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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c1856
1 files changed, 1856 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..a45d69794f3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -0,0 +1,1856 @@
+/*
+ * 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 DNA
+ */
+
+#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_private.h"
+
+#include "ED_screen.h"
+
+/* Rounded to nearest PowerOfTwo */
+#if defined(IRRADIANCE_SH_L2)
+#define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
+#define IRRADIANCE_SAMPLE_SIZE_Y 4 /* 3 in reality */
+#elif defined(IRRADIANCE_CUBEMAP)
+#define IRRADIANCE_SAMPLE_SIZE_X 8
+#define IRRADIANCE_SAMPLE_SIZE_Y 8
+#elif defined(IRRADIANCE_HL2)
+#define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
+#define IRRADIANCE_SAMPLE_SIZE_Y 2
+#endif
+
+#define IRRADIANCE_MAX_POOL_LAYER 256 /* OpenGL 3.3 core requirement, can be extended but it's already very big */
+#define IRRADIANCE_MAX_POOL_SIZE 1024
+#define MAX_IRRADIANCE_SAMPLES \
+ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_X) * \
+ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_Y)
+#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 *********** */
+
+static void irradiance_pool_size_get(int visibility_size, int total_samples, int r_size[3])
+{
+ /* Compute how many irradiance samples we can store per visibility sample. */
+ int irr_per_vis = (visibility_size / IRRADIANCE_SAMPLE_SIZE_X) *
+ (visibility_size / IRRADIANCE_SAMPLE_SIZE_Y);
+
+ /* The irradiance itself take one layer, hence the +1 */
+ int layer_ct = MIN2(irr_per_vis + 1, IRRADIANCE_MAX_POOL_LAYER);
+
+ int texel_ct = (int)ceilf((float)total_samples / (float)(layer_ct - 1));
+ r_size[0] = visibility_size * max_ii(1, min_ii(texel_ct, (IRRADIANCE_MAX_POOL_SIZE / visibility_size)));
+ r_size[1] = visibility_size * max_ii(1, (texel_ct / (IRRADIANCE_MAX_POOL_SIZE / visibility_size)));
+ r_size[2] = layer_ct;
+}
+
+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)
+{
+ /* 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. */
+ EEVEE_TextureList *txl = vedata->txl;
+
+ 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, NULL);
+
+ 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 *UNUSED(vedata))
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ bool update_all = false;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ /* Shaders */
+ if (!e_data.probe_filter_glossy_sh) {
+ lightprobe_shaders_init();
+ }
+
+ if (!sldata->probes) {
+ sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo");
+ sldata->probes->grid_initialized = false;
+ 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);
+ }
+
+ /* Only start doing probes if all materials have finished compiling. */
+ sldata->probes->all_materials_updated = true;
+
+ common_data->spec_toggle = true;
+ common_data->ssr_toggle = true;
+ common_data->sss_toggle = true;
+
+ int prop_bounce_num = scene_eval->eevee.gi_diffuse_bounces;
+ if (sldata->probes->num_bounce != prop_bounce_num) {
+ sldata->probes->num_bounce = prop_bounce_num;
+ update_all = true;
+ }
+
+ int prop_cubemap_res = scene_eval->eevee.gi_cubemap_resolution;
+ if (sldata->probes->cubemap_res != prop_cubemap_res) {
+ sldata->probes->cubemap_res = prop_cubemap_res;
+ update_all = true;
+
+ sldata->probes->target_size = prop_cubemap_res >> 1;
+
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_depth_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
+ }
+
+ const int visibility_res = scene_eval->eevee.gi_visibility_resolution;
+ if (common_data->prb_irradiance_vis_size != visibility_res) {
+ common_data->prb_irradiance_vis_size = visibility_res;
+ update_all = true;
+ }
+
+ if (update_all) {
+ sldata->probes->update_world |= PROBE_UPDATE_ALL;
+ sldata->probes->updated_bounce = 0;
+ sldata->probes->grid_initialized = false;
+ }
+
+ /* Setup Render Target Cubemap */
+ if (!sldata->probe_rt) {
+ sldata->probe_depth_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_DEPTH_COMPONENT24, 0, NULL);
+ sldata->probe_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ }
+
+ for (int i = 0; i < 6; ++i) {
+ GPU_framebuffer_ensure_config(&sldata->probe_face_fb[i], {
+ GPU_ATTACHMENT_TEXTURE_CUBEFACE(sldata->probe_depth_rt, i),
+ GPU_ATTACHMENT_TEXTURE_CUBEFACE(sldata->probe_rt, i)
+ });
+ }
+
+ /* 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);
+ }
+
+ if (!e_data.depth_placeholder) {
+ e_data.depth_placeholder = DRW_texture_create_2D(1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
+ }
+ if (!e_data.depth_array_placeholder) {
+ e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, 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;
+
