diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 1438 |
1 files changed, 38 insertions, 1400 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 0bfc23b8354..126ec8d81c4 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -20,11 +20,7 @@ * \ingroup DNA */ -#include "DRW_render.h" - -#include "BLI_dynstr.h" -#include "BLI_rand.h" -#include "BLI_rect.h" +#include "BLI_sys_types.h" /* bool */ #include "BKE_object.h" @@ -32,623 +28,20 @@ #include "eevee_private.h" -#define SHADOW_CASTER_ALLOC_CHUNK 16 - -// #define DEBUG_CSM -// #define DEBUG_SHADOW_DISTRIBUTION - -static struct { - struct GPUShader *shadow_sh; - struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX]; - struct GPUShader *shadow_store_cube_high_sh[SHADOW_METHOD_MAX]; - struct GPUShader *shadow_store_cascade_sh[SHADOW_METHOD_MAX]; - struct GPUShader *shadow_store_cascade_high_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_frag_glsl[]; -extern char datatoc_shadow_process_vert_glsl[]; -extern char datatoc_shadow_process_geom_glsl[]; -extern char datatoc_shadow_store_frag_glsl[]; -extern char datatoc_shadow_copy_frag_glsl[]; -extern char datatoc_concentric_samples_lib_glsl[]; - -extern char datatoc_common_view_lib_glsl[]; - -/* Prototypes */ -static void eevee_light_setup(Object *ob, EEVEE_Light *evli); -static float light_attenuation_radius_get(Light *la, float light_threshold); - -/* *********** LIGHT BITS *********** */ -static void lightbits_set_single(EEVEE_LightBits *bitf, uint idx, bool val) -{ - if (val) { - bitf->fields[idx / 8] |= (1 << (idx % 8)); - } - else { - bitf->fields[idx / 8] &= ~(1 << (idx % 8)); - } -} - -static void lightbits_set_all(EEVEE_LightBits *bitf, bool val) -{ - memset(bitf, (val) ? 0xFF : 0x00, sizeof(EEVEE_LightBits)); -} - -static void lightbits_or(EEVEE_LightBits *r, const EEVEE_LightBits *v) -{ - for (int i = 0; i < MAX_LIGHTBITS_FIELDS; ++i) { - r->fields[i] |= v->fields[i]; - } -} - -static bool lightbits_get(const EEVEE_LightBits *r, uint idx) -{ - return r->fields[idx / 8] & (1 << (idx % 8)); -} - -static void lightbits_convert(EEVEE_LightBits *r, - const EEVEE_LightBits *bitf, - const int *light_bit_conv_table, - uint table_length) -{ - for (int i = 0; i < table_length; ++i) { - if (lightbits_get(bitf, i) != 0) { - if (light_bit_conv_table[i] >= 0) { - r->fields[i / 8] |= (1 << (i % 8)); - } - } - } -} - -/* *********** FUNCTIONS *********** */ - -void EEVEE_lights_init(EEVEE_ViewLayerData *sldata) -{ - const uint 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(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - - if (!e_data.shadow_sh) { - e_data.shadow_sh = DRW_shader_create_with_lib(datatoc_shadow_vert_glsl, - NULL, - datatoc_shadow_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } - - if (!sldata->lights) { - sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo"); - 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); - - for (int i = 0; i < 2; ++i) { - sldata->shcasters_buffers[i].shadow_casters = MEM_callocN( - sizeof(EEVEE_ShadowCaster) * SHADOW_CASTER_ALLOC_CHUNK, "EEVEE_ShadowCaster buf"); - sldata->shcasters_buffers[i].flags = MEM_callocN(sizeof(sldata->shcasters_buffers[0].flags) * - SHADOW_CASTER_ALLOC_CHUNK, - "EEVEE_shcast_buffer flags buf"); - sldata->shcasters_buffers[i].alloc_count = SHADOW_CASTER_ALLOC_CHUNK; - sldata->shcasters_buffers[i].count = 0; - } - - sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0]; - sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1]; - } - - /* Flip buffers */ - SWAP(EEVEE_ShadowCasterBuffer *, - sldata->lights->shcaster_frontbuffer, - sldata->lights->shcaster_backbuffer); - - const int sh_method = scene_eval->eevee.shadow_method; - int sh_cube_size = scene_eval->eevee.shadow_cube_size; - int sh_cascade_size = scene_eval->eevee.shadow_cascade_size; - const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0; - sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0; - - EEVEE_LightsInfo *linfo = sldata->lights; - if ((linfo->shadow_cube_size != sh_cube_size) || (linfo->shadow_method != sh_method) || - (linfo->shadow_high_bitdepth != sh_high_bitdepth)) { - BLI_assert((sh_cube_size > 0) && (sh_cube_size <= 4096)); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur); - - /* Compute adequate size for the octahedral map. */ - linfo->shadow_cube_store_size = OCTAHEDRAL_SIZE_FROM_CUBESIZE(sh_cube_size); - - CLAMP(linfo->shadow_cube_store_size, 1, 4096); - CLAMP(sh_cube_size, 1, 4096); - - linfo->shadow_render_data.cube_texel_size = 1.0f / sh_cube_size; - } - - if ((linfo->shadow_cascade_size != sh_cascade_size) || (linfo->shadow_method != sh_method) || - (linfo->shadow_high_bitdepth != sh_high_bitdepth)) { - BLI_assert((sh_cascade_size > 0) && (sh_cascade_size <= 4096)); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target); - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur); - - CLAMP(sh_cascade_size, 1, 4096); - } - - linfo->shadow_high_bitdepth = sh_high_bitdepth; - linfo->shadow_method = sh_method; - linfo->shadow_cube_size = sh_cube_size; - linfo->shadow_cascade_size = sh_cascade_size; - - /* only compile the ones needed. reduce startup time. */ - if ((sh_method == SHADOW_ESM) && !e_data.shadow_copy_cube_sh[SHADOW_ESM]) { - e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create(datatoc_shadow_process_vert_glsl, - datatoc_shadow_process_geom_glsl, - datatoc_shadow_copy_frag_glsl, - "#define ESM\n" - "#define COPY\n"); - e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create(datatoc_shadow_process_vert_glsl, - datatoc_shadow_process_geom_glsl, - datatoc_shadow_copy_frag_glsl, - "#define ESM\n" - "#define COPY\n" - "#define CSM\n"); - } - else if ((sh_method == SHADOW_VSM) && !e_data.shadow_copy_cube_sh[SHADOW_VSM]) { - e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create(datatoc_shadow_process_vert_glsl, - datatoc_shadow_process_geom_glsl, - datatoc_shadow_copy_frag_glsl, - "#define VSM\n" - "#define COPY\n"); - e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create(datatoc_shadow_process_vert_glsl, - datatoc_shadow_process_geom_glsl, - datatoc_shadow_copy_frag_glsl, - "#define VSM\n" - "#define COPY\n" - "#define CSM\n"); - } -} - -static GPUShader *eevee_lights_get_store_sh(int shadow_method, bool high_blur, bool cascade) -{ - GPUShader **shader; - - if (cascade) { - shader = (high_blur) ? &e_data.shadow_store_cascade_high_sh[shadow_method] : - &e_data.shadow_store_cascade_sh[shadow_method]; - } - else { - shader = (high_blur) ? &e_data.shadow_store_cube_high_sh[shadow_method] : - &e_data.shadow_store_cube_sh[shadow_method]; - } - - if (*shader == 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); - - ds_frag = BLI_dynstr_new(); - BLI_dynstr_append(ds_frag, (shadow_method == SHADOW_VSM) ? "#define VSM\n" : "#define ESM\n"); - if (high_blur) { - BLI_dynstr_append(ds_frag, "#define HIGH_BLUR\n"); - } - if (cascade) { - BLI_dynstr_append(ds_frag, "#define CSM\n"); - } - char *define_str = BLI_dynstr_get_cstring(ds_frag); - BLI_dynstr_free(ds_frag); - - *shader = DRW_shader_create(datatoc_shadow_process_vert_glsl, - datatoc_shadow_process_geom_glsl, - store_shadow_shader_str, - define_str); - - MEM_freeN(store_shadow_shader_str); - MEM_freeN(define_str); - } - - return *shader; -} - -static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, - EEVEE_ViewLayerData *sldata, - int shadow_method, - int shadow_samples_len) -{ - bool high_blur = shadow_samples_len > 16; - DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass; - if (*pass == NULL) { - *pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR); - GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false); - DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass); - DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_blur); - DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); - - DRW_shgroup_call_procedural_triangles(grp, NULL, 6); - } - return *pass; -} - -static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, - EEVEE_ViewLayerData *sldata, - int shadow_method, - int shadow_samples_len) -{ - bool high_blur = shadow_samples_len > 16; - DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : - &psl->shadow_cascade_store_high_pass; - if (*pass == NULL) { - *pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR); - GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true); - DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass); - DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_blur); - DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); - - DRW_shgroup_call_procedural_triangles(grp, NULL, MAX_CASCADE_NUM); - } - return *pass; -} - -void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) -{ - EEVEE_LightsInfo *linfo = sldata->lights; - EEVEE_StorageList *stl = vedata->stl; - EEVEE_PassList *psl = vedata->psl; - - linfo->shcaster_frontbuffer->count = 0; - linfo->num_light = 0; - linfo->num_cube_layer = 0; - linfo->num_cascade_layer = 0; - linfo->gpu_cube_len = linfo->gpu_cascade_len = linfo->gpu_shadow_len = 0; - linfo->cpu_cube_len = linfo->cpu_cascade_len = 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)); - memset(linfo->new_shadow_id, -1, sizeof(linfo->new_shadow_id)); - - /* Shadow Casters: Reset flags. */ - memset(linfo->shcaster_backbuffer->flags, - (char)SHADOW_CASTER_PRUNED, - linfo->shcaster_backbuffer->alloc_count); - memset(linfo->shcaster_frontbuffer->flags, 0x00, linfo->shcaster_frontbuffer->alloc_count); - - psl->shadow_cube_store_pass = NULL; - psl->shadow_cube_store_high_pass = NULL; - psl->shadow_cascade_store_pass = NULL; - psl->shadow_cascade_store_high_pass = NULL; - - { - DRW_PASS_CREATE(psl->shadow_cube_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_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_target); - DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); - - DRW_shgroup_call_procedural_triangles(grp, NULL, 6); - } - - { - DRW_PASS_CREATE(psl->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_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_target); - DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); - - DRW_shgroup_call_procedural_triangles(grp, NULL, MAX_CASCADE_NUM); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - DRW_PASS_CREATE(psl->shadow_pass, state); - - stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass); - } -} - -void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) +/* Reconstruct local obmat from EEVEE_light. (normalized) */ +void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]) { - EEVEE_LightsInfo *linfo = sldata->lights; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - const float threshold = draw_ctx->scene->eevee.light_threshold; - /* Step 1 find all lights in the scene and setup them */ - if (linfo->num_light >= MAX_LIGHT) { - printf("Too many lights in the scene !!!