_background(vedata);
/* END */
/* Tonemapping and transfer result to default framebuffer. */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx);

@ -71,6 +71,7 @@
static struct {
struct GPUShader *probe_default_sh;
struct GPUShader *probe_default_studiolight_sh;
struct GPUShader *probe_filter_glossy_sh;
struct GPUShader *probe_filter_diffuse_sh;
struct GPUShader *probe_filter_visibility_sh;
@ -214,6 +215,9 @@ static void lightprobe_shaders_init(void)
e_data.probe_default_sh = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL);
e_data.probe_default_studiolight_sh = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, "#define LOOKDEV\n");
MEM_freeN(shader_str);
shader_str = BLI_string_joinN(
@ -411,7 +415,11 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
World *wo = scene->world;
float *col = ts.colorBackground;
if (wo) {
/* LookDev */
EEVEE_lookdev_cache_init(vedata, &grp, e_data.probe_default_studiolight_sh, psl->probe_background, pinfo);
/* END */
if (!grp && wo) {
col = &wo->horr;
bool wo_sh_compiled = true;
@ -445,6 +453,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
if (wo->update_flag != 0 || pinfo->prev_world != wo || pinfo->prev_wo_sh_compiled != wo_sh_compiled) {
pinfo->update_world |= PROBE_UPDATE_ALL;
pinfo->studiolight_index = 0;
pinfo->prev_wo_sh_compiled = wo_sh_compiled;
pinfo->prev_world = wo;
}
@ -452,6 +461,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
}
else if (pinfo->prev_world) {
pinfo->update_world |= PROBE_UPDATE_ALL;
pinfo->studiolight_index = 0;
pinfo->prev_wo_sh_compiled = false;
pinfo->prev_world = NULL;
}
@ -1830,6 +1840,7 @@ void EEVEE_lightprobes_free(void)
MEM_SAFE_FREE(e_data.format_probe_display_cube);
MEM_SAFE_FREE(e_data.format_probe_display_planar);
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh);

@ -0,0 +1,130 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_lookdev.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_studiolight.h"
#include "DNA_screen_types.h"
#include "eevee_private.h"
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (v3d && v3d->drawtype == OB_MATERIAL)
{
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE);
*grp = DRW_shgroup_create(shader, pass);
GPUTexture *tex = sl->equirectangular_gputexture;
DRW_shgroup_uniform_texture(*grp, "image", tex);
axis_angle_to_mat3_single(stl->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->studiolight_matrix);
DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_call_add(*grp, geom, NULL);
/* Do we need to recalc the lightprobes? */
if (pinfo && (pinfo->studiolight_index != sl->index || pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)) {
pinfo->update_world |= PROBE_UPDATE_ALL;
pinfo->studiolight_index = sl->index;
pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
pinfo->prev_wo_sh_compiled = false;
pinfo->prev_world = NULL;
}
}
}
}
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
if (psl->lookdev_pass && draw_ctx->v3d) {
DRW_stats_group_start("Look Dev");
CameraParams params;
BKE_camera_params_init(&params);
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
params.is_ortho = true;
params.ortho_scale = 4.0;
params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
const float *viewport_size = DRW_viewport_size_get();
int viewport_inset_x = viewport_size[0]/4;
int viewport_inset_y = viewport_size[1]/4;
EEVEE_CommonUniformBuffer *common = &sldata->common_data;
common->la_num_light = 0;
common->prb_num_planar = 0;
common->prb_num_render_cube = 1;
common->prb_num_render_grid = 1;
common->ao_dist = 0.0f;
common->ao_factor = 0.0f;
common->ao_settings = 0.0f;
DRW_uniformbuffer_update(sldata->common_ubo, common);
/* override matrices */
float winmat[4][4];
float winmat_inv[4][4];
copy_m4_m4(winmat, params.winmat);
invert_m4_m4(winmat_inv, winmat);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(winmat_inv, DRW_MAT_WININV);
float viewmat[4][4];
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
float persmat[4][4];
float persmat_inv[4][4];
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persmat_inv, persmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persmat_inv, DRW_MAT_PERSINV);
GPUFrameBuffer *fb = effects->final_fb;
GPU_framebuffer_bind(fb);
GPU_framebuffer_viewport_set(fb, viewport_size[0]-viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
DRW_draw_pass(psl->lookdev_pass);
DRW_viewport_matrix_override_unset_all();
DRW_stats_group_end();
}
}