+ /* Make sure no aditionnal visibility check runs by default. */
+ pinfo->vis_data.collection = NULL;
+
+ pinfo->do_cube_update = false;
+ pinfo->num_cube = 1; /* at least one for the world */
+ pinfo->num_grid = 1;
+ pinfo->num_planar = 0;
+ pinfo->total_irradiance_samples = 1;
+ memset(pinfo->probes_cube_ref, 0, sizeof(pinfo->probes_cube_ref));
+ memset(pinfo->probes_grid_ref, 0, sizeof(pinfo->probes_grid_ref));
+ memset(pinfo->probes_planar_ref, 0, sizeof(pinfo->probes_planar_ref));
+
+ {
+ 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;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ 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;
+ bool wo_sh_compiled = true;
+
+ if (wo->use_nodes && wo->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ 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);
+ wo_sh_compiled = true;
+ break;
+ case GPU_MAT_QUEUED:
+ pinfo->all_materials_updated = false;
+ wo_sh_compiled = false;
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ wo_sh_compiled = true;
+ col = error_col;
+ break;
+ }
+ }
+
+ if (wo->update_flag != 0 || pinfo->prev_world != wo || pinfo->prev_wo_sh_compiled != wo_sh_compiled) {
+ pinfo->update_world |= PROBE_UPDATE_ALL;
+ pinfo->studiolight_index = 0;
+ pinfo->prev_wo_sh_compiled = wo_sh_compiled;
+ pinfo->prev_world = wo;
+ }
+ wo->update_flag = 0;
+ }
+ else if (pinfo->prev_world) {
+ pinfo->update_world |= PROBE_UPDATE_ALL;
+ pinfo->studiolight_index = 0;
+ pinfo->prev_wo_sh_compiled = false;
+ pinfo->prev_world = NULL;
+ }
+
+ /* 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);
+ }
+ }
+
+ {
+ 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_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 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", sldata->probe_rt);
+ 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_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 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", sldata->probe_rt);
+
+ 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_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 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", sldata->probe_depth_rt);
+
+ 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", &sldata->irradiance_pool);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ {
+ 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);
+
+ DRW_shgroup_instance_format(e_data.format_probe_display_cube, {
+ {"probe_id", DRW_ATTRIB_INT, 1},
+ {"probe_location", DRW_ATTRIB_FLOAT, 3},
+ {"sphere_size", DRW_ATTRIB_FLOAT, 1},
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ e_data.probe_cube_display_sh,
+ psl->probe_display,
+ DRW_cache_sphere_get(),
+ e_data.format_probe_display_cube);
+ stl->g_data->cube_display_shgrp = grp;
+ DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ DRW_shgroup_instance_format(e_data.format_probe_display_planar, {
+ {"probe_id", DRW_ATTRIB_INT, 1},
+ {"probe_mat", DRW_ATTRIB_FLOAT, 16},
+ });
+
+ 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);
+ }
+
+ {
+ 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);
+ }
+}
+
+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;
+}
+
+void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, 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_grid >= MAX_PLANAR))
+ {
+ printf("Too much probes in the scene !!!\n");
+ return;
+ }
+
+ if (probe->type == 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]);
+ }
+ if (!DRW_culling_box_test(&bbox)) {
+ return; /* Culled */
+ }
+ }
+
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ ped->num_cell = probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z;
+
+ if ((probe->type == LIGHTPROBE_TYPE_GRID) &&
+ ((pinfo->total_irradiance_samples + ped->num_cell) >= MAX_IRRADIANCE_SAMPLES))
+ {
+ printf("Too much grid samples !!!\n");
+ return;
+ }
+
+ if (ped->need_full_update) {
+ ped->need_full_update = false;
+
+ ped->need_update = true;
+ ped->probe_id = 0;
+ if (probe->type == LIGHTPROBE_TYPE_GRID) {
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ pinfo->updated_bounce = 0;
+ pinfo->grid_initialized = false;
+ }
+ }
+
+ if (pinfo->update_world) {
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ ped->probe_id = 0;
+ }
+
+ pinfo->do_cube_update |= ped->need_update;
+
+ switch (probe->type) {
+ case LIGHTPROBE_TYPE_CUBE:
+ pinfo->probes_cube_ref[pinfo->num_cube] = ob;
+ pinfo->num_cube++;
+ break;
+ case LIGHTPROBE_TYPE_PLANAR:
+ pinfo->probes_planar_ref[pinfo->num_planar] = ob;
+ pinfo->num_planar++;
+ break;
+ case LIGHTPROBE_TYPE_GRID:
+ pinfo->probes_grid_ref[pinfo->num_grid] = ob;
+ pinfo->num_grid++;
+ pinfo->total_irradiance_samples += ped->num_cell;
+ break;
+ }
+}
+
