diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lightprobes.c | 1358 |
1 files changed, 1358 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c new file mode 100644 index 00000000000..1b341aced07 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -0,0 +1,1358 @@ +/* + * 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_lightprobes.c + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BLI_utildefines.h" +#include "BLI_string_utils.h" +#include "BLI_rand.h" + +#include "DNA_world_types.h" +#include "DNA_texture_types.h" +#include "DNA_image_types.h" +#include "DNA_lightprobe_types.h" +#include "DNA_view3d_types.h" + +#include "BKE_collection.h" +#include "BKE_object.h" +#include "MEM_guardedalloc.h" + +#include "GPU_material.h" +#include "GPU_texture.h" +#include "GPU_glew.h" + +#include "DEG_depsgraph_query.h" + +#include "eevee_engine.h" +#include "eevee_lightcache.h" +#include "eevee_private.h" + +#include "ED_screen.h" + +#include "WM_api.h" +#include "WM_types.h" + +#define HAMMERSLEY_SIZE 1024 + +static struct { + struct GPUShader *probe_default_sh; + struct GPUShader *probe_default_studiolight_sh; + struct GPUShader *probe_filter_glossy_sh; + struct GPUShader *probe_filter_diffuse_sh; + struct GPUShader *probe_filter_visibility_sh; + struct GPUShader *probe_grid_fill_sh; + struct GPUShader *probe_grid_display_sh; + struct GPUShader *probe_planar_display_sh; + struct GPUShader *probe_planar_downsample_sh; + struct GPUShader *probe_cube_display_sh; + + struct GPUTexture *hammersley; + struct GPUTexture *planar_pool_placeholder; + struct GPUTexture *depth_placeholder; + struct GPUTexture *depth_array_placeholder; + struct GPUTexture *cube_face_minmaxz; + + struct Gwn_VertFormat *format_probe_display_cube; + struct Gwn_VertFormat *format_probe_display_planar; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_background_vert_glsl[]; +extern char datatoc_default_world_frag_glsl[]; +extern char datatoc_lightprobe_filter_glossy_frag_glsl[]; +extern char datatoc_lightprobe_filter_diffuse_frag_glsl[]; +extern char datatoc_lightprobe_filter_visibility_frag_glsl[]; +extern char datatoc_lightprobe_geom_glsl[]; +extern char datatoc_lightprobe_vert_glsl[]; +extern char datatoc_lightprobe_planar_display_frag_glsl[]; +extern char datatoc_lightprobe_planar_display_vert_glsl[]; +extern char datatoc_lightprobe_planar_downsample_frag_glsl[]; +extern char datatoc_lightprobe_planar_downsample_geom_glsl[]; +extern char datatoc_lightprobe_planar_downsample_vert_glsl[]; +extern char datatoc_lightprobe_cube_display_frag_glsl[]; +extern char datatoc_lightprobe_cube_display_vert_glsl[]; +extern char datatoc_lightprobe_grid_display_frag_glsl[]; +extern char datatoc_lightprobe_grid_display_vert_glsl[]; +extern char datatoc_lightprobe_grid_fill_frag_glsl[]; +extern char datatoc_irradiance_lib_glsl[]; +extern char datatoc_lightprobe_lib_glsl[]; +extern char datatoc_octahedron_lib_glsl[]; +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_common_uniforms_lib_glsl[]; +extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_bsdf_sampling_lib_glsl[]; + +extern GlobalsUboStorage ts; + +/* *********** FUNCTIONS *********** */ + +/* TODO find a better way than this. This does not support dupli objects if + * the original object is hidden. */ +bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data) +{ + EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data; + + /* test disabled if group is NULL */ + if (oed->test_data->collection == NULL) + return vis_in; + + if (oed->test_data->cached == false) + oed->ob_vis_dirty = true; + + /* early out, don't need to compute ob_vis yet. */ + if (vis_in == false) + return vis_in; + + if (oed->ob_vis_dirty) { + oed->ob_vis_dirty = false; + oed->ob_vis = BKE_collection_has_object_recursive(oed->test_data->collection, oed->ob); + oed->ob_vis = (oed->test_data->invert) ? !oed->ob_vis : oed->ob_vis; + } + + return vis_in && oed->ob_vis; +} + +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++) { + double dphi; + BLI_hammersley_1D(i, &dphi); + float phi = (float)dphi * 2.0f * M_PI; + texels[i][0] = cosf(phi); + texels[i][1] = sinf(phi); + } + + tex = DRW_texture_create_1D(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels); + MEM_freeN(texels); + return tex; +} + +static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref) +{ + EEVEE_TextureList *txl = vedata->txl; + + /* XXX TODO OPTIMISATION : This is a complete waist of texture memory. + * Instead of allocating each planar probe for each viewport, + * only alloc them once using the biggest viewport resolution. */ + const float *viewport_size = DRW_viewport_size_get(); + + /* TODO get screen percentage from layer setting */ + // const DRWContextState *draw_ctx = DRW_context_state_get(); + // ViewLayer *view_layer = draw_ctx->view_layer; + float screen_percentage = 1.0f; + + int width = (int)(viewport_size[0] * screen_percentage); + int height = (int)(viewport_size[1] * screen_percentage); + + /* We need an Array texture so allocate it ourself */ + if (!txl->planar_pool) { + if (num_planar_ref > 0) { + txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), + GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); + txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), + GPU_DEPTH_COMPONENT24, 0, NULL); + } + else if (num_planar_ref == 0) { + /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */ + txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); + txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL); + } + } +} + +static void lightprobe_shaders_init(void) +{ + const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n" +#if defined(IRRADIANCE_SH_L2) + "#define IRRADIANCE_SH_L2\n" +#elif