Eevee: Remove Geometry shader usage for background.

This fix the behaviour of the light path node that separates the probes background from the viewport background.
This commit is contained in:
Clément Foucault 2017-06-29 17:07:41 +02:00
parent 790b15112b
commit 5e96df7d27
3 changed files with 42 additions and 17 deletions

View File

@ -337,7 +337,6 @@ void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
Scene *scene = draw_ctx->scene;
World *wo = scene->world;
static int zero = 0;
float *col = ts.colorBackground;
if (wo) {
col = &wo->horr;
@ -347,13 +346,10 @@ void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
if (wo->use_nodes && wo->nodetree) {
struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo);
grp = DRW_shgroup_material_instance_create(gpumat, psl->probe_background, geom);
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
if (grp) {
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
DRW_shgroup_call_add(grp, geom, NULL);
}
else {
/* Shader failed : pink background */
@ -367,10 +363,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
if (grp == NULL) {
grp = DRW_shgroup_instance_create(e_data.probe_default_sh, psl->probe_background, geom);
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
DRW_shgroup_call_add(grp, geom, NULL);
}
}
@ -1006,7 +999,7 @@ static void render_scene_to_probe(
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_draw_pass(psl->background_pass);
DRW_draw_pass(psl->probe_background);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass);
@ -1077,7 +1070,7 @@ static void render_scene_to_planar(
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
/* Background */
DRW_draw_pass(psl->background_pass);
DRW_draw_pass(psl->probe_background);
/* Since we are rendering with an inverted view matrix, we need
* to invert the facing for backface culling to be the same. */
@ -1116,13 +1109,47 @@ static void render_scene_to_planar(
static void render_world_to_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
float winmat[4][4];
/* 1 - Render to cubemap target using geometry shader. */
/* For world probe, we don't need to clear since we render the background directly. */
pinfo->layer = 0;
perspective_m4(winmat, -0.1f, 0.1f, -0.1f, 0.1f, 0.1f, 1.0f);
/* Detach to rebind the right cubeface. */
DRW_framebuffer_bind(sldata->probe_fb);
DRW_draw_pass(psl->probe_background);
DRW_framebuffer_texture_detach(sldata->probe_rt);
for (int i = 0; i < 6; ++i) {
float viewmat[4][4], persmat[4][4];
float viewinv[4][4], persinv[4][4];
DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0);
DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, PROBE_RT_SIZE, PROBE_RT_SIZE);
/* Setup custom matrices */
copy_m4_m4(viewmat, cubefacemat[i]);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
invert_m4_m4(viewinv, viewmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_draw_pass(psl->probe_background);
DRW_framebuffer_texture_detach(sldata->probe_rt);
}
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0);
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEW);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
}
static void lightprobe_cell_location_get(EEVEE_LightGrid *egrid, int cell_idx, float r_pos[3])

View File

@ -366,7 +366,7 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
}
return GPU_material_from_nodetree(
scene, wo->nodetree, &wo->gpumaterial, engine, options,
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, e_data.frag_shader_lib,
datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define PROBE_CAPTURE\n");
}

View File

@ -3020,9 +3020,7 @@ void node_tex_coord_background(
co = normalize(co);
#ifdef PROBE_CAPTURE
vec3 coords = normalize(worldPosition);
#elif defined(WORLD_BACKGROUND)
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
vec3 coords = (ViewMatrixInverse * co).xyz;
#else
vec3 coords = (ModelViewMatrixInverse * co).xyz;