+/* TODO find a nice name to push it to math_matrix.c */
+static void scale_m4_v3(float R[4][4], float v[3])
+{
+ for (int i = 0; i < 4; ++i)
+ mul_v3_v3(R[i], v);
+}
+
+static void EEVEE_planar_reflections_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ ped->probe_id = i;
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ DRW_shgroup_call_dynamic_add(stl->g_data->planar_display_shgrp, &ped->probe_id, ob->obmat);
+ }
+ }
+}
+
+static void EEVEE_planar_reflections_updates(EEVEE_ViewLayerData *sldata)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ float mtx[4][4], normat[4][4], imat[4][4], rangemat[4][4];
+
+ float viewmat[4][4];
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+
+ zero_m4(rangemat);
+ rangemat[0][0] = rangemat[1][1] = rangemat[2][2] = 0.5f;
+ rangemat[3][0] = rangemat[3][1] = rangemat[3][2] = 0.5f;
+ rangemat[3][3] = 1.0f;
+
+ /* PLANAR REFLECTION */
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_PlanarReflection *eplanar = &pinfo->planar_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ /* 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 */
+ float reflect[3] = {1.0f, 1.0f, -1.0f}; /* XY reflection plane */
+ scale_m4_v3(imat, reflect); /* world > object > mirrored obj */
+ mul_m4_m4m4(mtx, normat, imat); /* world > object > mirrored obj > world */
+ /* Reflect Camera Matrix. */
+ mul_m4_m4m4(ped->mats.mat[DRW_MAT_VIEW], viewmat, mtx);
+ /* TODO FOV margin */
+ /* Temporal sampling jitter should be already applied to the DRW_MAT_WIN. */
+ DRW_viewport_matrix_get(ped->mats.mat[DRW_MAT_WIN], DRW_MAT_WIN);
+ /* Apply Projection Matrix. */
+ mul_m4_m4m4(ped->mats.mat[DRW_MAT_PERS], ped->mats.mat[DRW_MAT_WIN], ped->mats.mat[DRW_MAT_VIEW]);
+ /* 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, ped->mats.mat[DRW_MAT_WIN], viewmat); /* TODO FOV margin */
+ /* Convert from [-1, 1] to [0, 1] (NDC to Texture coord). */
+ mul_m4_m4m4(eplanar->reflectionmat, rangemat, eplanar->reflectionmat);
+
+ /* Compute clip plane equation / normal. */
+ float refpoint[3];
+ 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]);
+
+ /* Compute offset plane equation (fix missing texels near reflection plane). */
+ copy_v3_v3(ped->planer_eq_offset, eplanar->plane_equation);
+ mul_v3_v3fl(refpoint, eplanar->plane_equation, -probe->clipsta);
+ add_v3_v3(refpoint, ob->obmat[3]);
+ ped->planer_eq_offset[3] = -dot_v3v3(eplanar->plane_equation, refpoint);
+
+ /* 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 EEVEE_lightprobes_updates(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, EEVEE_StorageList *stl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ /* CUBE REFLECTION */
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightProbe *eprobe = &pinfo->probe_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ /* 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 */
+ float dist;
+ if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
+ eprobe->parallax_type = probe->parallax_type;
+ dist = probe->distpar;
+ }
+ else {
+ eprobe->parallax_type = probe->attenuation_type;
+ dist = probe->distinf;
+ }
+
+ unit_m4(eprobe->parallaxmat);
+ scale_m4_fl(eprobe->parallaxmat, dist);
+ mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat);
+ invert_m4(eprobe->parallaxmat);
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ ped->probe_size = probe->data_draw_size * 0.1f;
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->cube_display_shgrp, &ped->probe_id, ob->obmat[3], &ped->probe_size);
+ }
+ }
+
+ /* IRRADIANCE GRID */
+ int offset = 1; /* to account for the world probe */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ /* If one grid has move we need to recompute all the lighting. */
+ if (!pinfo->grid_initialized) {
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ ped->need_update = true;
+ }
+
+ /* Add one for level 0 */
+ ped->max_lvl = 1.0f + floorf(log2f((float)MAX3(probe->grid_resolution_x,
+ probe->grid_resolution_y,
+ probe->grid_resolution_z)));
+
+ egrid->offset = offset;
+ float fac = 1.0f / max_ff(1e-8f, probe->falloff);
+ egrid->attenuation_scale = fac / max_ff(1e-8f, probe->distinf);
+ egrid->attenuation_bias = fac;
+
+ /* Set offset for the next grid */
+ offset += ped->num_cell;
+
+ /* Update transforms */
+ float cell_dim[3], half_cell_dim[3];
+ cell_dim[0] = 2.0f / (float)(probe->grid_resolution_x);
+ cell_dim[1] = 2.0f / (float)(probe->grid_resolution_y);
+ cell_dim[2] = 2.0f / (float)(probe->grid_resolution_z);
+
+ 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);
+
+ copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x);
+
+ /* Visibility bias */
+ egrid->visibility_bias = 0.05f * probe->vis_bias;
+ egrid->visibility_bleed = probe->vis_bleedbias;
