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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c638
1 files changed, 638 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
new file mode 100644
index 00000000000..6868a2be36c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -0,0 +1,638 @@
+/*
+ * 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_engine.c
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "DNA_world_types.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rand.h"
+#include "GPU_glew.h"
+
+#include "eevee_engine.h"
+#include "eevee_private.h"
+#include "eevee_lut.h"
+
+#define EEVEE_ENGINE "BLENDER_EEVEE"
+
+/* *********** STATIC *********** */
+static struct {
+ struct GPUShader *default_lit;
+ struct GPUShader *default_world;
+ struct GPUShader *depth_sh;
+ struct GPUShader *tonemap;
+ struct GPUShader *shadow_sh;
+
+ struct GPUShader *probe_filter_sh;
+ struct GPUShader *probe_spherical_harmonic_sh;
+
+ struct GPUTexture *ltc_mat;
+ struct GPUTexture *brdf_lut;
+ struct GPUTexture *hammersley;
+ struct GPUTexture *jitter;
+
+ float camera_pos[3];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_default_frag_glsl[];
+extern char datatoc_default_world_frag_glsl[];
+extern char datatoc_ltc_lib_glsl[];
+extern char datatoc_bsdf_lut_frag_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_direct_lib_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
+extern char datatoc_lit_surface_frag_glsl[];
+extern char datatoc_lit_surface_vert_glsl[];
+extern char datatoc_tonemap_frag_glsl[];
+extern char datatoc_shadow_frag_glsl[];
+extern char datatoc_shadow_geom_glsl[];
+extern char datatoc_shadow_vert_glsl[];
+extern char datatoc_probe_filter_frag_glsl[];
+extern char datatoc_probe_sh_frag_glsl[];
+extern char datatoc_probe_geom_glsl[];
+extern char datatoc_probe_vert_glsl[];
+
+extern Material defmaterial;
+extern GlobalsUboStorage ts;
+
+/* Van der Corput sequence */
+ /* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
+static float radical_inverse(int i) {
+ unsigned int bits = (unsigned int)i;
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return (float)bits * 2.3283064365386963e-10f;
+}
+
+static struct GPUTexture *create_hammersley_sample_texture(int samples)
+{
+ struct GPUTexture *tex;
+ float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex");
+ int i;
+
+ for (i = 0; i < samples; i++) {
+ float phi = radical_inverse(i) * 2.0f * M_PI;
+ texels[i][0] = cos(phi);
+ texels[i][1] = sinf(phi);
+ }
+
+ tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels);
+ MEM_freeN(texels);
+ return tex;
+}
+
+static struct GPUTexture *create_jitter_texture(int w, int h)
+{
+ struct GPUTexture *tex;
+ float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * w * h, "jitter_tex");
+ int i;
+
+ /* TODO replace by something more evenly distributed like blue noise */
+ for (i = 0; i < w * h; i++) {
+ texels[i][0] = 2.0f * BLI_frand() - 1.0f;
+ texels[i][1] = 2.0f * BLI_frand() - 1.0f;
+ normalize_v2(texels[i]);
+ }
+
+ tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels);
+ MEM_freeN(texels);
+ return tex;
+}
+
+static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
+{
+ struct GPUTexture *tex;
+#if 0 /* Used only to generate the LUT values */
+ struct GPUFrameBuffer *fb = NULL;
+ static float samples_ct = 8192.0f;
+ static float inv_samples_ct = 1.0f / 8192.0f;
+
+ char *lib_str = NULL;
+
+ DynStr *ds_vert = BLI_dynstr_new();
+ BLI_dynstr_append(ds_vert, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_vert, datatoc_bsdf_sampling_lib_glsl);
+ lib_str = BLI_dynstr_get_cstring(ds_vert);
+ BLI_dynstr_free(ds_vert);
+
+ struct GPUShader *sh = DRW_shader_create_with_lib(
+ datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str,
+ "#define HAMMERSLEY_SIZE 8192\n"
+ "#define BRDF_LUT_SIZE 64\n"
+ "#define NOISE_SIZE 64\n");
+
+ DRWPass *pass = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley, 0);
+ DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter, 1);
+
+ struct Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+
+ float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
+
+ tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_FILTER, (float *)texels);
+
+ DRWFboTexture tex_filter = {&tex, DRW_BUF_RG_16, DRW_TEX_FILTER};
+ DRW_framebuffer_init(&fb, w, h, &tex_filter, 1);
+
+ DRW_framebuffer_bind(fb);
+ DRW_draw_pass(pass);
+
+ float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data);
+
+ printf("{");
+ for (int i = 0; i < w*h * 3; i+=3) {
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, \n", data[i], data[i+1]);