defined(IRRADIANCE_CUBEMAP) + "#define IRRADIANCE_CUBEMAP\n" +#elif defined(IRRADIANCE_HL2) + "#define IRRADIANCE_HL2\n" +#endif + "#define NOISE_SIZE 64\n"; + + char *shader_str = NULL; + char *vert_str = NULL; + + shader_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_bsdf_sampling_lib_glsl, + datatoc_lightprobe_filter_glossy_frag_glsl); + + e_data.probe_filter_glossy_sh = DRW_shader_create( + datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, filter_defines); + + e_data.probe_default_sh = DRW_shader_create( + datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL); + + e_data.probe_default_studiolight_sh = DRW_shader_create( + datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, "#define LOOKDEV\n"); + + MEM_freeN(shader_str); + + shader_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_bsdf_sampling_lib_glsl, + datatoc_lightprobe_filter_diffuse_frag_glsl); + + e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(shader_str, filter_defines); + + MEM_freeN(shader_str); + + shader_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_bsdf_sampling_lib_glsl, + datatoc_lightprobe_filter_visibility_frag_glsl); + + e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen(shader_str, filter_defines); + + MEM_freeN(shader_str); + + shader_str = BLI_string_joinN( + datatoc_octahedron_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_irradiance_lib_glsl, + datatoc_lightprobe_lib_glsl, + datatoc_lightprobe_grid_display_frag_glsl); + + vert_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_lightprobe_grid_display_vert_glsl); + + e_data.probe_grid_display_sh = DRW_shader_create(vert_str, NULL, shader_str, filter_defines); + + MEM_freeN(vert_str); + MEM_freeN(shader_str); + + e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen( + datatoc_lightprobe_grid_fill_frag_glsl, filter_defines); + + shader_str = BLI_string_joinN( + datatoc_octahedron_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_lightprobe_lib_glsl, + datatoc_lightprobe_cube_display_frag_glsl); + + vert_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_lightprobe_cube_display_vert_glsl); + + e_data.probe_cube_display_sh = DRW_shader_create(vert_str, NULL, shader_str, SHADER_DEFINES); + + MEM_freeN(vert_str); + MEM_freeN(shader_str); + + vert_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_lightprobe_planar_display_vert_glsl); + + shader_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_lightprobe_planar_display_frag_glsl); + + e_data.probe_planar_display_sh = DRW_shader_create(vert_str, NULL, shader_str, NULL); + + MEM_freeN(vert_str); + MEM_freeN(shader_str); + + e_data.probe_planar_downsample_sh = DRW_shader_create( + datatoc_lightprobe_planar_downsample_vert_glsl, + datatoc_lightprobe_planar_downsample_geom_glsl, + datatoc_lightprobe_planar_downsample_frag_glsl, + NULL); + + e_data.hammersley = create_hammersley_sample_texture(HAMMERSLEY_SIZE); +} + +void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + EEVEE_StorageList *stl = vedata->stl; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + if (!e_data.probe_filter_glossy_sh) { + lightprobe_shaders_init(); + } + + if ((scene_eval->eevee.light_cache == NULL) && + (sldata->fallback_lightcache == NULL)) + { +#if defined(IRRADIANCE_SH_L2) + int grid_res = 4; +#elif defined(IRRADIANCE_CUBEMAP) + int grid_res = 8; +#elif defined(IRRADIANCE_HL2) + int grid_res = 4; +#endif + int cube_res = OCTAHEDRAL_SIZE_FROM_CUBESIZE(scene_eval->eevee.gi_cubemap_resolution); + int vis_res = scene_eval->eevee.gi_visibility_resolution; + + sldata->fallback_lightcache = EEVEE_lightcache_create(1, 1, cube_res, vis_res, (int[3]){grid_res, grid_res, 1}); + } + + stl->g_data->light_cache = (scene_eval->eevee.light_cache) ? scene_eval->eevee.light_cache : sldata->fallback_lightcache; + + EEVEE_lightcache_load(stl->g_data->light_cache); + + if (!sldata->probes) { + sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo"); + sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightProbe) * MAX_PROBE, NULL); + sldata->grid_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightGrid) * MAX_GRID, NULL); + sldata->planar_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_PlanarReflection) * MAX_PLANAR, NULL); + } + + common_data->prb_num_planar = 0; + common_data->prb_num_render_cube = 1; + common_data->prb_num_render_grid = 1; + + common_data->spec_toggle = true; + common_data->ssr_toggle = true; + common_data->sss_toggle = true; + + /* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */ + if (!e_data.planar_pool_placeholder) { + e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER, NULL); + } +} + +/* Only init the passes usefull for rendering the light cache. */ +void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth) +{ + EEVEE_PassList *psl = vedata->psl; + LightCache *light_cache = vedata->stl->g_data->light_cache; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + + { + psl->probe_glossy_compute = DRW_pass_create("LightProbe Glossy Compute", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_glossy_sh, psl->probe_glossy_compute); + DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1); + DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1); + DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1); + DRW_shgroup_uniform_float(grp, "roughnessSquared", &pinfo->roughness, 1); + DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1); + DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1); + DRW_shgroup_uniform_float(grp, "texelSize", &pinfo->texel_size, 1); + DRW_shgroup_uniform_float(grp, "paddingSize", &pinfo->padding_size, 1); + DRW_shgroup_uniform_int(grp, "Layer", &pinfo->layer, 1); + DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); + // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); + DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + psl->probe_diffuse_compute = DRW_pass_create("LightProbe Diffuse Compute", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_diffuse_sh, psl->probe_diffuse_compute); +#ifdef IRRADIANCE_SH_L2 + DRW_shgroup_uniform_int(grp, "probeSize", &pinfo->shres, 1); +#else + DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1); + DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1); + DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1); + DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1); + DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); +#endif + DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1); + DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color); + + struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); + DRW_shgroup_call_add(grp, geom, NULL); + } + + { + psl->probe_visibility_compute = DRW_pass_create("LightProbe Visibility Compute", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_visibility_sh, psl->probe_visibility_compute); + DRW_shgroup_uniform_int(grp, "outputSize", &pinfo->shres, 1); + DRW_shgroup_uniform_float(grp, "visibilityRange", &pinfo->visibility_range, 1); + DRW_shgroup_uniform_float(grp, "visibilityBlur", &pinfo->visibility_blur, 1); + DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1); + DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1); + DRW_shgroup_uniform_float(grp, "storedTexelSize", &pinfo->texel_size, 1); + DRW_shgroup_uniform_float(grp, "nearClip", &pinfo->near_clip, 1); + DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1); + DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); + DRW_shgroup_uniform_texture(grp, "probeDepth", rt_depth); + + struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); + DRW_shgroup_call_add(grp, geom, NULL); + } + + { + psl->probe_grid_fill = DRW_pass_create("LightProbe Grid Floodfill", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_fill_sh, psl->probe_grid_fill); + DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &light_cache->grid_tx.tex); + + struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); + DRW_shgroup_call_add(grp, geom, NULL); + } +} + +void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_TextureList *txl = vedata->txl; + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + LightCache *lcache = stl->g_data->light_cache; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + pinfo->num_planar = 0; + pinfo->vis_data.collection = NULL; + pinfo->do_grid_update = false; + pinfo->do_cube_update = false; + + { + psl->probe_background = DRW_pass_create("World Probe Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); + + struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); + DRWShadingGroup *grp = NULL; + + Scene *scene = draw_ctx->scene; + World *wo = scene->world; + + float *col = ts.colorBackground; + + /* LookDev */ + EEVEE_lookdev_cache_init(vedata, &grp, e_data.probe_default_studiolight_sh, psl->probe_background, wo, pinfo); + /* END */ + if (!grp && wo) { + col = &wo->horr; + + if (wo->use_nodes && wo->nodetree) { + static float error_col[3] = {1.0f, 0.0f, 1.0f}; + struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo); + + GPUMaterialStatus status = GPU_material_status(gpumat); + + switch (status) { + case GPU_MAT_SUCCESS: + grp = DRW_shgroup_material_create(gpumat, psl->probe_background); + DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); + DRW_shgroup_call_add(grp, geom, NULL); + break; + default: + col = error_col; + break; + } + } + } + + /* Fallback if shader fails or if not using nodetree. */ + if (grp == NULL) { + grp = DRW_shgroup_create(e_data.probe_default_sh, psl->probe_background); + DRW_shgroup_uniform_vec3(grp, "color", col, 1); + DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); + DRW_shgroup_call_add(grp, geom, NULL); + } + } + + if (DRW_state_draw_support()) { + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; + psl->probe_display = DRW_pass_create("LightProbe Display", state); + + /* Cube Display */ + if (scene_eval->eevee.flag & SCE_EEVEE_SHOW_CUBEMAPS && lcache->cube_len > 1) { + int cube_len = lcache->cube_len - 1; /* don't count the world. */ + DRWShadingGroup *grp = DRW_shgroup_empty_tri_batch_create(e_data.probe_cube_display_sh, + psl->probe_display, cube_len * 2); + DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); + DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f); + } + + /* Grid Display */ + if (scene_eval->eevee.flag & SCE_EEVEE_SHOW_IRRADIANCE) { + EEVEE_LightGrid *egrid = lcache->grid_data + 1; + for (int p = 1; p < lcache->grid_len; ++p, egrid++) { + DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.probe_grid_display_sh, psl->probe_display); + DRW_shgroup_uniform_int(shgrp, "offset", &egrid->offset, 1); + DRW_shgroup_uniform_ivec3(shgrp, "grid_resolution", egrid->resolution, 1); + DRW_shgroup_uniform_vec3(shgrp, "corner", egrid->corner, 1); + DRW_shgroup_uniform_vec3(shgrp, "increment_x", egrid->increment_x, 1); + DRW_shgroup_uniform_vec3(shgrp, "increment_y", egrid->increment_y, 1); + DRW_shgroup_uniform_vec3(shgrp, "increment_z", egrid->increment_z, 1); + DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); + DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex); + DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f); + int tri_count = egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2] * 2; + DRW_shgroup_call_procedural_triangles_add(shgrp, tri_count, NULL); + } + } + + /* Planar Display */ + DRW_shgroup_instance_format(e_data.format_probe_display_planar, { + {"probe_id", DRW_ATTRIB_INT, 1}, + {"probe_mat", DRW_ATTRIB_FLOAT, 16}, + }); + + DRWShadingGroup *grp = DRW_shgroup_instance_create( + e_data.probe_planar_display_sh, + psl->probe_display, + DRW_cache_quad_get(), + e_data.format_probe_display_planar); + stl->g_data->planar_display_shgrp = grp; + DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &txl->planar_pool); + } + else { + stl->g_data->planar_display_shgrp = NULL; + } + + { + psl->probe_planar_downsample_ps = DRW_pass_create("LightProbe Planar Downsample", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps); + DRW_shgroup_uniform_texture_ref(grp, "source", &txl->planar_pool); + DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1); + DRW_shgroup_call_instances_add(grp, DRW_cache_fullscreen_quad_get(), NULL, (uint *)&pinfo->num_planar); + } +} + +static bool eevee_lightprobes_culling_test(Object *ob) +{ + LightProbe *probe = (LightProbe *)ob->data; + + switch (probe->type) { + case LIGHTPROBE_TYPE_PLANAR: + { + /* See if this planar probe is inside the view frustum. If not, no need to update it. */ + /* NOTE: this could be bypassed if we want feedback loop mirrors for rendering. */ + BoundBox bbox; float tmp[4][4]; + const float min[3] = {-1.0f, -1.0f, -1.0f}; + const float max[3] = { 1.0f, 1.0f, 1.0f}; + BKE_boundbox_init_from_minmax(&bbox, min, max); + + copy_m4_m4(tmp, ob->obmat); + normalize_v3(tmp[2]); + mul_v3_fl(tmp[2], probe->distinf); + + for (int v = 0; v < 8; ++v) { + mul_m4_v3(tmp, bbox.vec[v]); + } + return DRW_culling_box_test(&bbox); + } + case LIGHTPROBE_TYPE_CUBE: + return true; /* TODO */ + case LIGHTPROBE_TYPE_GRID: + return true; /* TODO */ + } + BLI_assert(0); + return true; +} + +void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob) +{ + EEVEE_LightProbesInfo *pinfo = sldata->probes; + LightProbe *probe = (LightProbe *)ob->data; + + if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) || + (probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE) || + (probe->type == LIGHTPROBE_TYPE_PLANAR && pinfo->num_planar >= MAX_PLANAR)) + { + printf("Too many probes in the view !!!\n"); + return; + } + + if (probe->type == LIGHTPROBE_TYPE_PLANAR) { + if (!eevee_lightprobes_culling_test(ob)) { + return; /* Culled */ + } + EEVEE_lightprobes_planar_data_from_object(ob, + &pinfo->planar_data[pinfo->num_planar], + &pinfo->planar_vis_tests[pinfo->num_planar]); + /* Debug Display */ + DRWShadingGroup *grp = vedata->stl->g_data->planar_display_shgrp; + if (grp && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { + DRW_shgroup_call_dynamic_add(grp, &pinfo->num_planar, ob->obmat); + } + + pinfo->num_planar++; + } + else { + EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); + if (ped->need_update) { + if (probe->type == LIGHTPROBE_TYPE_GRID) { + pinfo->do_grid_update = true; + } + else { + pinfo->do_cube_update = true; + } + ped->need_update = false; + } + } +} + +void EEVEE_lightprobes_grid_data_from_object(Object *ob, EEVEE_LightGrid *egrid, int *offset) +{ + LightProbe *probe = (LightProbe *)ob->data; + + copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x); + + /* Save current offset and advance it for the next grid. */ + egrid->offset = *offset; + *offset += egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2]; + + /* Add one for level 0 */ + float fac = 1.0f / max_ff(1e-8f, probe->falloff); + egrid->attenuation_scale = fac / max_ff(1e-8f, probe->distinf); + egrid->attenuation_bias = fac; + + /* Update transforms */ + float cell_dim[3], half_cell_dim[3]; + cell_dim[0] = 2.0f / egrid->resolution[0]; + cell_dim[1] = 2.0f / egrid->resolution[1]; + cell_dim[2] = 2.0f / egrid->resolution[2]; + + mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f); + + /* Matrix converting world space to cell ranges. */ + invert_m4_m4(egrid->mat, ob->obmat); + + /* First cell. */ + copy_v3_fl(egrid->corner, -1.0f); + add_v3_v3(egrid->corner, half_cell_dim); + mul_m4_v3(ob->obmat, egrid->corner); + + /* Opposite neighbor cell. */ + copy_v3_fl3(egrid->increment_x, cell_dim[0], 0.0f, 0.0f); + add_v3_v3(egrid->increment_x, half_cell_dim); + add_v3_fl(egrid->increment_x, -1.0f); + mul_m4_v3(ob->obmat, egrid->increment_x); + sub_v3_v3(egrid->increment_x, egrid->corner); + + copy_v3_fl3(egrid->increment_y, 0.0f, cell_dim[1], 0.0f); + add_v3_v3(egrid->increment_y, half_cell_dim); + add_v3_fl(egrid->increment_y, -1.0f); + mul_m4_v3(ob->obmat, egrid->increment_y); + sub_v3_v3(egrid->increment_y, egrid->corner); + + copy_v3_fl3(egrid->increment_z, 0.0f, 0.0f, cell_dim[2]); + add_v3_v3(egrid->increment_z, half_cell_dim); + add_v3_fl(egrid->increment_z, -1.0f); + mul_m4_v3(ob->obmat, egrid->increment_z); + sub_v3_v3(egrid->increment_z, egrid->corner); + + /* Visibility bias */ + egrid->visibility_bias = 0.05f * probe->vis_bias; + egrid->visibility_bleed = probe->vis_bleedbias; + egrid->visibility_range = 1.0f + sqrtf(max_fff(len_squared_v3(egrid->increment_x), + len_squared_v3(egrid->increment_y), + len_squared_v3(egrid->increment_z))); +} + +void EEVEE_lightprobes_cube_data_from_object(Object *ob, EEVEE_LightProbe *eprobe) +{ + LightProbe *probe = (LightProbe *)ob->data; + + /* Update transforms */ + copy_v3_v3(eprobe->position, ob->obmat[3]); + + /* Attenuation */ + eprobe->attenuation_type = probe->attenuation_type; + eprobe->attenuation_fac = 1.0f / max_ff(1e-8f, probe->falloff); + + unit_m4(eprobe->attenuationmat); + scale_m4_fl(eprobe->attenuationmat, probe->distinf); + mul_m4_m4m4(eprobe->attenuationmat, ob->obmat, eprobe->attenuationmat); + invert_m4(eprobe->attenuationmat); + + /* Parallax */ + unit_m4(eprobe->parallaxmat); + + if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) { + eprobe->parallax_type = probe->parallax_type; + scale_m4_fl(eprobe->parallaxmat, probe->distpar); + } + else { + eprobe->parallax_type = probe->attenuation_type; + scale_m4_fl(eprobe->parallaxmat, probe->distinf); + } + + mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat); + invert_m4(eprobe->parallaxmat); +} + +void EEVEE_lightprobes_planar_data_from_object(Object *ob, EEVEE_PlanarReflection *eplanar, EEVEE_LightProbeVisTest *vis_test) +{ + LightProbe *probe = (LightProbe *)ob->data; + float normat[4][4], imat[4][4]; + + vis_test->collection = probe->visibility_grp; + vis_test->invert = probe->flag & LIGHTPROBE_FLAG_INVERT_GROUP; + vis_test->cached = false; + + /* Computing mtx : matrix that mirror position around object's XY plane. */ + normalize_m4_m4(normat, ob->obmat); /* object > world */ + invert_m4_m4(imat, normat); /* world > object */ + /* XY reflection plane */ + imat[0][2] = -imat[0][2]; + imat[1][2] = -imat[1][2]; + imat[2][2] = -imat[2][2]; + imat[3][2] = -imat[3][2]; /* world > object > mirrored obj */ + mul_m4_m4m4(eplanar->mtx, normat, imat); /* world > object > mirrored obj > world */ + + /* Compute clip plane equation / normal. */ + copy_v3_v3(eplanar->plane_equation, ob->obmat[2]); + normalize_v3(eplanar->plane_equation); /* plane normal */ + eplanar->plane_equation[3] = -dot_v3v3(eplanar->plane_equation, ob->obmat[3]); + eplanar->clipsta = probe->clipsta; + + /* Compute XY clip planes. */ + normalize_v3_v3(eplanar->clip_vec_x, ob->obmat[0]); + normalize_v3_v3(eplanar->clip_vec_y, ob->obmat[1]); + + float vec[3] = {0.0f, 0.0f, 0.0f}; + vec[0] = 1.0f; vec[1] = 0.0f; vec[2] = 0.0f; + mul_m4_v3(ob->obmat, vec); /* Point on the edge */ + eplanar->clip_edge_x_pos = dot_v3v3(eplanar->clip_vec_x, vec); + + vec[0] = 0.0f; vec[1] = 1.0f; vec[2] = 0.0f; + mul_m4_v3(ob->obmat, vec); /* Point on the edge */ + eplanar->clip_edge_y_pos = dot_v3v3(eplanar->clip_vec_y, vec); + + vec[0] = -1.0f; vec[1] = 0.0f; vec[2] = 0.0f; + mul_m4_v3(ob->obmat, vec); /* Point on the edge */ + eplanar->clip_edge_x_neg = dot_v3v3(eplanar->clip_vec_x, vec); + + vec[0] = 0.0f; vec[1] = -1.0f; vec[2] = 0.0f; + mul_m4_v3(ob->obmat, vec); /* Point on the edge */ + eplanar->clip_edge_y_neg = dot_v3v3(eplanar->clip_vec_y, vec); + + /* Facing factors */ + float max_angle = max_ff(1e-2f, probe->falloff) * M_PI * 0.5f; + float min_angle = 0.0f; + eplanar->facing_scale = 1.0f / max_ff(1e-8f, cosf(min_angle) - cosf(max_angle)); + eplanar->facing_bias = -min_ff(1.0f - 1e-8f, cosf(max_angle)) * eplanar->facing_scale; + + /* Distance factors */ + float max_dist = probe->distinf; + float min_dist = min_ff(1.0f - 1e-8f, 1.0f - probe->falloff) * probe->distinf; + eplanar->attenuation_scale = -1.0f / max_ff(1e-8f, max_dist - min_dist); + eplanar->attenuation_bias = max_dist * -eplanar->attenuation_scale; +} + +static void lightbake_planar_compute_render_matrices( + EEVEE_PlanarReflection *eplanar, DRWMatrixState *r_matstate, const float viewmat[4][4]) +{ + /* Reflect Camera Matrix. */ + mul_m4_m4m4(r_matstate->viewmat, viewmat, eplanar->mtx); + /* TODO FOV margin */ + /* Temporal sampling jitter should be already applied to the DRW_MAT_WIN. */ + DRW_viewport_matrix_get(r_matstate->winmat, DRW_MAT_WIN); + /* Apply Projection Matrix. */ + mul_m4_m4m4(r_matstate->persmat, r_matstate->winmat, r_matstate->viewmat); + + /* This is the matrix used to reconstruct texture coordinates. + * We use the original view matrix because it does not create + * visual artifacts if receiver is not perfectly aligned with + * the planar reflection probe. */ + mul_m4_m4m4(eplanar->reflectionmat, r_matstate->winmat, viewmat); /* TODO FOV margin */ + /* Convert from [-1, 1] to [0, 1] (NDC to Texture coord). */ + mul_m4_m4m4(eplanar->reflectionmat, texcomat, eplanar->reflectionmat); +} + +static void eevee_lightprobes_extract_from_cache(EEVEE_LightProbesInfo *pinfo, LightCache *lcache) +{ + /* copy the entire cache for now (up to MAX_PROBE) */ + /* TODO Frutum cull to only add visible probes. */ + memcpy(pinfo->probe_data, lcache->cube_data, sizeof(EEVEE_LightProbe) * max_ii(1, min_ii(lcache->cube_len, MAX_PROBE))); + /* TODO compute the max number of grid based on sample count. */ + memcpy(pinfo->grid_data, lcache->grid_data, sizeof(EEVEE_LightGrid) * max_ii(1, min_ii(lcache->grid_len, MAX_GRID))); +} + +void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_StorageList *stl = vedata->stl; + LightCache *light_cache = stl->g_data->light_cache; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + + eevee_lightprobes_extract_from_cache(sldata->probes, light_cache); + + DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data); + DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data); + + /* For shading, save max level of the octahedron map */ + sldata->common_data.prb_lod_cube_max = (float)light_cache->mips_len - 1.0f; + sldata->common_data.prb_lod_planar_max = (float)MAX_PLANAR_LOD_LEVEL; + sldata->common_data.prb_irradiance_vis_size = light_cache->vis_res; + sldata->common_data.prb_num_render_cube = max_ii(1, light_cache->cube_len); + sldata->common_data.prb_num_render_grid = max_ii(1, light_cache->grid_len); + sldata->common_data.prb_num_planar = pinfo->num_planar; + + if (pinfo->num_planar != pinfo->cache_num_planar) { + DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_pool); + DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_depth); + pinfo->cache_num_planar = pinfo->num_planar; + } + planar_pool_ensure_alloc(vedata, pinfo->num_planar); + + /* If lightcache auto-update is enable we tag the relevant part + * of the cache to update and fire up a baking job. */ + if (!DRW_state_is_image_render() && !DRW_state_is_opengl_render() && + (pinfo->do_grid_update || pinfo->do_cube_update)) + { + const DRWContextState *draw_ctx = DRW_context_state_get(); + BLI_assert(draw_ctx->evil_C); + + if (draw_ctx->scene->eevee.flag & SCE_EEVEE_GI_AUTOBAKE) { + Scene *scene_orig = DEG_get_input_scene(draw_ctx->depsgraph); + if (scene_orig->eevee.light_cache != NULL) { + if (pinfo->do_grid_update) { + scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_GRID; + } + /* If we update grid we need to update the cubemaps too. + * So always refresh cubemaps. */ + scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_CUBE; + /* Tag the lightcache to auto update. */ + scene_orig->eevee.light_cache->flag |= LIGHTCACHE_UPDATE_AUTO; + /* Use a notifier to trigger the operator after drawing. */ + WM_event_add_notifier(draw_ctx->evil_C, NC_LIGHTPROBE, scene_orig); + } + } + } +} + +/* -------------------------------------------------------------------- */ + +/** \name Rendering + * \{ */ + +typedef struct EEVEE_BakeRenderData { + EEVEE_Data *vedata; + EEVEE_ViewLayerData *sldata; + struct GPUFrameBuffer **face_fb; /* should contain 6 framebuffer */ +} EEVEE_BakeRenderData; + +static void render_cubemap( + void (*callback)(int face, EEVEE_BakeRenderData *user_data), EEVEE_BakeRenderData *user_data, + const float pos[3], float clipsta, float clipend) +{ + DRWMatrixState matstate; + + /* Move to capture position */ + float posmat[4][4]; + unit_m4(posmat); + negate_v3_v3(posmat[3], pos); + + perspective_m4(matstate.winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend); + invert_m4_m4(matstate.wininv, matstate.winmat); + + /* 1 - Render to each cubeface individually. + * We do this instead of using geometry shader because a) it's faster, + * b) it's easier than fixing the nodetree shaders (for view dependant effects). */ + for (int i = 0; i < 6; ++i) { + /* Setup custom matrices */ + mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat); + mul_m4_m4m4(matstate.persmat, matstate.winmat, matstate.viewmat); + invert_m4_m4(matstate.persinv, matstate.persmat); + invert_m4_m4(matstate.viewinv, matstate.viewmat); + invert_m4_m4(matstate.wininv, matstate.winmat); + + DRW_viewport_matrix_override_set_all(&matstate); + + callback(i, user_data); + } +} + +static void render_reflections( + void (*callback)(int face, EEVEE_BakeRenderData *user_data), EEVEE_BakeRenderData *user_data, + EEVEE_PlanarReflection *planar_data, int ref_count) +{ + DRWMatrixState matstate; + + float original_viewmat[4][4]; + DRW_viewport_matrix_get(original_viewmat, DRW_MAT_VIEW); + + for (int i = 0; i < ref_count; ++i) { + /* Setup custom matrices */ + lightbake_planar_compute_render_matrices(planar_data + i, &matstate, original_viewmat); + invert_m4_m4(matstate.persinv, matstate.persmat); + invert_m4_m4(matstate.viewinv, matstate.viewmat); + invert_m4_m4(matstate.wininv, matstate.winmat); + DRW_viewport_matrix_override_set_all(&matstate); + + callback(i, user_data); + } +} + +static void lightbake_render_world_face(int face, EEVEE_BakeRenderData *user_data) +{ + EEVEE_PassList *psl = user_data->vedata->psl; + struct GPUFrameBuffer **face_fb = user_data->face_fb; + + /* For world probe, we don't need to clear the color buffer + * since we render the background directly. */ + GPU_framebuffer_bind(face_fb[face]); + GPU_framebuffer_clear_depth(face_fb[face], 1.0f); + DRW_draw_pass(psl->probe_background); +} + +void EEVEE_lightbake_render_world(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, struct GPUFrameBuffer *face_fb[6]) +{ + EEVEE_BakeRenderData brdata = { + .vedata = vedata, + .face_fb = face_fb + }; + + render_cubemap(lightbake_render_world_face, &brdata, (float[3]){0.0f}, 1.0f, 10.0f); +} + +static void lightbake_render_scene_face(int face, EEVEE_BakeRenderData *user_data) +{ + EEVEE_ViewLayerData *sldata = user_data->sldata; + EEVEE_PassList *psl = user_data->vedata->psl; + struct GPUFrameBuffer **face_fb = user_data->face_fb; + + /* Be sure that cascaded shadow maps are updated. */ + EEVEE_draw_shadows(sldata, psl); + + GPU_framebuffer_bind(face_fb[face]); + GPU_framebuffer_clear_depth(face_fb[face], 1.0f); + + DRW_draw_pass(psl->depth_pass); + DRW_draw_pass(psl->depth_pass_cull); + DRW_draw_pass(psl->probe_background); + DRW_draw_pass(psl->material_pass); + DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ + EEVEE_draw_default_passes(psl); +} + +/* Render the scene to the probe_rt texture. */ +void EEVEE_lightbake_render_scene( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUFrameBuffer *face_fb[6], + const float pos[3], float near_clip, float far_clip) +{ + EEVEE_BakeRenderData brdata = { + .vedata = vedata, + .sldata = sldata, + .face_fb = face_fb + }; + + render_cubemap(lightbake_render_scene_face, &brdata, pos, near_clip, far_clip); +} + +static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *user_data) +{ + EEVEE_Data *vedata = user_data->vedata; + EEVEE_ViewLayerData *sldata = user_data->sldata; + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + EEVEE_PlanarReflection *eplanar = pinfo->planar_data + layer; + + GPU_framebuffer_ensure_config(&fbl->planarref_fb, { + GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_depth, layer), + GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_pool, layer) + }); + + /* Use visibility info for this planar reflection. */ + pinfo->vis_data = pinfo->planar_vis_tests[layer]; + + /* Avoid using the texture attached to framebuffer when rendering. */ + /* XXX */ + GPUTexture *tmp_planar_pool = txl->planar_pool; + GPUTexture *tmp_planar_depth = txl->planar_depth; + txl->planar_pool = e_data.planar_pool_placeholder; + txl->planar_depth = e_data.depth_array_placeholder; + + /* Be sure that cascaded shadow maps are updated. */ + DRW_stats_group_start("Planar Reflection"); + + /* Be sure that cascaded shadow maps are updated. */ + EEVEE_draw_shadows(sldata, psl); + /* Since we are rendering with