+ egrid->visibility_range = (
+ sqrtf(max_fff(len_squared_v3(egrid->increment_x),
+ len_squared_v3(egrid->increment_y),
+ len_squared_v3(egrid->increment_z))) + 1.0f);
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_display_sh, psl->probe_display);
+ DRW_shgroup_uniform_int(grp, "offset", &egrid->offset, 1);
+ DRW_shgroup_uniform_ivec3(grp, "grid_resolution", egrid->resolution, 1);
+ DRW_shgroup_uniform_vec3(grp, "corner", egrid->corner, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_x", egrid->increment_x, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_y", egrid->increment_y, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_z", egrid->increment_z, 1);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_float(grp, "sphere_size", &probe->data_draw_size, 1);
+ DRW_shgroup_call_instances_add(grp, DRW_cache_sphere_get(), NULL, (uint *)&ped->num_cell);
+ }
+ }
+}
+
+void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ /* Setup enough layers. */
+ /* Free textures if number mismatch. */
+ if (pinfo->num_cube != pinfo->cache_num_cube) {
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
+ pinfo->cache_num_cube = pinfo->num_cube;
+ }
+
+ 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;
+ }
+
+ int irr_size[3];
+ irradiance_pool_size_get(common_data->prb_irradiance_vis_size, pinfo->total_irradiance_samples, irr_size);
+
+ if ((irr_size[0] != pinfo->cache_irradiance_size[0]) ||
+ (irr_size[1] != pinfo->cache_irradiance_size[1]) ||
+ (irr_size[2] != pinfo->cache_irradiance_size[2]))
+ {
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_rt);
+ copy_v3_v3_int(pinfo->cache_irradiance_size, irr_size);
+ }
+
+ /* XXX this should be run each frame as it ensure planar_depth is set */
+ planar_pool_ensure_alloc(vedata, pinfo->num_planar);
+
+ if (!sldata->probe_pool) {
+ sldata->probe_pool = DRW_texture_create_2D_array(pinfo->cubemap_res, pinfo->cubemap_res, max_ff(1, pinfo->num_cube),
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ if (sldata->probe_filter_fb) {
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
+ }
+ /* Tag probes to refresh */
+ pinfo->update_world |= PROBE_UPDATE_CUBE;
+ }
+
+ if ((pinfo->update_world & PROBE_UPDATE_CUBE) != 0) {
+ common_data->prb_num_render_cube = 0;
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->ready_to_shade = false;
+ ped->probe_id = 0;
+ }
+ }
+
+#ifdef IRRADIANCE_SH_L2
+ /* we need a signed format for Spherical Harmonics */
+ int irradiance_format = GPU_RGBA16F;
+#else
+ int irradiance_format = GPU_RGBA8;
+#endif
+
+ if (!sldata->irradiance_pool || !sldata->irradiance_rt) {
+ if (!sldata->irradiance_pool) {
+ sldata->irradiance_pool = DRW_texture_create_2D_array(irr_size[0], irr_size[1], irr_size[2],
+ irradiance_format, DRW_TEX_FILTER, NULL);
+ }
+ if (!sldata->irradiance_rt) {
+ sldata->irradiance_rt = DRW_texture_create_2D_array(irr_size[0], irr_size[1], irr_size[2],
+ irradiance_format, DRW_TEX_FILTER, NULL);
+ }
+ /* Tag probes to refresh */
+ pinfo->update_world |= PROBE_UPDATE_GRID;
+ pinfo->grid_initialized = false;
+ }
+
+ if ((pinfo->update_world & PROBE_UPDATE_GRID) != 0) {
+ common_data->prb_num_render_grid = 0;
+ pinfo->updated_bounce = 0;
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ }
+ }
+
+ if (common_data->prb_num_render_grid > pinfo->num_grid) {
+ /* This can happen when deleting a probe. */
+ common_data->prb_num_render_grid = pinfo->num_grid;
+ }
+
+ EEVEE_planar_reflections_cache_finish(sldata, vedata->stl);
+
+ EEVEE_lightprobes_updates(sldata, vedata->psl, vedata->stl);
+
+ DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+}
+
+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);
+}
+
+/* Glossy filter probe_rt to probe_pool at index probe_idx */
+static void glossy_filter_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int probe_idx, float intensity)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ pinfo->intensity_fac = intensity;
+
+ /* Max lod used from the render target probe */
+ pinfo->lod_rt_max = floorf(log2f(pinfo->target_size)) - 2.0f;
+
+ /* Start fresh */
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_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, sldata->probe_rt, (int)(pinfo->lod_rt_max));
+
+ /* 3 - Render to probe array to the specified layer, do prefiltering. */
+ float mipsize = pinfo->cubemap_res;
+ const int maxlevel = (int)floorf(log2f(pinfo->cubemap_res));
+ const int min_lod_level = 3;
+ for (int i = 0; i < maxlevel - min_lod_level; i++) {
+ float bias = (i == 0) ? -1.0f : 1.0f;
+ pinfo->texel_size = 1.0f / mipsize;
+ pinfo->padding_size = powf(2.0f, (float)(maxlevel - min_lod_level - 1 - i));
+ /* XXX : WHY THE HECK DO WE NEED THIS ??? */
