diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 1057 |
1 files changed, 1057 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c new file mode 100644 index 00000000000..20344d46c50 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -0,0 +1,1057 @@ +/* + * 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_lights.c + * \ingroup DNA + */ + +#include "DRW_render.h" + +#include "BLI_dynstr.h" + +#include "BKE_object.h" + +#include "eevee_engine.h" +#include "eevee_private.h" + +/* Theses are the structs stored inside Objects. + * It works with even if the object is in multiple layers + * because we don't get the same "Object *" for each layer. */ +typedef struct EEVEE_LightData { + short light_id, shadow_id; +} EEVEE_LightData; + +typedef struct EEVEE_ShadowCubeData { + short light_id, shadow_id, cube_id, layer_id; +} EEVEE_ShadowCubeData; + +typedef struct EEVEE_ShadowCascadeData { + short light_id, shadow_id, cascade_id, layer_id; + float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */ + float radius[MAX_CASCADE_NUM]; +} EEVEE_ShadowCascadeData; + +typedef struct ShadowCaster { + struct ShadowCaster *next, *prev; + void *ob; + bool prune; +} ShadowCaster; + +static struct { + struct GPUShader *shadow_sh; + struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX]; + struct GPUShader *shadow_store_cascade_sh[SHADOW_METHOD_MAX]; + struct GPUShader *shadow_copy_cube_sh[SHADOW_METHOD_MAX]; + struct GPUShader *shadow_copy_cascade_sh[SHADOW_METHOD_MAX]; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_shadow_vert_glsl[]; +extern char datatoc_shadow_geom_glsl[]; +extern char datatoc_shadow_frag_glsl[]; +extern char datatoc_shadow_store_frag_glsl[]; +extern char datatoc_shadow_copy_frag_glsl[]; +extern char datatoc_concentric_samples_lib_glsl[]; + +/* *********** FUNCTIONS *********** */ + +void EEVEE_lights_init(EEVEE_SceneLayerData *sldata) +{ + const unsigned int shadow_ubo_size = sizeof(EEVEE_Shadow) * MAX_SHADOW + + sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE + + sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + SceneLayer *scene_layer = draw_ctx->scene_layer; + IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); + + if (!e_data.shadow_sh) { + e_data.shadow_sh = DRW_shader_create( + datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL); + + DynStr *ds_frag = BLI_dynstr_new(); + BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl); + char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag); + BLI_dynstr_free(ds_frag); + + e_data.shadow_store_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(store_shadow_shader_str, "#define ESM\n"); + e_data.shadow_store_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(store_shadow_shader_str, "#define ESM\n" + "#define CSM\n"); + + e_data.shadow_store_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(store_shadow_shader_str, "#define VSM\n"); + e_data.shadow_store_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(store_shadow_shader_str, "#define VSM\n" + "#define CSM\n"); + + MEM_freeN(store_shadow_shader_str); + + e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(datatoc_shadow_copy_frag_glsl, "#define ESM\n" + "#define COPY\n"); + e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(datatoc_shadow_copy_frag_glsl, "#define ESM\n" + "#define COPY\n" + "#define CSM\n"); + + e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(datatoc_shadow_copy_frag_glsl, "#define VSM\n" + "#define COPY\n"); + e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(datatoc_shadow_copy_frag_glsl, "#define VSM\n" + "#define COPY\n" + "#define CSM\n"); + } + + if (!sldata->lamps) { + sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo"); + sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL); + sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL); + sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL); + } + + int sh_method = BKE_collection_engine_property_value_get_int(props, "shadow_method"); + int sh_size = BKE_collection_engine_property_value_get_int(props, "shadow_size"); + int sh_high_bitdepth = BKE_collection_engine_property_value_get_int(props, "shadow_high_bitdepth"); + + EEVEE_LampsInfo *linfo = sldata->lamps; + if ((linfo->shadow_size != sh_size) || + (linfo->shadow_method != sh_method) || + (linfo->shadow_high_bitdepth != sh_high_bitdepth)) + { + BLI_assert((sh_size > 0) && (sh_size <= 8192)); + DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool); + DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target); + DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target); + DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur); + DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur); + + linfo->shadow_high_bitdepth = sh_high_bitdepth; + linfo->shadow_method = sh_method; + linfo->shadow_size = sh_size; + linfo->shadow_render_data.stored_texel_size = 1.0 / (float)linfo->shadow_size; + + /* Compute adequate size for the cubemap render target. + * The 3.0f factor is here to make sure there is no under sampling between + * the octahedron mapping and the cubemap. */ + int new_cube_target_size = (int)ceil(sqrt((float)(sh_size * sh_size) / 6.0f) * 3.0f); + + CLAMP(new_cube_target_size, 1, 4096); + + linfo->shadow_cube_target_size = new_cube_target_size; + linfo->shadow_render_data.cube_texel_size = 1.0 / (float)linfo->shadow_cube_target_size; + } +} + +void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl) +{ + EEVEE_LampsInfo *linfo = sldata->lamps; + + linfo->num_light = 0; + linfo->num_layer = 0; + linfo->gpu_cube_ct = linfo->gpu_cascade_ct = linfo->gpu_shadow_ct = 0; + linfo->cpu_cube_ct = linfo->cpu_cascade_ct = 0; + memset(linfo->light_ref, 0, sizeof(linfo->light_ref)); + memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref)); + memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref)); + + { + psl->shadow_cube_store_pass = DRW_pass_create("Shadow Storage Pass", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_store_cube_sh[linfo->shadow_method], psl->shadow_cube_store_pass); + DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_cube_blur); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + psl->shadow_cascade_store_pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_store_cascade_sh[linfo->shadow_method], psl->shadow_cascade_store_pass); + DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_cascade_blur); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1); + DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + psl->shadow_cube_copy_pass = DRW_pass_create("Shadow Copy Pass", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_copy_cube_sh[linfo->shadow_method], psl->shadow_cube_copy_pass); + DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_cube_target); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1); + DRW_shgroup_uniform_int(grp, "faceId", &linfo->current_shadow_face, 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + psl->shadow_cascade_copy_pass = DRW_pass_create("Shadow Cascade Copy Pass", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_copy_cascade_sh[linfo->shadow_method], psl->shadow_cascade_copy_pass); + DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_cascade_target); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1); + DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + } + + { + psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + } + + /* Reset shadow casters list */ + BLI_freelistN(&sldata->shadow_casters); +} + +void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob) +{ + EEVEE_LampsInfo *linfo = sldata->lamps; + + /* Step 1 find all lamps in the scene and setup them */ + if (linfo->num_light >= MAX_LIGHT) { + printf("Too much lamps in the scene !!!\n"); + linfo->num_light = MAX_LIGHT - 1; + } + else { + Lamp *la = (Lamp *)ob->data; + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + + if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) { + led->need_update = true; + } + + MEM_SAFE_FREE(led->storage); + + if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) { + if (la->type == LA_SUN) { + int sh_nbr = 1; /* TODO : MSM */ + int cascade_nbr = MAX_CASCADE_NUM; /* TODO : Custom cascade number */ + + if ((linfo->gpu_cascade_ct + sh_nbr) <= MAX_SHADOW_CASCADE) { + /* Save Light object. */ + linfo->shadow_cascade_ref[linfo->cpu_cascade_ct] = ob; + + /* Create storage and store indices. */ + EEVEE_ShadowCascadeData *data = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData"); + data->shadow_id = linfo->gpu_shadow_ct; + data->cascade_id = linfo->gpu_cascade_ct; + data->layer_id = linfo->num_layer; + led->storage = data; + + /* Increment indices. */ + linfo->gpu_shadow_ct += 1; + linfo->gpu_cascade_ct += sh_nbr; + linfo->num_layer += sh_nbr * cascade_nbr; + + linfo->cpu_cascade_ct += 1; + } + } + else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) { + int sh_nbr = 1; /* TODO : MSM */ + + if ((linfo->gpu_cube_ct + sh_nbr) <= MAX_SHADOW_CUBE) { + /* Save Light object. */ + linfo->shadow_cube_ref[linfo->cpu_cube_ct] = ob; + + /* Create storage and store indices. */ + EEVEE_ShadowCubeData *data = MEM_mallocN(sizeof(EEVEE_ShadowCubeData), "EEVEE_ShadowCubeData"); + data->shadow_id = linfo->gpu_shadow_ct; + data->cube_id = linfo->gpu_cube_ct; + data->layer_id = linfo->num_layer; + led->storage = data; + + /* Increment indices. */ + linfo->gpu_shadow_ct += 1; + linfo->gpu_cube_ct += sh_nbr; + linfo->num_layer += sh_nbr; + + linfo->cpu_cube_ct += 1; + } + } + } + + /* Default light without shadows */ + if (!led->storage) { + led->storage = MEM_mallocN(sizeof(EEVEE_LightData), "EEVEE_LightData"); + ((EEVEE_LightData *)led->storage)->shadow_id = -1; + } + + ((EEVEE_LightData *)led->storage)->light_id = linfo->num_light; + linfo->light_ref[linfo->num_light] = ob; + linfo->num_light++; + } +} + +/* Add a shadow caster to the shadowpasses */ +void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]) +{ + DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); + + for (int i = 0; i < 6; ++i) + DRW_shgroup_call_dynamic_add_empty(grp); + + grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); + + for (int i = 0; i < MAX_CASCADE_NUM; ++i) + DRW_shgroup_call_dynamic_add_empty(grp); +} + +void EEVEE_lights_cache_shcaster_material_add( + EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct GPUMaterial *gpumat, + struct Gwn_Batch *geom, struct Object *ob, float (*obmat)[4], float *alpha_threshold) +{ + DRWShadingGroup *grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cube_pass, geom, ob); + + if (grp == NULL) return; + + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); + + if (alpha_threshold != NULL) + DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1); + + for (int i = 0; i < 6; ++i) + DRW_shgroup_call_dynamic_add_empty(grp); + + grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cascade_pass, geom, ob); + DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); + DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); + + if (alpha_threshold != NULL) + DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1); + + for (int i = 0; i < MAX_CASCADE_NUM; ++i) + DRW_shgroup_call_dynamic_add_empty(grp); +} + +void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata) +{ + EEVEE_LampsInfo *linfo = sldata->lamps; + DRWTextureFormat shadow_pool_format; + + /* Setup enough layers. */ + /* Free textures if number mismatch. */ + if (linfo->num_layer != linfo->cache_num_layer) { + DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool); + linfo->cache_num_layer = linfo->num_layer; + linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE; + } + + switch (linfo->shadow_method) { + case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_R_32 : DRW_TEX_R_16); break; + case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_RG_32 : DRW_TEX_RG_16); break; + default: + BLI_assert(!"Incorrect Shadow Method"); + break; + } + + if (!sldata->shadow_cube_target) { + /* TODO render everything on the same 2d render target using clip planes and no Geom Shader. */ + /* Cubemaps */ + sldata->shadow_cube_target = DRW_texture_create_cube(linfo->shadow_cube_target_size, DRW_TEX_DEPTH_24, 0, NULL); + sldata->shadow_cube_blur = DRW_texture_create_cube(linfo->shadow_cube_target_size, shadow_pool_format, DRW_TEX_FILTER, NULL); + } + + if (!sldata->shadow_cascade_target) { + /* CSM */ + sldata->shadow_cascade_target = DRW_texture_create_2D_array( + linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, DRW_TEX_DEPTH_24, 0, NULL); + sldata->shadow_cascade_blur = DRW_texture_create_2D_array( + linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL); + } + + /* Initialize Textures Array first so DRW_framebuffer_init just bind them. */ + if (!sldata->shadow_pool) { + /* All shadows fit in this array */ + sldata->shadow_pool = DRW_texture_create_2D_array( + linfo->shadow_size, linfo->shadow_size, max_ff(1, linfo->num_layer), + shadow_pool_format, DRW_TEX_FILTER, NULL); + } + + /* Render