an inverted view matrix, we need + * to invert the facing for backface culling to be the same. */ + DRW_state_invert_facing(); + /* Compute offset plane equation (fix missing texels near reflection plane). */ + copy_v4_v4(sldata->clip_data.clip_planes[0], eplanar->plane_equation); + sldata->clip_data.clip_planes[0][3] += eplanar->clipsta; + /* Set clipping plane */ + DRW_uniformbuffer_update(sldata->clip_ubo, &sldata->clip_data); + DRW_state_clip_planes_count_set(1); + + GPU_framebuffer_bind(fbl->planarref_fb); + GPU_framebuffer_clear_depth(fbl->planarref_fb, 1.0); + + /* Slight modification: we handle refraction as normal + * shading and don't do SSRefraction. */ + + DRW_draw_pass(psl->depth_pass_clip); + DRW_draw_pass(psl->depth_pass_clip_cull); + DRW_draw_pass(psl->refract_depth_pass); + DRW_draw_pass(psl->refract_depth_pass_cull); + + DRW_draw_pass(psl->probe_background); + EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer); + EEVEE_occlusion_compute(sldata, vedata, tmp_planar_depth, layer); + + GPU_framebuffer_bind(fbl->planarref_fb); + + /* Shading pass */ + EEVEE_draw_default_passes(psl); + DRW_draw_pass(psl->material_pass); + DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ + DRW_draw_pass(psl->refract_pass); + + /* Transparent */ + if (DRW_state_is_image_render()) { + /* Do the reordering only for offline because it can be costly. */ + DRW_pass_sort_shgroup_z(psl->transparent_pass); + } + DRW_draw_pass(psl->transparent_pass); + + DRW_state_invert_facing(); + DRW_state_clip_planes_reset(); + + DRW_stats_group_end(); + + /* Restore */ + txl->planar_pool = tmp_planar_pool; + txl->planar_depth = tmp_planar_depth; +} + +static void eevee_lightbake_render_scene_to_planars( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_BakeRenderData brdata = { + .vedata = vedata, + .sldata = sldata, + }; + + render_reflections(lightbake_render_scene_reflected, &brdata, sldata->probes->planar_data, sldata->probes->num_planar); +} +/** \} */ + +/* -------------------------------------------------------------------- */ + +/** \name Filtering + * \{ */ + +/* Glossy filter rt_color to light_cache->cube_tx.tex at index probe_idx */ +void EEVEE_lightbake_filter_glossy( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, + struct GPUTexture *rt_color, struct GPUFrameBuffer *fb, + int probe_idx, float intensity, int maxlevel) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + LightCache *light_cache = vedata->stl->g_data->light_cache; + + float target_size = (float)GPU_texture_width(rt_color); + + /* Max lod used from the render target probe */ + pinfo->lod_rt_max = floorf(log2f(target_size)) - 2.0f; + pinfo->intensity_fac = intensity; + + /* Start fresh */ + GPU_framebuffer_ensure_config(&fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_NONE + }); + + /* 2 - Let gpu create Mipmaps for Filtered Importance Sampling. */ + /* Bind next framebuffer to be able to gen. mips for probe_rt. */ + EEVEE_downsample_cube_buffer(vedata, rt_color, (int)(pinfo->lod_rt_max)); + + /* 3 - Render to probe array to the specified layer, do prefiltering. */ + int mipsize = GPU_texture_width(light_cache->cube_tx.tex); + for (int i = 0; i < maxlevel + 1; i++) { + float bias = (i == 0) ? -1.0f : 1.0f; + pinfo->texel_size = 1.0f / (float)mipsize; + pinfo->padding_size = (float)(1 << (maxlevel - i - 1)); + pinfo->padding_size *= pinfo->texel_size; + pinfo->layer = probe_idx; + pinfo->roughness = i / (float)maxlevel; + pinfo->roughness *= pinfo->roughness; /* Disney Roughness */ + pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */ + CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */ + +#if 1 /* Variable Sample count (fast) */ + switch (i) { + case 0: pinfo->samples_len = 1.0f; break; + case 1: pinfo->samples_len = 16.0f; break; + case 2: pinfo->samples_len = 32.0f; break; + case 3: pinfo->samples_len = 64.0f; break; + default: pinfo->samples_len = 128.0f; break; + } +#else /* Constant Sample count (slow) */ + pinfo->samples_len = 1024.0f; +#endif + + pinfo->samples_len_inv = 1.0f / pinfo->samples_len; + pinfo->lodfactor = bias + 0.5f * log((float)(target_size * target_size) * pinfo->samples_len_inv) / log(2); + + GPU_framebuffer_ensure_config(&fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE_MIP(light_cache->cube_tx.tex, i) + }); + GPU_framebuffer_bind(fb); + GPU_framebuffer_viewport_set(fb, 0, 0, mipsize, mipsize); + DRW_draw_pass(psl->probe_glossy_compute); + + mipsize /= 2; + CLAMP_MIN(mipsize, 1); + } +} + +/* Diffuse filter rt_color to light_cache->grid_tx.tex at index grid_offset */ +void EEVEE_lightbake_filter_diffuse( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, + struct GPUTexture *rt_color, struct GPUFrameBuffer *fb, + int grid_offset, float intensity) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + LightCache *light_cache = vedata->stl->g_data->light_cache; + + float target_size = (float)GPU_texture_width(rt_color); + + pinfo->intensity_fac = intensity; + + /* find cell position on the virtual 3D texture */ + /* NOTE : Keep in sync with load_irradiance_cell() */ +#if defined(IRRADIANCE_SH_L2) + int size[2] = {3, 3}; +#elif defined(IRRADIANCE_CUBEMAP) + int size[2] = {8, 8}; + pinfo->samples_len = 1024.0f; +#elif defined(IRRADIANCE_HL2) + int size[2] = {3, 2}; + pinfo->samples_len = 1024.0f; +#endif + + int cell_per_row = GPU_texture_width(light_cache->grid_tx.tex) / size[0]; + int x = size[0] * (grid_offset % cell_per_row); + int y = size[1] * (grid_offset / cell_per_row); + +#ifndef IRRADIANCE_SH_L2 + /* Tweaking parameters to balance perf. vs precision */ + const float bias = 0.0f; + pinfo->samples_len_inv = 1.0f / pinfo->samples_len; + pinfo->lodfactor = bias + 0.5f * log((float)(target_size * target_size) * pinfo->samples_len_inv) / log(2); + pinfo->lod_rt_max = floorf(log2f(target_size)) - 2.0f; +#else + pinfo->shres = 32; /* Less texture fetches & reduce branches */ + pinfo->lod_rt_max = 2.0f; /* Improve cache reuse */ +#endif + + /* Start fresh */ + GPU_framebuffer_ensure_config(&fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_NONE + }); + + /* 4 - Compute diffuse irradiance */ + EEVEE_downsample_cube_buffer(vedata, rt_color, (int)(pinfo->lod_rt_max)); + + GPU_framebuffer_ensure_config(&fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE_LAYER(light_cache->grid_tx.tex, 0) + }); + GPU_framebuffer_bind(fb); + GPU_framebuffer_viewport_set(fb, x, y, size[0], size[1]); + DRW_draw_pass(psl->probe_diffuse_compute); +} + +/* Filter rt_depth to light_cache->grid_tx.tex at index grid_offset */ +void EEVEE_lightbake_filter_visibility( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, + struct GPUTexture *UNUSED(rt_depth), struct GPUFrameBuffer *fb, + int grid_offset, float clipsta, float clipend, + float vis_range, float vis_blur, int vis_size) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + LightCache *light_cache = vedata->stl->g_data->light_cache; + + pinfo->samples_len = 512.0f; /* TODO refine */ + pinfo->samples_len_inv = 1.0f / pinfo->samples_len; + pinfo->shres = vis_size; + pinfo->visibility_range = vis_range; + pinfo->visibility_blur = vis_blur; + pinfo->near_clip = -clipsta; + pinfo->far_clip = -clipend; + pinfo->texel_size = 1.0f / (float)vis_size; + + int cell_per_col = GPU_texture_height(light_cache->grid_tx.tex) / vis_size; + int cell_per_row = GPU_texture_width(light_cache->grid_tx.tex) / vis_size; + int x = vis_size * (grid_offset % cell_per_row); + int y = vis_size * ((grid_offset / cell_per_row) % cell_per_col); + int layer = 1 + ((grid_offset / cell_per_row) / cell_per_col); + + GPU_framebuffer_ensure_config(&fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE_LAYER(light_cache->grid_tx.tex, layer) + }); + GPU_framebuffer_bind(fb); + GPU_framebuffer_viewport_set(fb, x, y, vis_size, vis_size); + DRW_draw_pass(psl->probe_visibility_compute); +} + +/* Actually a simple downsampling */ +static void downsample_planar(void *vedata, int level) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; + + const float *size = DRW_viewport_size_get(); + copy_v2_v2(stl->g_data->planar_texel_size, size); + for (int i = 0; i < level - 1; ++i) { + stl->g_data->planar_texel_size[0] /= 2.0f; + stl->g_data->planar_texel_size[1] /= 2.0f; + min_ff(floorf(stl->g_data->planar_texel_size[0]), 1.0f); + min_ff(floorf(stl->g_data->planar_texel_size[1]), 1.0f); + } + invert_v2(stl->g_data->planar_texel_size); + + DRW_draw_pass(psl->probe_planar_downsample_ps); +} + +static void EEVEE_lightbake_filter_planar(EEVEE_Data *vedata) +{ + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + + DRW_stats_group_start("Planar Probe Downsample"); + + GPU_framebuffer_ensure_config(&fbl->planar_downsample_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->planar_pool) + }); + + GPU_framebuffer_recursive_downsample(fbl->planar_downsample_fb, MAX_PLANAR_LOD_LEVEL, &downsample_planar, vedata); + DRW_stats_group_end(); +} + +/** \} */ + +void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + EEVEE_LightProbesInfo *pinfo = sldata->probes; + DRWMatrixState saved_mats; + + if (pinfo->num_planar == 0) { + /* Disable SSR if we cannot read previous frame */ + common_data->ssr_toggle = vedata->stl->g_data->valid_double_buffer; + common_data->prb_num_planar = 0; + return; + } + + /* We need to save the Matrices before overidding them */ + DRW_viewport_matrix_get_all(&saved_mats); + + /* Temporary Remove all planar reflections (avoid lag effect). */ + common_data->prb_num_planar = 0; + /* Turn off ssr to avoid black specular */ + common_data->ssr_toggle = false; + common_data->sss_toggle = false; + + DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); + + /* Rendering happens here! */ + eevee_lightbake_render_scene_to_planars(sldata, vedata); + + /* Make sure no aditionnal visibility check runs after this. */ + pinfo->vis_data.collection = NULL; + + DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data); + + /* Restore */ + common_data->prb_num_planar = pinfo->num_planar; + common_data->ssr_toggle = true; + common_data->sss_toggle = true; + + /* Prefilter for SSR */ + if ((vedata->stl->effects->enabled_effects & EFFECT_SSR) != 0) { + EEVEE_lightbake_filter_planar(vedata); + } + + DRW_viewport_matrix_override_set_all(&saved_mats); + + if (DRW_state_is_image_render()) { + /* Sort transparents because planar reflections could have re-sorted them. */ + DRW_pass_sort_shgroup_z(vedata->psl->transparent_pass); + } + + /* Disable SSR if we cannot read previous frame */ + common_data->ssr_toggle = vedata->stl->g_data->valid_double_buffer; +} + +void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + LightCache *light_cache = vedata->stl->g_data->light_cache; + + if (light_cache->flag & LIGHTCACHE_UPDATE_WORLD) { + DRWMatrixState saved_mats; + DRW_viewport_matrix_get_all(&saved_mats); + EEVEE_lightbake_update_world_quick(sldata, vedata, scene_eval); + DRW_viewport_matrix_override_set_all(&saved_mats); + } +} + +void EEVEE_lightprobes_free(void) +{ + MEM_SAFE_FREE(e_data.format_probe_display_cube); + MEM_SAFE_FREE(e_data.format_probe_display_planar); + DRW_SHADER_FREE_SAFE(e_data.probe_default_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh); + DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh); + DRW_TEXTURE_FREE_SAFE(e_data.hammersley); + DRW_TEXTURE_FREE_SAFE(e_data.planar_pool_placeholder); + DRW_TEXTURE_FREE_SAFE(e_data.depth_placeholder); + DRW_TEXTURE_FREE_SAFE(e_data.depth_array_placeholder); +} |