+ /* padding is incorrect without this! float precision issue? */
+ if (pinfo->padding_size > 32) {
+ pinfo->padding_size += 5;
+ }
+ if (pinfo->padding_size > 16) {
+ pinfo->padding_size += 4;
+ }
+ else if (pinfo->padding_size > 8) {
+ pinfo->padding_size += 2;
+ }
+ else if (pinfo->padding_size > 4) {
+ pinfo->padding_size += 1;
+ }
+ pinfo->layer = probe_idx;
+ pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
+ 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_ct = 1.0f; break;
+ case 1: pinfo->samples_ct = 16.0f; break;
+ case 2: pinfo->samples_ct = 32.0f; break;
+ case 3: pinfo->samples_ct = 64.0f; break;
+ default: pinfo->samples_ct = 128.0f; break;
+ }
+#else /* Constant Sample count (slow) */
+ pinfo->samples_ct = 1024.0f;
+#endif
+
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2);
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_MIP(sldata->probe_pool, i)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, 0, 0, mipsize, mipsize);
+ DRW_draw_pass(psl->probe_glossy_compute);
+
+ mipsize /= 2;
+ CLAMP_MIN(mipsize, 1);
+ }
+ /* For shading, save max level of the octahedron map */
+ sldata->common_data.prb_lod_cube_max = (float)(maxlevel - min_lod_level) - 1.0f;
+}
+
+/* Diffuse filter probe_rt to irradiance_pool at index probe_idx */
+static void diffuse_filter_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int offset,
+ float clipsta, float clipend, float vis_range, float vis_blur, float intensity)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ pinfo->intensity_fac = intensity;
+
+ int pool_size[3];
+ irradiance_pool_size_get(common_data->prb_irradiance_vis_size, pinfo->total_irradiance_samples, pool_size);
+
+ /* 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_ct = 1024.0f;
+#elif defined(IRRADIANCE_HL2)
+ int size[2] = {3, 2};
+ pinfo->samples_ct = 1024.0f;
+#endif
+
+ int cell_per_row = pool_size[0] / size[0];
+ int x = size[0] * (offset % cell_per_row);
+ int y = size[1] * (offset / cell_per_row);
+
+#ifndef IRRADIANCE_SH_L2
+ /* Tweaking parameters to balance perf. vs precision */
+ const float bias = 0.0f;
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2);
+ pinfo->lod_rt_max = floorf(log2f(pinfo->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(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE
+ });
+
+ /* 4 - Compute spherical harmonics */
+ EEVEE_downsample_cube_buffer(vedata, sldata->probe_rt, (int)(pinfo->lod_rt_max));
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(sldata->irradiance_rt, 0)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, x, y, size[0], size[1]);
+ DRW_draw_pass(psl->probe_diffuse_compute);
+
+ /* World irradiance have no visibility */
+ if (offset > 0) {
+ /* Compute visibility */
+ pinfo->samples_ct = 512.0f; /* TODO refine */
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->shres = common_data->prb_irradiance_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)common_data->prb_irradiance_vis_size;
+
+ int cell_per_col = pool_size[1] / common_data->prb_irradiance_vis_size;
+ cell_per_row = pool_size[0] / common_data->prb_irradiance_vis_size;
+ x = common_data->prb_irradiance_vis_size * (offset % cell_per_row);
+ y = common_data->prb_irradiance_vis_size * ((offset / cell_per_row) % cell_per_col);
+ int layer = 1 + ((offset / cell_per_row) / cell_per_col);
+ const int vis_size = common_data->prb_irradiance_vis_size;
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(sldata->irradiance_rt, layer)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, x, y, vis_size, vis_size);
+ DRW_draw_pass(psl->probe_visibility_compute);
+ }
+}
+
+/* Render the scene to the probe_rt texture. */
+static void render_scene_to_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ const float pos[3], float clipsta, float clipend)
+{
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ DRWMatrixState matstate;
+ float (*viewmat)[4] = matstate.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = matstate.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = matstate.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = matstate.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = matstate.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = matstate.mat[DRW_MAT_WININV];
+
+ float posmat[4][4];
+ unit_m4(posmat);
+
+ /* Move to capture position */
+ negate_v3_v3(posmat[3], pos);
+
+ /* 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). */
+ pinfo->layer = 0;
+ perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
+
+ /* Avoid using the texture attached to framebuffer when rendering. */
+ /* XXX */
+ GPUTexture *tmp_planar_pool = txl->planar_pool;
+ GPUTexture *tmp_maxz = txl->maxzbuffer;
+ txl->planar_pool = e_data.planar_pool_placeholder;