@ -34,6 +34,7 @@
#include "BKE_particle.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "BKE_studiolight.h"
#include "DNA_world_types.h"
#include "DNA_modifier_types.h"
@ -54,6 +55,7 @@ static struct {
struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit[VAR_MAT_MAX];
struct GPUShader *default_background;
struct GPUShader *default_studiolight_background;
struct GPUShader *update_noise_sh;
/* 64*64 array texture containing all LUTs and other utilitarian arrays.
@ -320,6 +322,9 @@ static char *eevee_get_defines(int options)
if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
}
if ((options & VAR_MAT_LOOKDEV) != 0) {
BLI_dynstr_appendf(ds, "#define LOOKDEV\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@ -578,6 +583,10 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
NULL);
e_data.default_studiolight_background = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
"#define LOOKDEV\n");
e_data.default_prepass_sh = DRW_shader_create(
datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
NULL);
@ -861,6 +870,35 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
}
/**
* Create a default shading group inside the lookdev pass without standard uniforms.
**/
static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
bool use_ssr, int shadow_method)
{
static int ssr_id;
ssr_id = (use_ssr) ? 1 : -1;
int options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
options |= eevee_material_shadow_option(shadow_method);
if (e_data.default_lit[options] == NULL) {
create_default_shader(options);
}
if (vedata->psl->lookdev_pass == NULL) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_CULL_BACK;
vedata->psl->lookdev_pass = DRW_pass_create("LookDev Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
/* XXX / WATCH: This creates non persistent binds for the ubos and textures.
* But it's currently OK because the following shgroups does not add any bind. */
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
}
void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
@ -884,7 +922,11 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
float *col = ts.colorBackground;
if (wo) {
/* LookDev */
EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, NULL);
/* END */
if (!grp && wo) {
col = &wo->horr;
if (wo->use_nodes && wo->nodetree) {
@ -1588,6 +1630,43 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
/* Look-Dev */
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
if (v3d && v3d->drawtype == OB_MATERIAL) {
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_LampsInfo *linfo = sldata->lamps;
struct Gwn_Batch *sphere = DRW_cache_sphere_get();
static float mat1[4][4];
static float color[3] = {1.0, 1.0, 1.0};
static float metallic_on = 1.0f;
static float metallic_off = 0.00f;
static float specular = 1.0f;
static float roughness = 0.05f;
float view_mat[4][4];
DRW_viewport_matrix_get(view_mat, DRW_MAT_VIEWINV);
DRWShadingGroup *shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_on, 1);
DRW_shgroup_uniform_float(shgrp, "specular", &specular, 1);
DRW_shgroup_uniform_float(shgrp, "roughness", &roughness, 1);
unit_m4(mat1);
mul_m4_m4m4(mat1, mat1, view_mat);
translate_m4(mat1, -1.5f, 0.0f, -5.0f);
DRW_shgroup_call_add(shgrp, sphere, mat1);
shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_off, 1);
DRW_shgroup_uniform_float(shgrp, "specular", &specular, 1);
DRW_shgroup_uniform_float(shgrp, "roughness", &roughness, 1);
translate_m4(mat1, 3.0f, 0.0f, 0.0f);
DRW_shgroup_call_add(shgrp, sphere, mat1);
}
/* END */
BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN);
BLI_ghash_free(stl->g_data->hair_material_hash, NULL, NULL);
}
@ -1603,6 +1682,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
DRW_SHADER_FREE_SAFE(e_data.default_background);
DRW_SHADER_FREE_SAFE(e_data.default_studiolight_background);
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
DRW_TEXTURE_FREE_SAFE(e_data.noise_tex);