+ }
+ printf("}");
+
+ MEM_freeN(texels);
+ MEM_freeN(data);
+#else
+ float (*texels)[3] = MEM_mallocN(sizeof(float[3]) * 64 * 64, "bsdf lut texels");
+
+ for (int i = 0; i < 64 * 64; i++) {
+ texels[i][0] = bsdf_split_sum_ggx[i*2 + 0];
+ texels[i][1] = bsdf_split_sum_ggx[i*2 + 1];
+ texels[i][2] = ltc_mag_ggx[i];
+ }
+
+ tex = DRW_texture_create_2D(64, 64, DRW_TEX_RGB_16, DRW_TEX_FILTER, (float *)texels);
+ MEM_freeN(texels);
+#endif
+
+ return tex;
+}
+
+
+/* *********** FUNCTIONS *********** */
+
+static void EEVEE_engine_init(void *ved)
+{
+ EEVEE_Data *vedata = (EEVEE_Data *)ved;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+
+ DRWFboTexture tex = {&txl->color, DRW_BUF_RGBA_16, DRW_TEX_FILTER};
+
+ const float *viewport_size = DRW_viewport_size_get();
+ DRW_framebuffer_init(&fbl->main,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex, 1);
+
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+
+ if (!e_data.default_lit) {
+ char *frag_str = NULL;
+
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl);
+ frag_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.default_lit = DRW_shader_create(
+ datatoc_lit_surface_vert_glsl, NULL, frag_str,
+ "#define MAX_LIGHT 128\n"
+ "#define MAX_SHADOW_CUBE 42\n"
+ "#define MAX_SHADOW_MAP 64\n"
+ "#define MAX_SHADOW_CASCADE 8\n"
+ "#define MAX_CASCADE_NUM 4\n");
+
+ MEM_freeN(frag_str);
+ }
+
+ if (!e_data.shadow_sh) {
+ e_data.shadow_sh = DRW_shader_create(
+ datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL);
+ }
+
+ if (!e_data.default_world) {
+ e_data.default_world = DRW_shader_create(
+ datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_default_world_frag_glsl, NULL);
+ }
+
+ if (!e_data.probe_filter_sh) {
+ char *shader_str = NULL;
+
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_probe_filter_frag_glsl);
+ shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.probe_filter_sh = DRW_shader_create(
+ datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, shader_str,
+ "#define HAMMERSLEY_SIZE 8192\n"
+ "#define NOISE_SIZE 64\n");
+
+ MEM_freeN(shader_str);
+ }
+
+ if (!e_data.probe_spherical_harmonic_sh) {
+ e_data.probe_spherical_harmonic_sh = DRW_shader_create_fullscreen(datatoc_probe_sh_frag_glsl, NULL);
+ }
+
+ if (!e_data.tonemap) {
+ e_data.tonemap = DRW_shader_create_fullscreen(datatoc_tonemap_frag_glsl, NULL);
+ }
+
+ if (!e_data.ltc_mat) {
+ e_data.ltc_mat = DRW_texture_create_2D(64, 64, DRW_TEX_RGBA_16, DRW_TEX_FILTER, ltc_mat_ggx);
+ }
+
+ if (!e_data.hammersley) {
+ e_data.hammersley = create_hammersley_sample_texture(8192);
+ }
+
+ if (!e_data.jitter) {
+ e_data.jitter = create_jitter_texture(64, 64);
+ }
+
+ if (!e_data.brdf_lut) {
+ e_data.brdf_lut = create_ggx_lut_texture(64, 64);
+ }
+
+ {
+ float viewinvmat[4][4];
+ DRW_viewport_matrix_get(viewinvmat, DRW_MAT_VIEWINV);
+
+ copy_v3_v3(e_data.camera_pos, viewinvmat[3]);
+ }
+
+ EEVEE_lights_init(stl);
+
+ EEVEE_probes_init(vedata);
+
+ // EEVEE_lights_update(stl);
+}
+
+static DRWShadingGroup *eevee_cube_shgroup(struct GPUShader *sh, DRWPass *pass, struct Batch *geom)
+{
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+
+ for (int i = 0; i < 6; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+
+ return grp;
+}
+
+static DRWShadingGroup *eevee_cube_shadow_shgroup(
+ EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
+{
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo, 0);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ for (int i = 0; i < 6; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+
+ return grp;
+}
+
+static DRWShadingGroup *eevee_cascade_shadow_shgroup(
+ EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
+{
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo, 0);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ for (int i = 0; i < MAX_CASCADE_NUM; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+
+ return grp;
+}
+
+static void EEVEE_cache_init(void *vedata)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(g_data), "g_data");
+ }
+
+ {
+ psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ }
+
+ {
+ psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ }
+
+ {
+ // psl->shadow_pass = DRW_pass_create("Shadow Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ // stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
+ // DRW_shgroup_uniform_mat4(stl->g_data->shadow_shgrp, "ShadowMatrix", (float *)stl->lamps->shadowmat);
+ // DRW_shgroup_uniform_int(stl->g_data->shadow_shgrp, "Layer", &stl->lamps->layer, 1);
+ }
+
+ {
+ psl->probe_background = DRW_pass_create("Probe Background Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