+ txl->maxzbuffer = e_data.depth_placeholder;
+
+ DRW_stats_group_start("Cubemap Render");
+
+ /* Update common uniforms */
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+
+ for (int i = 0; i < 6; ++i) {
+ /* Recompute only on 1st drawloop. */
+ pinfo->vis_data.cached = (i != 0);
+
+ DRW_stats_group_start("Cubemap Face");
+
+ /* Setup custom matrices */
+ mul_m4_m4m4(viewmat, cubefacemat[i], posmat);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(persinv, persmat);
+ invert_m4_m4(viewinv, viewmat);
+ invert_m4_m4(wininv, winmat);
+
+ DRW_viewport_matrix_override_set_all(&matstate);
+
+ /* Be sure that cascaded shadow maps are updated. */
+ EEVEE_draw_shadows(sldata, psl);
+
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+ GPU_framebuffer_clear_depth(sldata->probe_face_fb[i], 1.0);
+
+ /* Depth prepass */
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+
+ DRW_draw_pass(psl->probe_background);
+
+ // EEVEE_create_minmax_buffer(vedata, sldata->probe_depth_rt);
+
+ /* Rebind Target FB */
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+
+ /* Shading pass */
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ DRW_draw_pass(psl->sss_pass); /* Only output standard pass */
+
+ DRW_stats_group_end();
+ }
+
+ DRW_stats_group_end();
+
+ /* Make sure no aditionnal visibility check runs after this. */
+ pinfo->vis_data.collection = NULL;
+
+ /* Restore */
+ txl->planar_pool = tmp_planar_pool;
+ txl->maxzbuffer = tmp_maxz;
+}
+
+static void render_scene_to_planar(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int layer,
+ EEVEE_LightProbeEngineData *ped)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ float (*viewmat)[4] = ped->mats.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = ped->mats.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = ped->mats.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = ped->mats.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = ped->mats.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = ped->mats.mat[DRW_MAT_WININV];
+
+ invert_m4_m4(viewinv, viewmat);
+ invert_m4_m4(persinv, persmat);
+ invert_m4_m4(wininv, winmat);
+
+ DRW_stats_group_start("Planar Reflection");
+
+ DRW_viewport_matrix_override_set_all(&ped->mats);
+
+ /* Don't reuse previous visibility. */
+ pinfo->vis_data.cached = false;
+
+ /* 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();
+ /* Set clipping plan */
+ copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);
+ DRW_uniformbuffer_update(sldata->clip_ubo, &sldata->clip_data);
+ DRW_state_clip_planes_count_set(1);
+
+ GPU_framebuffer_ensure_config(&fbl->planarref_fb, {
+ GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_depth, layer),
+ GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_pool, layer)
+ });
+
+ GPU_framebuffer_bind(fbl->planarref_fb);
+ GPU_framebuffer_clear_depth(fbl->planarref_fb, 1.0);
+
+ /* 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;
+
+ /* Slight modification: we handle refraction as normal
+ * shading and don't do SSRefraction. */
+
+ /* Depth prepass */
+ 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);
+
+ /* Background */
+ DRW_draw_pass(psl->probe_background);
+
+ EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer);
+
+ /* Compute GTAO Horizons */
+ EEVEE_occlusion_compute(sldata, vedata, tmp_planar_depth, layer);
+
+ /* Rebind Planar FB */
+ 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();
+
+ /* Make sure no aditionnal visibility check runs after this. */
+ pinfo->vis_data.collection = NULL;
+
+ /* Restore */
+ txl->planar_pool = tmp_planar_pool;
+ txl->planar_depth = tmp_planar_depth;
+}
+
+static void render_world_to_probe(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ DRWMatrixState matstate;
+ float (*viewmat)[4] = matstate.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = matstate.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = matstate.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = matstate.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = matstate.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = matstate.mat[DRW_MAT_WININV];
+
+ /* 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);
+ invert_m4_m4(wininv, winmat);
+
+ for (int i = 0; i < 6; ++i) {
+ /* 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_all(&matstate);
+
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+ GPU_framebuffer_clear_depth(sldata->probe_face_fb[i], 1.0f);
+ DRW_draw_pass(psl->probe_background);
+ }
+}
+
+static void lightprobe_cell_grid_location_get(EEVEE_LightGrid *egrid, int cell_idx, float r_local_cell[3])
+{
+ /* Keep in sync with lightprobe_grid_display_vert */
+ r_local_cell[2] = (float)(cell_idx % egrid->resolution[2]);
