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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c1057
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]);
+ }
+} \ No newline at end of file