@ -101,28 +101,29 @@ enum {
/* Material shader variations */
enum {
VAR_MAT_MESH = (1 << 0),
VAR_MAT_PROBE = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
VAR_MAT_FLAT = (1 << 3),
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_VSM = (1 << 5),
VAR_MAT_ESM = (1 << 6),
VAR_MAT_VOLUME = (1 << 7),
VAR_MAT_MESH = (1 << 0),
VAR_MAT_PROBE = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
VAR_MAT_FLAT = (1 << 3),
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_VSM = (1 << 5),
VAR_MAT_ESM = (1 << 6),
VAR_MAT_VOLUME = (1 << 7),
VAR_MAT_LOOKDEV = (1 << 8),
/* Max number of variation */
/* IMPORTANT : Leave it last and set
* it's value accordingly. */
VAR_MAT_MAX = (1 << 8),
VAR_MAT_MAX = (1 << 9),
/* These are options that are not counted in VAR_MAT_MAX
* because they are not cumulative with the others above. */
VAR_MAT_CLIP = (1 << 9),
VAR_MAT_HASH = (1 << 10),
VAR_MAT_MULT = (1 << 11),
VAR_MAT_SHADOW = (1 << 12),
VAR_MAT_REFRACT = (1 << 13),
VAR_MAT_SSS = (1 << 14),
VAR_MAT_TRANSLUC = (1 << 15),
VAR_MAT_SSSALBED = (1 << 16),
VAR_MAT_CLIP = (1 << 10),
VAR_MAT_HASH = (1 << 11),
VAR_MAT_MULT = (1 << 12),
VAR_MAT_SHADOW = (1 << 13),
VAR_MAT_REFRACT = (1 << 14),
VAR_MAT_SSS = (1 << 15),
VAR_MAT_TRANSLUC = (1 << 16),
VAR_MAT_SSSALBED = (1 << 17),
};
typedef struct EEVEE_BoundSphere {
@ -205,6 +206,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *transparent_pass;
struct DRWPass *background_pass;
struct DRWPass *update_noise_pass;
struct DRWPass *lookdev_pass;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {
@ -277,6 +279,8 @@ typedef struct EEVEE_StorageList {
struct EEVEE_EffectsInfo *effects;
struct EEVEE_PrivateData *g_data;
/* XXX: move to better place */
float studiolight_matrix[3][3];
} EEVEE_StorageList;
/* ************ LIGHT UBO ************* */
@ -452,6 +456,8 @@ typedef struct EEVEE_LightProbesInfo {
float visibility_blur;
float intensity_fac;
int shres;
int studiolight_index;
float studiolight_rot_z;
/* List of probes in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
struct Object *probes_cube_ref[MAX_PROBE];
@ -929,6 +935,10 @@ void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *en
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect);
void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, EEVEE_LightProbesInfo *pinfo);
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);
/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
{0.5f, 0.0f, 0.0f, 0.0f},

@ -15,5 +15,9 @@ Closure nodetree_exec(void)
Closure result = Closure(out_spec + out_diff * albedo, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0);
#ifdef LOOKDEV
gl_FragDepth = 0.0;
#endif
return result;
}

@ -1,9 +1,57 @@
#define M_PI 3.14159265358979323846
uniform float backgroundAlpha;
uniform mat4 ProjectionMatrix;
uniform mat4 ProjectionMatrixInverse;
uniform mat4 ViewMatrixInverse;
#ifdef LOOKDEV
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
in vec3 viewPosition;
#else
uniform vec3 color;
#endif
out vec4 FragColor;
void main() {
FragColor = vec4(color, backgroundAlpha);
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
worldvec = (ViewMatrixInverse * co).xyz;
}
float hypot(float x, float y)
{
return sqrt(x * x + y * y);
}
void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
{
vec3 nco = normalize(co);
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
/* Fix pole bleeding */
float half_width = 0.5 / float(textureSize(ima, 0).x);
v = clamp(v, half_width, 1.0 - half_width);
/* Fix u = 0 seam */
/* This is caused by texture filtering, since uv don't have smooth derivatives
* at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
* texels. So we force the highest mipmap and don't do anisotropic filtering. */
color = textureLod(ima, vec2(u, v), 0.0);
}
void main() {
#ifdef LOOKDEV
vec3 worldvec;
vec4 color;
background_transform_to_world(viewPosition, worldvec);
node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, color);
#endif
FragColor = vec4(clamp(color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
}