FB */ + DRWFboTexture tex_cascade = {&sldata->shadow_cube_target, DRW_TEX_DEPTH_24, 0}; + DRW_framebuffer_init(&sldata->shadow_target_fb, &draw_engine_eevee_type, + linfo->shadow_size, linfo->shadow_size, + &tex_cascade, 1); + + /* Storage FB */ + DRWFboTexture tex_pool = {&sldata->shadow_pool, shadow_pool_format, DRW_TEX_FILTER}; + DRW_framebuffer_init(&sldata->shadow_store_fb, &draw_engine_eevee_type, + linfo->shadow_size, linfo->shadow_size, + &tex_pool, 1); + + /* Restore */ + DRW_framebuffer_texture_detach(sldata->shadow_cube_target); + + /* Update Lamps UBOs. */ + EEVEE_lights_update(sldata); +} + +/* Update buffer with lamp data */ +static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) +{ + /* TODO only update if data changes */ + EEVEE_LightData *evld = led->storage; + EEVEE_Light *evli = linfo->light_data + evld->light_id; + Lamp *la = (Lamp *)ob->data; + float mat[4][4], scale[3], power; + + /* Position */ + copy_v3_v3(evli->position, ob->obmat[3]); + + /* Color */ + copy_v3_v3(evli->color, &la->r); + + /* Influence Radius */ + evli->dist = la->dist; + + /* Vectors */ + normalize_m4_m4_ex(mat, ob->obmat, scale); + copy_v3_v3(evli->forwardvec, mat[2]); + normalize_v3(evli->forwardvec); + negate_v3(evli->forwardvec); + + copy_v3_v3(evli->rightvec, mat[0]); + normalize_v3(evli->rightvec); + + copy_v3_v3(evli->upvec, mat[1]); + normalize_v3(evli->upvec); + + /* Spot size & blend */ + if (la->type == LA_SPOT) { + evli->sizex = scale[0] / scale[2]; + evli->sizey = scale[1] / scale[2]; + evli->spotsize = cosf(la->spotsize * 0.5f); + evli->spotblend = (1.0f - evli->spotsize) * la->spotblend; + evli->radius = max_ff(0.001f, la->area_size); + } + else if (la->type == LA_AREA) { + evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f); + if (la->area_shape == LA_AREA_RECT) { + evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f); + } + else { + evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f); + } + } + else { + evli->radius = max_ff(0.001f, la->area_size); + } + + /* Make illumination power constant */ + if (la->type == LA_AREA) { + power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */ + * 80.0f; /* XXX : Empirical, Fit cycles power */ + } + else if (la->type == LA_SPOT || la->type == LA_LOCAL) { + power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */ + * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ + + /* for point lights (a.k.a radius == 0.0) */ + // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */ + } + else { + power = 1.0f; + } + mul_v3_fl(evli->color, power * la->energy); + + /* Lamp Type */ + evli->lamptype = (float)la->type; + + /* No shadow by default */ + evli->shadowid = -1.0f; +} + +static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) +{ + EEVEE_ShadowCubeData *sh_data = (EEVEE_ShadowCubeData *)led->storage; + EEVEE_Light *evli = linfo->light_data + sh_data->light_id; + EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id; + EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + sh_data->cube_id; + Lamp *la = (Lamp *)ob->data; + + int sh_nbr = 1; /* TODO: MSM */ + + for (int i = 0; i < sh_nbr; ++i) { + /* TODO : choose MSM sample point here. */ + copy_v3_v3(cube_data->position, ob->obmat[3]); + } + + ubo_data->bias = 0.05f * la->bias; + ubo_data->near = la->clipsta; + ubo_data->far = la->clipend; + ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp; + + evli->shadowid = (float)(sh_data->shadow_id); + ubo_data->shadow_start = (float)(sh_data->layer_id); + ubo_data->data_start = (float)(sh_data->cube_id); + ubo_data->multi_shadow_count = (float)(sh_nbr); +} + +#define LERP(t, a, b) ((a) + (t) * ((b) - (a))) + +static void frustum_min_bounding_sphere(const float corners[8][4], float r_center[3], float *r_radius) +{ +#if 0 /* Simple solution but waist too much space. */ + float minvec[3], maxvec[3]; + + /* compute the bounding box */ + INIT_MINMAX(minvec, maxvec); + for (int i = 0; i < 8; ++i) { + minmax_v3v3_v3(minvec, maxvec, corners[i]); + } + + /* compute the bounding sphere of this box */ + r_radius = len_v3v3(minvec, maxvec) * 0.5f; + add_v3_v3v3(r_center, minvec, maxvec); + mul_v3_fl(r_center, 0.5f); +#else + /* Make the bouding sphere always centered on the front diagonal */ + add_v3_v3v3(r_center, corners[4], corners[7]); + mul_v3_fl(r_center, 0.5f); + *r_radius = len_v3v3(corners[0], r_center); + + /* Search the largest distance between the sphere center + * and the front plane corners. */ + for (int i = 0; i < 4; ++i) { + float rad = len_v3v3(corners[4+i], r_center); + if (rad > *r_radius) { + *r_radius = rad; + } + } +#endif +} + +static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) +{ + Lamp *la = (Lamp *)ob->data; + + /* Camera Matrices */ + float persmat[4][4], persinv[4][4]; + float viewprojmat[4][4], projinv[4][4]; + float view_near, view_far; + float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f}; + float far_v[4] = {0.0f, 0.0f, 1.0f, 1.0f}; + bool is_persp = DRW_viewport_is_persp_get(); + DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); + invert_m4_m4(persinv, persmat); + /* FIXME : Get near / far from Draw manager? */ + DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN); + invert_m4_m4(projinv, viewprojmat); + mul_m4_v4(projinv, near_v); + mul_m4_v4(projinv, far_v); + view_near = near_v[2]; + view_far = far_v[2]; /* TODO: Should be a shadow parameter */ + if (is_persp) { + view_near /= near_v[3]; + view_far /= far_v[3]; + } + + /* Lamps Matrices */ + float viewmat[4][4], projmat[4][4]; + int sh_nbr = 1; /* TODO : MSM */ + int cascade_nbr = la->cascade_count; + + EEVEE_ShadowCascadeData *sh_data = (EEVEE_ShadowCascadeData *)led->storage; + EEVEE_Light *evli = linfo->light_data + sh_data->light_id; + EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id; + EEVEE_ShadowCascade *cascade_data = linfo->shadow_cascade_data + sh_data->cascade_id; + + /* The technique consists into splitting + * the view frustum into several sub-frustum + * that are individually receiving one shadow map */ + + float csm_start, csm_end; + + if (is_persp) { + csm_start = view_near; + csm_end = max_ff(view_far, -la->cascade_max_dist); + /* Avoid artifacts */ + csm_end = min_ff(view_near, csm_end); + } + else { + csm_start = -view_far; + csm_end = view_far; + } + + /* init near/far */ + for (int c = 0; c < MAX_CASCADE_NUM; ++c) { + cascade_data->split_start[c] = csm_end; + cascade_data->split_end[c] = csm_end; + } + + /* Compute split planes */ + float splits_start_ndc[MAX_CASCADE_NUM]; + float splits_end_ndc[MAX_CASCADE_NUM]; + + { + /* Nearest plane */ + float p[4] = {1.0f, 1.0f, csm_start, 1.0f}; + /* TODO: we don't need full m4 multiply here */ + mul_m4_v4(viewprojmat, p); + splits_start_ndc[0] = p[2]; + if (is_persp) { + splits_start_ndc[0] /= p[3]; + } + } + + { + /* Farthest plane */ + float p[4] = {1.0f, 1.0f, csm_end, 1.0f}; + /* TODO: we don't need full m4 multiply here */ + mul_m4_v4(viewprojmat, p); + splits_end_ndc[cascade_nbr - 1] = p[2]; + if (is_persp) { + splits_end_ndc[cascade_nbr - 1] /= p[3]; + } + } + + cascade_data->split_start[0] = csm_start; + cascade_data->split_end[cascade_nbr - 1] = csm_end; + + for (int c = 1; c < cascade_nbr; ++c) { + /* View Space */ + float linear_split = LERP(((float)(c) / (float)cascade_nbr), csm_start, csm_end); + float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr); + + if (is_persp) { + cascade_data->split_start[c] = LERP(la->cascade_exponent, linear_split, exp_split); + } + else { + cascade_data->split_start[c] = linear_split; + } + cascade_data->split_end[c-1] = cascade_data->split_start[c]; + + /* Add some overlap for smooth transition */ + cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c-1], + (c > 1) ? cascade_data->split_end[c-2] : cascade_data->split_start[0]); + + /* NDC Space */ + { + float p[4] = {1.0f, 1.0f, cascade_data->split_start[c], 1.0f}; + /* TODO: we don't need full m4 multiply here */ + mul_m4_v4(viewprojmat, p); + splits_start_ndc[c] = p[2]; + + if (is_persp) { + splits_start_ndc[c] /= p[3]; + } + } + + { + float p[4] = {1.0f, 1.0f, cascade_data->split_end[c-1], 1.0f}; + /* TODO: we don't need full m4 multiply here */ + mul_m4_v4(viewprojmat, p); + splits_end_ndc[c-1] = p[2]; + + if (is_persp) { + splits_end_ndc[c-1] /= p[3]; + } + } + } + + /* Set last cascade split fade distance into the first split_start. */ + float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr-2] : cascade_data->split_start[0]; + cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr-1], prev_split); + + /* For each cascade */ + for (int c = 0; c < cascade_nbr; ++c) { + /* Given 8 frustum corners */ + float corners[8][4] = { + /* Near Cap */ + {-1.0f, -1.0f, splits_start_ndc[c], 1.0f}, + { 1.0f, -1.0f, splits_start_ndc[c], 1.0f}, + {-1.0f, 1.0f, splits_start_ndc[c], 1.0f}, + { 1.0f, 1.0f, splits_start_ndc[c], 1.0f}, + /* Far Cap */ + {-1.0f, -1.0f, splits_end_ndc[c], 1.0f}, + { 1.0f, -1.0f, splits_end_ndc[c], 1.0f}, + {-1.0f, 1.0f, splits_end_ndc[c], 1.0f}, + { 1.0f, 1.0f, splits_end_ndc[c], 1.0f} + }; + + /* Transform them into world space */ + for (int i = 0; i < 8; ++i) { + mul_m4_v4(persinv, corners[i]); + mul_v3_fl(corners[i], 1.0f / corners[i][3]); + corners[i][3] = 1.0f; + } + + + /* Project them into light space */ + invert_m4_m4(viewmat, ob->obmat); + normalize_v3(viewmat[0]); + normalize_v3(viewmat[1]); + normalize_v3(viewmat[2]); + + for (int i = 0; i < 8; ++i) { + mul_m4_v4(viewmat, corners[i]); + } + + float center[3]; + frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c])); + + /* Snap projection center to nearest texel to cancel shimmering. */ + float shadow_origin[2], shadow_texco[2]; + mul_v2_v2fl(shadow_origin, center, linfo->shadow_size / (2.0f * sh_data->radius[c])); /* Light to texture space. */ + + /* Find the nearest texel. */ + shadow_texco[0] = round(shadow_origin[0]); + shadow_texco[1] = round(shadow_origin[1]); + + /* Compute offset. */ + sub_v2_v2(shadow_texco, shadow_origin); + mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_size); /* Texture to light space. */ + + /* Apply offset. */ + add_v2_v2(center, shadow_texco); + + /* Expand the projection to cover frustum range */ + orthographic_m4(projmat, + center[0] - sh_data->radius[c], + center[0] + sh_data->radius[c], + center[1] - sh_data->radius[c], + center[1] + sh_data->radius[c], + la->clipsta, la->clipend); + + mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat); + mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]); + } + + ubo_data->bias = 0.05f * la->bias; + ubo_data->near = la->clipsta; + ubo_data->far = la->clipend; + ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp; + + evli->shadowid = (float)(sh_data->shadow_id); + ubo_data->shadow_start = (float)(sh_data->layer_id); + ubo_data->data_start = (float)(sh_data->cascade_id); + ubo_data->multi_shadow_count = (float)(sh_nbr); +} + +/* Used for checking if object is inside the shadow volume. */ +static bool cube_bbox_intersect(const float cube_center[3], float cube_half_dim, const BoundBox *bb, float (*obmat)[4]) +{ + float min[3], max[4], tmp[4][4]; + unit_m4(tmp); + translate_m4(tmp, -cube_center[0], -cube_center[1], -cube_center[2]); + mul_m4_m4m4(tmp, tmp, obmat); + + /* Just simple AABB intersection test in world space. */ + INIT_MINMAX(min, max); + for (int i = 0; i < 8; ++i) { + float vec[3]; + copy_v3_v3(vec, bb->vec[i]); + mul_m4_v3(tmp, vec); + minmax_v3v3_v3(min, max, vec); + } + + if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; + if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; + + return true; +} + +static ShadowCaster *search_object_in_list(ListBase *list, Object *ob) +{ + for (ShadowCaster *ldata = list->first; ldata; ldata = ldata->next) { + if (ldata->ob == ob) + return ldata; + } + + return NULL; +} + +static void delete_pruned_shadowcaster(EEVEE_LampEngineData *led) +{ + ShadowCaster *next; + for (ShadowCaster *ldata = led->shadow_caster_list.first; ldata; ldata = next) { + next = ldata->next; + if (ldata->prune == true) { + led->need_update = true; + BLI_freelinkN(&led->shadow_caster_list, ldata); + } + } +} + +static void light_tag_shadow_update(Object *lamp, Object *ob) +{ + Lamp *la = lamp->data; + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(lamp); + + bool is_inside_range = cube_bbox_intersect(lamp->obmat[3], la->clipend, BKE_object_boundbox_get(ob), ob->obmat); + ShadowCaster *ldata = search_object_in_list(&led->shadow_caster_list, ob); + + if (is_inside_range) { + if (ldata == NULL) { + /* Object was not a shadow caster previously but is now. Add it. */ + ldata = MEM_callocN(sizeof(ShadowCaster), "ShadowCaster"); + ldata->ob = ob; + BLI_addtail(&led->shadow_caster_list, ldata); + led->need_update = true; + } + else { + EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(ob); + if (oedata->need_update) { + led->need_update = true; + } + } + ldata->prune = false; + } + else if (ldata != NULL) { + /* Object was a shadow caster previously and is not anymore. Remove it. */ + led->need_update = true; + BLI_freelinkN(&led->shadow_caster_list, ldata); + } +} + +static void eevee_lights_shcaster_updated(EEVEE_SceneLayerData *sldata, Object *ob) +{ + Object *lamp; + EEVEE_LampsInfo *linfo = sldata->lamps; + + /* Iterate over all shadow casting lamps to see if + * each of them needs update because of this object */ + for (int i = 0; (lamp = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { + light_tag_shadow_update(lamp, ob); + } +} + +void EEVEE_lights_update(EEVEE_SceneLayerData *sldata) +{ + EEVEE_LampsInfo *linfo = sldata->lamps; + Object *ob; + int i; + + /* Prune shadow casters to remove if object does not exists anymore (unprune them if object exists) */ + Object *lamp; + for (i = 0; (lamp = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(lamp); + + if ((linfo->update_flag & LIGHT_UPDATE_SHADOW_CUBE) != 0) { + led->need_update = true; + } + + for (ShadowCaster *ldata = led->shadow_caster_list.first; ldata; ldata = ldata->next) { + ldata->prune = true; + } + } + + for (LinkData *ldata = sldata->shadow_casters.first; ldata; ldata = ldata->next) { + eevee_lights_shcaster_updated(sldata, ldata->data); + } + + for (i = 0; (ob = linfo->light_ref[i]) && (i < MAX_LIGHT); i++) { + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + eevee_light_setup(ob, linfo, led); + } + + for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + eevee_shadow_cube_setup(ob, linfo, led); + delete_pruned_shadowcaster(led); + } +} + +/* this refresh lamps shadow buffers */ +void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl) +{ + EEVEE_LampsInfo *linfo = sldata->lamps; + Object *ob; + int i; + float clear_col[4] = {FLT_MAX}; + + /* Cube Shadow Maps */ + DRW_stats_group_start("Cube Shadow Maps"); + DRW_framebuffer_texture_attach(sldata->shadow_target_fb, sldata->shadow_cube_target, 0, 0); + /* Render each shadow to one layer of the array */ + for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + Lamp *la = (Lamp *)ob->data; + + float cube_projmat[4][4]; + perspective_m4(cube_projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend); + + if (led->need_update) { + EEVEE_ShadowRender *srd = &linfo->shadow_render_data; + EEVEE_ShadowCubeData *evscd = (EEVEE_ShadowCubeData *)led->storage; + + srd->clip_near = la->clipsta; + srd->clip_far = la->clipend; + copy_v3_v3(srd->position, ob->obmat[3]); + for (int j = 0; j < 6; j++) { + float tmp[4][4]; + + unit_m4(tmp); + negate_v3_v3(tmp[3], ob->obmat[3]); + mul_m4_m4m4(srd->viewmat[j], cubefacemat[j], tmp); + + mul_m4_m4m4(srd->shadowmat[j], cube_projmat, srd->viewmat[j]); + } + DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); + + DRW_framebuffer_bind(sldata->shadow_target_fb); + DRW_framebuffer_clear(true, true, false, clear_col, 1.0f); + + /* Render shadow cube */ + DRW_draw_pass(psl->shadow_cube_pass); + + /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */ + float filter_texture_size = la->soft * 0.001f; + float filter_pixel_size = ceil(filter_texture_size / linfo->shadow_render_data.cube_texel_size); + linfo->filter_size = linfo->shadow_render_data.cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f); + + /* TODO: OPTI: Filter all faces in one/two draw call */ + for (linfo->current_shadow_face = 0; + linfo->current_shadow_face < 6; + linfo->current_shadow_face++) + { + /* Copy using a small 3x3 box filter */ + DRW_framebuffer_cubeface_attach(sldata->shadow_store_fb, sldata->shadow_cube_blur, 0, linfo->current_shadow_face, 0); + DRW_framebuffer_bind(sldata->shadow_store_fb); + DRW_draw_pass(psl->shadow_cube_copy_pass); + DRW_framebuffer_texture_detach(sldata->shadow_cube_blur); + } + + /* Push it to shadowmap array */ + + /* Adjust constants if concentric samples change. */ + const float max_filter_size = 7.5f; + const float previous_box_filter_size = 9.0f; /* Dunno why but that works. */ + const int max_sample = 256; + + if (filter_pixel_size > 2.0f) { + linfo->filter_size = linfo->shadow_render_data.cube_texel_size * max_filter_size * previous_box_filter_size; + filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f); + /* Compute number of concentric samples. Depends directly on filter size. */ + float