[Bf-blender-cvs] [929c78e33c0] blender2.8: EEVEE: LookDev blurred background
Jeroen Bakker
noreply at git.blender.org
Tue May 29 17:52:12 CEST 2018
Commit: 929c78e33c06f55af4a3d98240959c4afcf9f39c
Author: Jeroen Bakker
Date: Tue May 29 17:50:32 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB929c78e33c06f55af4a3d98240959c4afcf9f39c
EEVEE: LookDev blurred background
===================================================================
M source/blender/blenkernel/intern/studiolight.c
M source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
===================================================================
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 56765f06a59..2cdffb88212 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -178,6 +178,11 @@ static void studiolight_create_equierectangular_radiance_gputexture(StudioLight
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
ImBuf *ibuf = sl->equirectangular_radiance_buffer;
sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ GPUTexture *tex = sl->equirectangular_radiance_gputexture;
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, true);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE;
}
@@ -189,6 +194,11 @@ static void studiolight_create_equierectangular_irradiance_gputexture(StudioLigh
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
sl->equirectangular_irradiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ GPUTexture *tex = sl->equirectangular_irradiance_gputexture;
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, true);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE;
}
@@ -404,6 +414,10 @@ static void studiolight_calculate_irradiance_equirectangular_image(StudioLight *
}
sl->equirectangular_irradiance_buffer = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH, STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT);
MEM_freeN(colbuf);
+#if 0
+ IMB_saveiff(sl->equirectangular_irradiance_buffer, "/tmp/studiolight_specular_irradiance.png", IB_rectfloat);
+#endif
+
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED;
}
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 d2a654cecda..1f0ef76da0c 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -1,3 +1,4 @@
+
#define M_PI 3.14159265358979323846
uniform float backgroundAlpha;
@@ -35,8 +36,9 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
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);
+ float width = float(textureSize(ima, 0).x);
+ float texel_width = 1.0 / width;
+ v = clamp(v, texel_width, 1.0 - texel_width);
/* Fix u = 0 seam */
/* This is caused by texture filtering, since uv don't have smooth derivatives
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