\n"); - } - else { - Light *la = (Light *)ob->data; - - /* Early out if light has no power. */ - if (la->energy == 0.0f || is_zero_v3(&la->r)) { - return; - } - - EEVEE_Light *evli = linfo->light_data + linfo->num_light; - eevee_light_setup(ob, evli); - - /* We do not support shadowmaps for dupli lights. */ - if ((ob->base_flag & BASE_FROM_DUPLI) != 0) { - linfo->num_light++; - return; - } - - EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); - - /* Save previous shadow id. */ - int prev_cube_sh_id = led->prev_cube_shadow_id; - - /* Default light without shadows */ - led->data.ld.shadow_id = -1; - led->prev_cube_shadow_id = -1; - - if (la->mode & LA_SHADOW) { - if (la->type == LA_SUN) { - int cascade_nbr = la->cascade_count; - - if ((linfo->gpu_cascade_len + 1) <= MAX_SHADOW_CASCADE) { - /* Save Light object. */ - linfo->shadow_cascade_ref[linfo->cpu_cascade_len] = ob; - - /* Store indices. */ - EEVEE_ShadowCascadeData *data = &led->data.scad; - data->shadow_id = linfo->gpu_shadow_len; - data->cascade_id = linfo->gpu_cascade_len; - data->layer_id = linfo->num_cascade_layer; - - /* Increment indices. */ - linfo->gpu_shadow_len += 1; - linfo->gpu_cascade_len += 1; - linfo->num_cascade_layer += cascade_nbr; - - linfo->cpu_cascade_len += 1; - } - } - else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) { - if ((linfo->gpu_cube_len + 1) <= MAX_SHADOW_CUBE) { - /* Save Light object. */ - linfo->shadow_cube_ref[linfo->cpu_cube_len] = ob; - - /* For light update tracking. */ - if ((prev_cube_sh_id >= 0) && (prev_cube_sh_id < linfo->shcaster_backbuffer->count)) { - linfo->new_shadow_id[prev_cube_sh_id] = linfo->cpu_cube_len; - } - led->prev_cube_shadow_id = linfo->cpu_cube_len; - - /* Saving light bounds for later. */ - BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT); - copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]); - linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get( - la, threshold); - - EEVEE_ShadowCubeData *data = &led->data.scd; - /* Store indices. */ - data->shadow_id = linfo->gpu_shadow_len; - data->cube_id = linfo->gpu_cube_len; - data->layer_id = linfo->num_cube_layer; - - /* Increment indices. */ - linfo->gpu_shadow_len += 1; - linfo->gpu_cube_len += 1; - linfo->num_cube_layer += 1; - - linfo->cpu_cube_len += 1; - } - } - } - - led->data.ld.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_ViewLayerData *UNUSED(sldata), - EEVEE_StorageList *stl, - struct GPUBatch *geom, - Object *ob) -{ - DRW_shgroup_call(stl->g_data->shadow_shgrp, geom, ob); -} - -void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata, - EEVEE_PassList *psl, - struct GPUMaterial *gpumat, - struct GPUBatch *geom, - struct Object *ob, - const float *alpha_threshold) -{ - /* TODO / PERF : reuse the same shading group for objects with the same material */ - DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass); - - if (grp == NULL) { - return; - } - - /* Grrr needed for correctness but not 99% of the time not needed. - * TODO detect when needed? */ - DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); - DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); - DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); - DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); - DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - - if (alpha_threshold != NULL) { - DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1); - } - - DRW_shgroup_call(grp, geom, ob); + copy_v3_v3(r_mat[0], evli->rightvec); + copy_v3_v3(r_mat[1], evli->upvec); + negate_v3_v3(r_mat[2], evli->forwardvec); + copy_v3_v3(r_mat[3], evli->position); + r_mat[0][3] = 0.0f; + r_mat[1][3] = 0.0f; + r_mat[2][3] = 0.0f; + r_mat[3][3] = 1.0f; } -/* Make that object update shadow casting lights inside its influence bounding box. */ -void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob) -{ - if ((ob->base_flag & BASE_FROM_DUPLI) != 0) { - /* TODO: Special case for dupli objects because we cannot save the object pointer. */ - return; - } - - EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob); - EEVEE_LightsInfo *linfo = sldata->lights; - EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer; - EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer; - int past_id = oedata->shadow_caster_id; - - /* Update flags in backbuffer. */ - if (past_id > -1 && past_id < backbuffer->count) { - backbuffer->flags[past_id] &= ~SHADOW_CASTER_PRUNED; - - if (oedata->need_update) { - backbuffer->flags[past_id] |= SHADOW_CASTER_UPDATED; - } - } - - /* Update id. */ - oedata->shadow_caster_id = frontbuffer->count++; - - /* Make sure shadow_casters is big enough. */ - if (oedata->shadow_caster_id >= frontbuffer->alloc_count) { - frontbuffer->alloc_count += SHADOW_CASTER_ALLOC_CHUNK; - frontbuffer->shadow_casters = MEM_reallocN( - frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count); - frontbuffer->flags = MEM_reallocN(frontbuffer->flags, - sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count); - } - - EEVEE_ShadowCaster *shcaster = frontbuffer->shadow_casters + oedata->shadow_caster_id; - - if (oedata->need_update) { - frontbuffer->flags[oedata->shadow_caster_id] = SHADOW_CASTER_UPDATED; - } - - /* Update World AABB in frontbuffer. */ - BoundBox *bb = BKE_object_boundbox_get(ob); - float min[3], max[3]; - INIT_MINMAX(min, max); - for (int i = 0; i < 8; ++i) { - float vec[3]; - copy_v3_v3(vec, bb->vec[i]); - mul_m4_v3(ob->obmat, vec); - minmax_v3v3_v3(min, max, vec); - } - - EEVEE_BoundBox *aabb = &shcaster->bbox; - add_v3_v3v3(aabb->center, min, max); - mul_v3_fl(aabb->center, 0.5f); - sub_v3_v3v3(aabb->halfdim, aabb->center, max); - - aabb->halfdim[0] = fabsf(aabb->halfdim[0]); - aabb->halfdim[1] = fabsf(aabb->halfdim[1]); - aabb->halfdim[2] = fabsf(aabb->halfdim[2]); - - oedata->need_update = false; -} - -void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) -{ - EEVEE_LightsInfo *linfo = sldata->lights; - eGPUTextureFormat shadow_pool_format = GPU_R32F; - - sldata->common_data.la_num_light = linfo->num_light; - - /* Setup enough layers. */ - /* Free textures if number mismatch. */ - if (linfo->num_cube_layer != linfo->cache_num_cube_layer) { - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool); - linfo->cache_num_cube_layer = linfo->num_cube_layer; - linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE; - } - - if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) { - DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool); - linfo->cache_num_cascade_layer = linfo->num_cascade_layer; - } - - switch (linfo->shadow_method) { - case SHADOW_ESM: - shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_R32F : GPU_R16F); - break; - case SHADOW_VSM: - shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_RG32F : GPU_RG16F); - break; - default: - BLI_assert(!"Incorrect Shadow Method"); - break; - } - - /* Cubemaps */ - if (!sldata->shadow_cube_target) { - sldata->shadow_cube_target = DRW_texture_create_cube( - linfo->shadow_cube_size, GPU_DEPTH_COMPONENT24, 0, NULL); - sldata->shadow_cube_blur = DRW_texture_create_cube( - linfo->shadow_cube_size, shadow_pool_format, DRW_TEX_FILTER, NULL); - } - GPU_framebuffer_ensure_config( - &sldata->shadow_cube_copy_fb, - {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_blur)}); - - if (!sldata->shadow_cube_pool) { - sldata->shadow_cube_pool = DRW_texture_create_2d_array(linfo->shadow_cube_store_size, - linfo->shadow_cube_store_size, - max_ii(1, linfo->num_cube_layer), - shadow_pool_format, - DRW_TEX_FILTER, - NULL); - } - GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, - {GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)}); - GPU_framebuffer_ensure_config( - &sldata->shadow_cube_store_fb, - {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)}); - - /* CSM */ - if (!sldata->shadow_cascade_target) { - sldata->shadow_cascade_target = DRW_texture_create_2d_array(linfo->shadow_cascade_size, - linfo->shadow_cascade_size, - MAX_CASCADE_NUM, - GPU_DEPTH_COMPONENT24, - 0, - NULL); - sldata->shadow_cascade_blur = DRW_texture_create_2d_array(linfo->shadow_cascade_size, - linfo->shadow_cascade_size, - MAX_CASCADE_NUM, - shadow_pool_format, - DRW_TEX_FILTER, - NULL); - } - GPU_framebuffer_ensure_config( - &sldata->shadow_cascade_copy_fb, - {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_blur)}); - - if (!sldata->shadow_cascade_pool) { - sldata->shadow_cascade_pool = DRW_texture_create_2d_array(linfo->shadow_cascade_size, - linfo->shadow_cascade_size, - max_ii(1, linfo->num_cascade_layer), - shadow_pool_format, - DRW_TEX_FILTER, - NULL); - } - GPU_framebuffer_ensure_config(&sldata->shadow_cascade_target_fb, - {GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_target)}); - GPU_framebuffer_ensure_config( - &sldata->shadow_cascade_store_fb, - {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)}); - - /* Update Lights UBOs. */ - EEVEE_lights_update(sldata, vedata); -} - -float light_attenuation_radius_get(Light *la, float light_threshold) +static float light_attenuation_radius_get(const Light *la, float light_threshold) { if (la->mode & LA_CUSTOM_ATTENUATION) { return la->att_dist; @@ -664,7 +57,7 @@ float light_attenuation_radius_get(Light *la, float light_threshold) return distance; } -static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, float scale[3]) +static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, const float scale[3]) { if (la->type == LA_SPOT) { /* Spot size & blend */ @@ -684,7 +77,7 @@ static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, float } } else if (la->type == LA_SUN) { - evli->radius = max_ff(0.001f, tanf(la->sun_angle / 2.0f)); + evli->radius = max_ff(0.001f, tanf(min_ff(la->sun_angle, DEG2RADF(179.9f)) / 2.0f)); } else { evli->radius = max_ff(0.001f, la->area_size); @@ -774,809 +167,54 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) mul_v3_fl(evli->color, power * la->energy); /* No shadow by default */ - evli->shadowid = -1.0f; -} - -/** - * Special ball distribution: - * Point are distributed in a way that when they are orthogonally - * projected into any plane, the resulting distribution is (close to) - * a uniform disc distribution. - */ -static void sample_ball(int sample_ofs, float radius, float rsample[3]) -{ - double ht_point[3]; - double ht_offset[3] = {0.0, 0.0, 0.0}; - uint ht_primes[3] = {2, 3, 7}; - - BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point); - - float omega = ht_point[1] * 2.0f * M_PI; - - rsample[2] = ht_point[0] * 2.0f - 1.0f; /* cos theta */ - - float r = sqrtf(fmaxf(0.0f, 1.0f - rsample[2] * rsample[2])); /* sin theta */ - - rsample[0] = r * cosf(omega); - rsample[1] = r * sinf(omega); - - radius *= sqrt(sqrt(ht_point[2])); - mul_v3_fl(rsample, radius); -} - -static void sample_rectangle( - int sample_ofs, float x_axis[3], float y_axis[3], float size_x, float size_y, float rsample[3]) -{ - double ht_point[2]; - double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; - - BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); - - /* Change ditribution center to be 0,0 */ - ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0]; - ht_point[1] = (ht_point[1] > 0.5f) ? ht_point[1] - 1.0f : ht_point[1]; - - zero_v3(rsample); - madd_v3_v3fl(rsample, x_axis, (ht_point[0] * 2.0f) * size_x); - madd_v3_v3fl(rsample, y_axis, (ht_point[1] * 2.0f) * size_y); -} - -static void sample_ellipse( - int sample_ofs, float x_axis[3], float y_axis[3], float size_x, float size_y, float rsample[3]) -{ - double