pix_size_sqr = filter_pixel_size * filter_pixel_size; + srd->shadow_samples_ct = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr)); + } + else { + linfo->filter_size = 0.0f; + srd->shadow_samples_ct = 4; + } + srd->shadow_inv_samples_ct = 1.0f / (float)srd->shadow_samples_ct; + DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); + + DRW_framebuffer_texture_layer_attach(sldata->shadow_store_fb, sldata->shadow_pool, 0, evscd->layer_id, 0); + DRW_framebuffer_bind(sldata->shadow_store_fb); + DRW_draw_pass(psl->shadow_cube_store_pass); + + led->need_update = false; + } + } + linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE; + + DRW_framebuffer_texture_detach(sldata->shadow_cube_target); + DRW_stats_group_end(); + + /* Cascaded Shadow Maps */ + DRW_stats_group_start("Cascaded Shadow Maps"); + DRW_framebuffer_texture_attach(sldata->shadow_target_fb, sldata->shadow_cascade_target, 0, 0); + for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + Lamp *la = (Lamp *)ob->data; + + EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->storage; + EEVEE_ShadowRender *srd = &linfo->shadow_render_data; + + eevee_shadow_cascade_setup(ob, linfo, led); + + srd->clip_near = la->clipsta; + srd->clip_far = la->clipend; + for (int j = 0; j < la->cascade_count; ++j) { + copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]); + } + DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data); + + DRW_framebuffer_bind(sldata->shadow_target_fb); + DRW_framebuffer_clear(false, true, false, NULL, 1.0); + + /* Render shadow cascades */ + DRW_draw_pass(psl->shadow_cascade_pass); + + /* TODO: OPTI: Filter all cascade in one/two draw call */ + for (linfo->current_shadow_cascade = 0; + linfo->current_shadow_cascade < la->cascade_count; + ++linfo->current_shadow_cascade) + { + /* 0.01f factor to convert to percentage */ + float filter_texture_size = la->soft * 0.01f / evscd->radius[linfo->current_shadow_cascade]; + float filter_pixel_size = ceil(linfo->shadow_size * filter_texture_size); + + /* Copy using a small 3x3 box filter */ + linfo->filter_size = linfo->shadow_render_data.stored_texel_size * ((filter_pixel_size > 1.0f) ? 1.0f : 0.0f); + DRW_framebuffer_texture_layer_attach(sldata->shadow_store_fb, sldata->shadow_cascade_blur, 0, linfo->current_shadow_cascade, 0); + DRW_framebuffer_bind(sldata->shadow_store_fb); + DRW_draw_pass(psl->shadow_cascade_copy_pass); + DRW_framebuffer_texture_detach(sldata->shadow_cascade_blur); + + /* Push it to shadowmap array and blur more */ + + /* Adjust constants if concentric samples change. */ + const float max_filter_size = 7.5f; + const float previous_box_filter_size = 3.2f; /* Arbitrary: less banding */ + const int max_sample = 256; + + if (filter_pixel_size > 2.0f) { + linfo->filter_size = linfo->shadow_render_data.stored_texel_size * max_filter_size * previous_box_filter_size; + filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f); + /* Compute number of concentric samples. Depends directly on filter size. */ + float pix_size_sqr = filter_pixel_size * filter_pixel_size; + srd->shadow_samples_ct = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr)); + } + else { + linfo->filter_size = 0.0f; + srd->shadow_samples_ct = 4; + } + srd->shadow_inv_samples_ct = 1.0f / (float)srd->shadow_samples_ct; + DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data); + + int layer = evscd->layer_id + linfo->current_shadow_cascade; + DRW_framebuffer_texture_layer_attach(sldata->shadow_store_fb, sldata->shadow_pool, 0, layer, 0); + DRW_framebuffer_bind(sldata->shadow_store_fb); + DRW_draw_pass(psl->shadow_cascade_store_pass); + } + } + + DRW_framebuffer_texture_detach(sldata->shadow_cascade_target); + DRW_stats_group_end(); + + DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data); + DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */ +} + +void EEVEE_lights_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.shadow_sh); + for (int i = 0; i < SHADOW_METHOD_MAX; ++i) { + DRW_SHADER_FREE_SAFE(e_data.shadow_store_cube_sh[i]); + DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_sh[i]); + DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cube_sh[i]); + DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cascade_sh[i]); + } +}
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