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);
 }

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to