@ -11,7 +11,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, 0);
}
else {
memset(&wpd->shading, 0, sizeof(wpd->shading));

@ -783,7 +783,7 @@ static DrawInfo *icon_create_drawinfo(Icon *icon)
IconImage *img = MEM_mallocN(sizeof(IconImage), __func__);
img->w = STUDIOLIGHT_SIZE;
img->h = STUDIOLIGHT_SIZE;
img->rect = BKE_studiolight_preview(sl, STUDIOLIGHT_SIZE);
img->rect = BKE_studiolight_preview(sl, STUDIOLIGHT_SIZE, icon->id_type);
di->data.buffer.image = img;
}
else {

@ -655,12 +655,7 @@ static int rna_3DViewShading_type_get(PointerRNA *ptr)
RenderEngineType *type = RE_engines_find(scene->r.engine);
View3D *v3d = (View3D *)ptr->data;
if (BKE_scene_uses_blender_eevee(scene)) {
if (v3d->drawtype == OB_MATERIAL) {
return OB_RENDER;
}
}
else if (v3d->drawtype == OB_RENDER) {
if (!BKE_scene_uses_blender_eevee(scene) && v3d->drawtype == OB_RENDER) {
if (!(type && type->render_to_view)) {
return OB_MATERIAL;
}
@ -693,6 +688,7 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_TEXTURE);
if (BKE_scene_uses_blender_eevee(scene)) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_MATERIAL);
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_RENDER);
}
else {
@ -711,7 +707,7 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
static int rna_View3DShading_studio_light_orientation_get(PointerRNA *ptr)
{
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light);
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, 0);
return sl->flag & (STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_CAMERA);
}
static void rna_View3DShading_studio_light_orientation_set(PointerRNA *UNUSED(ptr), int UNUSED(value))
@ -721,7 +717,9 @@ static void rna_View3DShading_studio_light_orientation_set(PointerRNA *UNUSED(pt
static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
{
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light);
const int flag = v3d->drawtype == OB_MATERIAL? STUDIOLIGHT_ORIENTATION_WORLD: 0;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, flag);
BLI_strncpy(v3d->shading.studio_light, sl->name, FILE_MAXFILE);
return sl->index;
}
@ -733,19 +731,40 @@ static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
}
static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
bContext *UNUSED(C), PointerRNA *UNUSED(ptr),
bContext *UNUSED(C), PointerRNA *ptr,
PropertyRNA *UNUSED(prop), bool *r_free)
{
View3D *v3d = (View3D *)ptr->data;
EnumPropertyItem *item = NULL;
EnumPropertyItem *lastitem;
int totitem = 0;
bool show_studiolight;
LISTBASE_FOREACH(StudioLight *, sl, BKE_studiolight_listbase()) {
if (totitem < NUM_STUDIOLIGHT_ITEMS) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_studio_light_items, totitem);
show_studiolight = false;
int icon_id = sl->irradiance_icon_id;
if ((sl->flag & STUDIOLIGHT_EXTERNAL_FILE) == 0) {
/* always show internal lights */
show_studiolight = true;
} else {
switch (v3d->drawtype) {
case OB_SOLID:
case OB_TEXTURE:
show_studiolight = true;
break;
case OB_MATERIAL:
show_studiolight = (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD) > 0;
icon_id = sl->radiance_icon_id;
break;
}
}
if (show_studiolight && totitem < NUM_STUDIOLIGHT_ITEMS) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_studio_light_items, sl->index);
lastitem = &item[totitem - 1];
lastitem->value = sl->index;
lastitem->icon = sl->icon_id;
lastitem->icon = icon_id;
lastitem->name = sl->name;
}
}