[Bf-blender-cvs] [d5889f57ae0] blender2.8: EEVEE: LookDev fadeout to the world horizon color

Jeroen Bakker noreply at git.blender.org
Tue May 29 16:29:17 CEST 2018


Commit: d5889f57ae06d21312f3a82bcefe17cc660aef49
Author: Jeroen Bakker
Date:   Tue May 29 12:38:19 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBd5889f57ae06d21312f3a82bcefe17cc660aef49

EEVEE: LookDev fadeout to the world horizon color

===================================================================

M	source/blender/draw/engines/eevee/eevee_lightprobes.c
M	source/blender/draw/engines/eevee/eevee_lookdev.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/eevee_private.h
M	source/blender/draw/engines/eevee/shaders/default_world_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index c7a2951a670..a45d69794f3 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -417,7 +417,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
 		float *col = ts.colorBackground;
 
 		/* LookDev */
-		EEVEE_lookdev_cache_init(vedata, &grp, e_data.probe_default_studiolight_sh, psl->probe_background, pinfo);
+		EEVEE_lookdev_cache_init(vedata, &grp, e_data.probe_default_studiolight_sh, psl->probe_background, wo, pinfo);
 		/* END */
 		if (!grp && wo) {
 			col = &wo->horr;
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 80d3ff711af..1060fb00800 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -28,10 +28,11 @@
 #include "BKE_studiolight.h"
 
 #include "DNA_screen_types.h"
+#include "DNA_world_types.h"
 
 #include "eevee_private.h"
 
-void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, EEVEE_LightProbesInfo *pinfo)
+void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, World *world, EEVEE_LightProbesInfo *pinfo)
 {
 	EEVEE_StorageList *stl = vedata->stl;
 	const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -50,6 +51,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShad
 			axis_angle_to_mat3_single(stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
 			DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
 
+			DRW_shgroup_uniform_vec3(*grp, "color", &world->horr, 1);
 			DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
 			DRW_shgroup_call_add(*grp, geom, NULL);
 
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index cbbb1d6f6b1..32bd6f23d84 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -923,7 +923,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
 		float *col = ts.colorBackground;
 
 		/* LookDev */
-		EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, NULL);
+		EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, wo, NULL);
 		/* END */
 
 		if (!grp && wo) {
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index d57f6464ec1..6b2e2ebfdcb 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -942,7 +942,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct R
 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_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, struct World *world, EEVEE_LightProbesInfo *pinfo);
 void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);
 
 /* Shadow Matrix */
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 9a1616648eb..386f3d68bf8 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -9,9 +9,8 @@ uniform mat3 StudioLightMatrix;
 uniform sampler2D image;
 uniform float studioLightFadeout = 0.0;
 in vec3 viewPosition;
-#else
-uniform vec3 color;
 #endif
+uniform vec3 color;
 
 out vec4 FragColor;
 
@@ -49,11 +48,13 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
 void main() {
 #ifdef LOOKDEV
 	vec3 worldvec;
-	vec4 color;
+	vec4 background_color;
 	background_transform_to_world(viewPosition, worldvec);
-	node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, color);
-	color *= (1.0 - studioLightFadeout);
+	node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, background_color);
+	background_color.rgb = mix(background_color.rgb, color, studioLightFadeout);
+#else
+	vec3 background_color = color;
 #endif
 
-	FragColor = vec4(clamp(color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
+	FragColor = vec4(clamp(background_color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
 }



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