+ r_local_cell[1] = (float)((cell_idx / egrid->resolution[2]) % egrid->resolution[1]);
+ r_local_cell[0] = (float)(cell_idx / (egrid->resolution[2] * egrid->resolution[1]));
+}
+
+static void lightprobe_cell_world_location_get(EEVEE_LightGrid *egrid, float local_cell[3], float r_pos[3])
+{
+ float tmp[3];
+
+ copy_v3_v3(r_pos, egrid->corner);
+ mul_v3_v3fl(tmp, egrid->increment_x, local_cell[0]);
+ add_v3_v3(r_pos, tmp);
+ mul_v3_v3fl(tmp, egrid->increment_y, local_cell[1]);
+ add_v3_v3(r_pos, tmp);
+ mul_v3_v3fl(tmp, egrid->increment_z, local_cell[2]);
+ add_v3_v3(r_pos, tmp);
+}
+
+static void lightprobes_refresh_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ DRWMatrixState saved_mats;
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
+ render_world_to_probe(sldata, psl);
+ if (pinfo->update_world & PROBE_UPDATE_CUBE) {
+ glossy_filter_probe(sldata, vedata, psl, 0, 1.0);
+ common_data->prb_num_render_cube = 1;
+ }
+ if (pinfo->update_world & PROBE_UPDATE_GRID) {
+ diffuse_filter_probe(sldata, vedata, psl, 0, 0.0, 0.0, 0.0, 0.0, 1.0);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ common_data->prb_num_render_grid = 1;
+ /* Reset volume history. */
+ stl->effects->volume_current_sample = -1;
+ common_data->vol_history_alpha = 0.0f;
+ }
+ pinfo->update_world = 0;
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+}
+
+static void lightprobes_refresh_initialize_grid(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_PassList *psl = vedata->psl;
+ if (pinfo->grid_initialized) {
+ /* Grid is already initialized, nothing to do. */
+ return;
+ }
+ /* Flood fill with world irradiance. */
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ pinfo->grid_initialized = true;
+}
+
+void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ Object *ob;
+ 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;
+ }
+
+ EEVEE_planar_reflections_updates(sldata);
+ DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data);
+
+ /* 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);
+
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ LightProbe *prb = (LightProbe *)ob->data;
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_planar(sldata, vedata, i, ped);
+ }
+
+ /* 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) {
+ const int max_lod = 9;
+ 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_lod, &downsample_planar, vedata);
+ /* For shading, save max level of the planar map */
+ common_data->prb_lod_planar_max = (float)(max_lod);
+ DRW_stats_group_end();
+ }
+
+ 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;
+}
+
+static void lightprobes_refresh_cube(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ if (!ped->need_update) {
+ continue;
+ }
+ LightProbe *prb = (LightProbe *)ob->data;
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_probe(sldata, vedata, ob->obmat[3], prb->clipsta, prb->clipend);
+ glossy_filter_probe(sldata, vedata, psl, i, prb->intensity);
+ ped->need_update = false;
+ ped->probe_id = i;
+ if (!ped->ready_to_shade) {
+ common_data->prb_num_render_cube++;
+ ped->ready_to_shade = true;
+ }
+#if 0
+ printf("Update Cubemap %d\n", i);
+#endif
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+ /* Only do one probe per frame */
+ return;
+ }
+
+ pinfo->do_cube_update = false;
+}
+
+static void lightprobes_refresh_all_no_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ if (draw_ctx->evil_C != NULL) {
+ /* Only compute probes if not navigating or in playback */
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ if (((rv3d->rflag & RV3D_NAVIGATING) != 0) || ED_screen_animation_no_scrub(wm) != NULL) {
+ return;
+ }
+ }
+ /* We need to save the Matrices before overidding them */
+ DRWMatrixState saved_mats;
+ DRW_viewport_matrix_get_all(&saved_mats);
+ /* Make sure grid is initialized. */
+ lightprobes_refresh_initialize_grid(sldata, vedata);
+ /* Reflection probes depend on diffuse lighting thus on irradiance grid,
+ * so update them first. */
+ while (pinfo->updated_bounce < pinfo->num_bounce) {
+ common_data->prb_num_render_grid = pinfo->num_grid;
+ /* TODO(sergey): This logic can be split into smaller functions. */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ if (!ped->need_update) {
+ continue;
+ }
+ EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
+ LightProbe *prb = (LightProbe *)ob->data;
+ /* Find the next cell corresponding to the current level. */
+ bool valid_cell = false;
+ int cell_id = ped->updated_cells;
+ float pos[3], grid_loc[3];
+ /* Other levels */
+ int current_stride = 1 << max_ii(0, ped->max_lvl - ped->updated_lvl);
+ int prev_stride = current_stride << 1;
+ bool do_rendering = true;
+ while (!valid_cell) {
+ cell_id = ped->updated_cells;