+
+ struct Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRWShadingGroup *grp;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ World *wo = scene->world;
+
+ if (false) { /* TODO check for world nodetree */
+ // GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options)
+ }
+ else {
+ float *col = ts.colorBackground;
+ static int zero = 0;
+
+ if (wo) {
+ col = &wo->horr;
+ }
+
+ grp = eevee_cube_shgroup(e_data.default_world, psl->probe_background, geom);
+ DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
+ DRW_shgroup_uniform_vec3(grp, "color", col, 1);
+ }
+ }
+
+ {
+ psl->probe_prefilter = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR);
+
+ struct Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRWShadingGroup *grp = eevee_cube_shgroup(e_data.probe_filter_sh, psl->probe_prefilter, geom);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &stl->probes->samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &stl->probes->invsamples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "roughnessSquared", &stl->probes->roughness, 1);
+ DRW_shgroup_uniform_float(grp, "lodFactor", &stl->probes->lodfactor, 1);
+ DRW_shgroup_uniform_float(grp, "lodMax", &stl->probes->lodmax, 1);
+ DRW_shgroup_uniform_int(grp, "Layer", &stl->probes->layer, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley, 0);
+ // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter, 1);
+ DRW_shgroup_uniform_texture(grp, "probeHdr", txl->probe_rt, 3);
+ }
+
+ {
+ psl->probe_sh_compute = DRW_pass_create("Probe SH Compute", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_spherical_harmonic_sh, psl->probe_sh_compute);
+ DRW_shgroup_uniform_int(grp, "probeSize", &stl->probes->shres, 1);
+ DRW_shgroup_uniform_float(grp, "lodBias", &stl->probes->lodfactor, 1);
+ DRW_shgroup_uniform_texture(grp, "probeHdr", txl->probe_rt, 0);
+
+ struct Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ {
+ psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+
+ psl->depth_pass_cull = DRW_pass_create(
+ "Depth Pass Cull",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
+ stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
+ psl->default_pass = DRW_pass_create("Default Shader Pass", state);
+
+ /* NOTE : this shading grp does not contain any geom, it's just here to setup uniforms & textures. */
+ stl->g_data->default_lit_grp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
+ DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "light_block", stl->light_ubo, 0);
+ DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "shadow_block", stl->shadow_ubo, 1);
+ DRW_shgroup_uniform_int(stl->g_data->default_lit_grp, "light_count", &stl->lamps->num_light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->default_lit_grp, "lodMax", &stl->probes->lodmax, 1);
+ DRW_shgroup_uniform_vec3(stl->g_data->default_lit_grp, "shCoefs[0]", (float *)stl->probes->shcoefs, 9);
+ DRW_shgroup_uniform_vec3(stl->g_data->default_lit_grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "ltcMat", e_data.ltc_mat, 0);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "brdfLut", e_data.brdf_lut, 1);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "probeFiltered", txl->probe_pool, 2);
+ /* NOTE : Adding Shadow Map textures uniform in EEVEE_cache_finish */
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
+ psl->material_pass = DRW_pass_create("Material Shader Pass", state);
+
+ /* NOTE : this shading grp does not contain any geom, it's just here to setup uniforms & textures. */
+ stl->g_data->material_lit_grp = DRW_shgroup_create(e_data.default_lit, psl->material_pass);
+ DRW_shgroup_uniform_block(stl->g_data->material_lit_grp, "light_block", stl->light_ubo, 0);
+ DRW_shgroup_uniform_block(stl->g_data->material_lit_grp, "shadow_block", stl->shadow_ubo, 1);
+ DRW_shgroup_uniform_int(stl->g_data->material_lit_grp, "light_count", &stl->lamps->num_light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->material_lit_grp, "lodMax", &stl->probes->lodmax, 1);
+ DRW_shgroup_uniform_vec3(stl->g_data->material_lit_grp, "shCoefs[0]", (float *)stl->probes->shcoefs, 9);
+ DRW_shgroup_uniform_vec3(stl->g_data->material_lit_grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "ltcMat", e_data.ltc_mat, 0);
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "brdfLut", e_data.brdf_lut, 1);
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "probeFiltered", txl->probe_pool, 2);
+ /* NOTE : Adding Shadow Map textures uniform in EEVEE_cache_finish */
+ }
+ {
+ /* Final pass : Map HDR color to LDR color.