+ lightprobe_cell_grid_location_get(egrid, cell_id, grid_loc);
+ if (ped->updated_lvl == 0 && cell_id == 0) {
+ valid_cell = true;
+ ped->updated_cells = ped->num_cell;
+ continue;
+ }
+ else if (((((int)grid_loc[0] % current_stride) == 0) &&
+ (((int)grid_loc[1] % current_stride) == 0) &&
+ (((int)grid_loc[2] % current_stride) == 0)) &&
+ !((((int)grid_loc[0] % prev_stride) == 0) &&
+ (((int)grid_loc[1] % prev_stride) == 0) &&
+ (((int)grid_loc[2] % prev_stride) == 0)))
+ {
+ valid_cell = true;
+ }
+ ped->updated_cells++;
+ if (ped->updated_cells > ped->num_cell) {
+ do_rendering = false;
+ break;
+ }
+ }
+ if (do_rendering) {
+ lightprobe_cell_world_location_get(egrid, grid_loc, pos);
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ /* Temporary Remove all probes. */
+ int tmp_num_render_grid = common_data->prb_num_render_grid;
+ int tmp_num_render_cube = common_data->prb_num_render_cube;
+ int tmp_num_planar = common_data->prb_num_planar;
+ float tmp_level_bias = egrid->level_bias;
+ common_data->prb_num_render_cube = 0;
+ common_data->prb_num_planar = 0;
+ /* Use light from previous bounce when capturing radiance. */
+ if (pinfo->updated_bounce == 0) {
+ /* But not on first bounce. */
+ common_data->prb_num_render_grid = 0;
+ }
+ else {
+ /* Remove bias */
+ egrid->level_bias = (float)(1 << 0);
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_probe(sldata, vedata, pos, prb->clipsta, prb->clipend);
+ diffuse_filter_probe(sldata, vedata, psl, egrid->offset + cell_id,
+ prb->clipsta, prb->clipend, egrid->visibility_range, prb->vis_blur,
+ prb->intensity);
+ /* To see what is going on. */
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ /* Restore */
+ common_data->prb_num_render_cube = tmp_num_render_cube;
+ pinfo->num_planar = tmp_num_planar;
+ if (pinfo->updated_bounce == 0) {
+ common_data->prb_num_render_grid = tmp_num_render_grid;
+ }
+ else {
+ egrid->level_bias = tmp_level_bias;
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+#if 0
+ printf("Updated Grid %d : cell %d / %d, bounce %d / %d\n",
+ i, cell_id + 1, ped->num_cell, pinfo->updated_bounce + 1, pinfo->num_bounce);
+#endif
+ }
+ if (ped->updated_cells >= ped->num_cell) {
+ ped->updated_lvl++;
+ ped->updated_cells = 0;
+ if (ped->updated_lvl > ped->max_lvl) {
+ ped->need_update = false;
+ }
+ egrid->level_bias = (float)(1 << max_ii(0, ped->max_lvl - ped->updated_lvl + 1));
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+ /* Only do one probe per frame */
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+ /* Reset volume history. */
+ stl->effects->volume_current_sample = -1;
+ common_data->vol_history_alpha = 0.0f;
+ /* Restore matrices */
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+ return;
+ }
+
+ pinfo->updated_bounce++;
+ common_data->prb_num_render_grid = pinfo->num_grid;
+
+ if (pinfo->updated_bounce < pinfo->num_bounce) {
+ /* Retag all grids to update for next bounce */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ }
+ /* Reset the next buffer so we can see the progress. */
+ /* irradiance_rt is already the next rt because of the previous SWAP */
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
+ /* Swap AFTER */
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ }
+ }
+ /* Refresh cube probe when needed. */
+ lightprobes_refresh_cube(sldata, vedata);
+ /* Restore matrices */
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+}
+
+bool EEVEE_lightprobes_all_probes_ready(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(vedata))
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ return ((pinfo->do_cube_update == false) &&
+ (pinfo->updated_bounce == pinfo->num_bounce) &&
+ (common_data->prb_num_render_cube == pinfo->num_cube));
+}
+
+void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */
+ common_data->spec_toggle = false;
+ common_data->ssr_toggle = false;
+ common_data->sss_toggle = false;
+
+ /* Disable AO until we find a way to hide really bad discontinuities between cubefaces. */
+ float tmp_ao_dist = common_data->ao_dist;
+ float tmp_ao_settings = common_data->ao_settings;
+ common_data->ao_settings = 0.0f;
+ common_data->ao_dist = 0.0f;
+
+ /* Render world in priority */
+ if (pinfo->update_world) {
+ lightprobes_refresh_world(sldata, vedata);
+ }
+ else if (EEVEE_lightprobes_all_probes_ready(sldata, vedata) == false && pinfo->all_materials_updated) {
+ lightprobes_refresh_all_no_world(sldata, vedata);
+ }
+
+ /* Restore */
+ common_data->spec_toggle = true;
+ common_data->ssr_toggle = true;
+ common_data->sss_toggle = true;
+ common_data->ao_dist = tmp_ao_dist;
+ common_data->ao_settings = tmp_ao_settings;
+}
+
+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);
+}