+ * Write result to the default color buffer */
+ psl->tonemap = DRW_pass_create("Tone Mapping", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.tonemap, psl->tonemap);
+ DRW_shgroup_uniform_buffer(grp, "hdrColorBuf", &txl->color, 0);
+
+ struct Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ EEVEE_lights_cache_init(stl);
+}
+
+static void EEVEE_cache_populate(void *vedata, Object *ob)
+{
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+
+ struct Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
+ const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
+
+ /* Depth Prepass */
+ DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
+
+ /* Get per-material split surface */
+ struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
+ if (mat_geom) {
+ for (int i = 0; i < MAX2(1, ob->totcol); ++i) {
+ Material *ma = give_current_material(ob, i + 1);
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit, psl->material_pass);
+ DRW_shgroup_uniform_vec3(shgrp, "diffuse_col", &ma->r, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "specular_col", &ma->specr, 1);
+ DRW_shgroup_uniform_short(shgrp, "hardness", &ma->har, 1);
+ DRW_shgroup_call_add(shgrp, mat_geom[i], ob->obmat);
+ }
+ }
+ else {
+ /* TODO, support for all geometry types (non mesh geometry) */
+ DRW_shgroup_call_add(stl->g_data->default_lit_grp, geom, ob->obmat);
+ // DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
+ eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
+ eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
+ }
+
+ // GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options)
+
+ // DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
+ eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
+ eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
+ }
+ else if (ob->type == OB_LAMP) {
+ EEVEE_lights_cache_add(stl, ob);
+ }
+}
+
+static void EEVEE_cache_finish(void *vedata)
+{
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
+ EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
+
+ EEVEE_lights_cache_finish(stl, txl, fbl);
+
+ /* Shadows binding */
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowMaps", txl->shadow_depth_map_pool, 4);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowCubes", txl->shadow_depth_cube_pool, 5);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowCascades", txl->shadow_depth_cascade_pool, 6);
+
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "shadowMaps", txl->shadow_depth_map_pool, 4);
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "shadowCubes", txl->shadow_depth_cube_pool, 5);
+ DRW_shgroup_uniform_texture(stl->g_data->material_lit_grp, "shadowCascades", txl->shadow_depth_cascade_pool, 6);
+}
+
+static void EEVEE_draw_scene(void *vedata)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* Refresh Probes */
+ EEVEE_refresh_probe((EEVEE_Data *)vedata);
+
+ /* Refresh shadows */
+ EEVEE_draw_shadows((EEVEE_Data *)vedata);
+
+ /* Attach depth to the hdr buffer and bind it */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ DRW_framebuffer_bind(fbl->main);
+
+ /* Clear Depth */
+ /* TODO do background */
+ // float clearcol[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ // DRW_framebuffer_clear(true, true, false, clearcol, 1.0f);
+ DRW_draw_background();
+
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+ DRW_draw_pass(psl->default_pass);
+ DRW_draw_pass(psl->material_pass);
+
+ /* Restore default framebuffer */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ DRW_framebuffer_bind(dfbl->default_fb);
+
+ DRW_draw_pass(psl->tonemap);
+}
+
+static void EEVEE_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.default_lit);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_world);
+ DRW_SHADER_FREE_SAFE(e_data.probe_filter_sh);
+ DRW_SHADER_FREE_SAFE(e_data.probe_spherical_harmonic_sh);
+ DRW_SHADER_FREE_SAFE(e_data.tonemap);
+ DRW_TEXTURE_FREE_SAFE(e_data.ltc_mat);
+ DRW_TEXTURE_FREE_SAFE(e_data.brdf_lut);
+ DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
+ DRW_TEXTURE_FREE_SAFE(e_data.jitter);
+}
+
+static void EEVEE_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
+{
+ BLI_assert(props &&
+ props->type == IDP_GROUP &&
+ props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
+ // BKE_collection_engine_property_add_int(props, "high_quality_sphere_lamps", false);
+}
+
+static const DrawEngineDataSize EEVEE_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
+
+DrawEngineType draw_engine_eevee_type = {
+ NULL, NULL,
+ N_("Eevee"),
+ &EEVEE_data_size,
+ &EEVEE_engine_init,
+ &EEVEE_engine_free,
+ &EEVEE_cache_init,
+ &EEVEE_cache_populate,
+ &EEVEE_cache_finish,
+ &EEVEE_draw_scene,
+ NULL//&EEVEE_draw_scene
+};
+
+RenderEngineType DRW_engine_viewport_eevee_type = {
+ NULL, NULL,
+ EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_OGL_PIPELINE,
+ NULL, NULL, NULL, NULL, NULL, NULL, &EEVEE_collection_settings_create,
+ &draw_engine_eevee_type,
+ {NULL, NULL, NULL}
+};
+
+
+#undef EEVEE_ENGINE