ht_point[2]; - double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; - - BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); - - /* Uniform disc sampling. */ - float omega = ht_point[1] * 2.0f * M_PI; - float r = sqrtf(ht_point[0]); - ht_point[0] = r * cosf(omega) * size_x; - ht_point[1] = r * sinf(omega) * size_y; - - zero_v3(rsample); - madd_v3_v3fl(rsample, x_axis, ht_point[0]); - madd_v3_v3fl(rsample, y_axis, ht_point[1]); -} - -static void shadow_cube_random_position_set(EEVEE_Light *evli, - Light *la, - int sample_ofs, - float ws_sample_pos[3]) -{ - float jitter[3]; - -#ifndef DEBUG_SHADOW_DISTRIBUTION - int i = sample_ofs; -#else - for (int i = 0; i <= sample_ofs; ++i) { -#endif - switch (la->type) { - case LA_AREA: - if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_SQUARE)) { - sample_rectangle(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter); - } - else { - sample_ellipse(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter); - } - break; - default: - sample_ball(i, evli->radius, jitter); - } -#ifdef DEBUG_SHADOW_DISTRIBUTION - float p[3]; - add_v3_v3v3(p, jitter, ws_sample_pos); - DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f}); -} -#endif -add_v3_v3(ws_sample_pos, jitter); -} - -static void eevee_shadow_cube_setup(Object *ob, - EEVEE_LightsInfo *linfo, - EEVEE_LightEngineData *led, - int sample_ofs) -{ - EEVEE_ShadowCubeData *sh_data = &led->data.scd; - 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; - Light *la = (Light *)ob->data; - - copy_v3_v3(cube_data->position, ob->obmat[3]); - - if (linfo->soft_shadows) { - shadow_cube_random_position_set(evli, la, sample_ofs, cube_data->position); - } - - ubo_data->bias = 0.05f * la->bias; - ubo_data->near = la->clipsta; - ubo_data->far = 1.0f / (evli->invsqrdist * evli->invsqrdist); - 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->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */ - - ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f; - ubo_data->contact_bias = 0.05f * la->contact_bias; - ubo_data->contact_spread = la->contact_spread; - ubo_data->contact_thickness = la->contact_thickness; -} - -static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int sample_ofs) -{ - float jitter[3]; - -#ifndef DEBUG_SHADOW_DISTRIBUTION - int i = sample_ofs; -#else - for (int i = 0; i <= sample_ofs; ++i) { -#endif - sample_ellipse(i, mat[0], mat[1], radius, radius, jitter); -#ifdef DEBUG_SHADOW_DISTRIBUTION - float p[3]; - add_v3_v3v3(p, jitter, mat[2]); - DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f}); -} -#endif - -add_v3_v3(mat[2], jitter); -orthogonalize_m4(mat, 2); -} - -#define LERP(t, a, b) ((a) + (t) * ((b) - (a))) - -static double round_to_digits(double value, int digits) -{ - double factor = pow(10.0, digits - ceil(log10(fabs(value)))); - return round(value * factor) / factor; -} - -static void frustum_min_bounding_sphere(const float corners[8][3], - float r_center[3], - float *r_radius) -{ -#if 0 /* Simple solution but waste 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 - /* Find averaged center. */ - zero_v3(r_center); - for (int i = 0; i < 8; ++i) { - add_v3_v3(r_center, corners[i]); - } - mul_v3_fl(r_center, 1.0f / 8.0f); - - /* Search the largest distance from the sphere center. */ - *r_radius = 0.0f; - for (int i = 0; i < 8; ++i) { - float rad = len_squared_v3v3(corners[i], r_center); - if (rad > *r_radius) { - *r_radius = rad; - } - } - - /* TODO try to reduce the radius further by moving the center. - * Remember we need a __stable__ solution! */ - - /* Try to reduce float imprecision leading to shimmering. */ - *r_radius = (float)round_to_digits(sqrtf(*r_radius), 3); -#endif -} - -static void eevee_shadow_cascade_setup(Object *ob, - EEVEE_LightsInfo *linfo, - EEVEE_LightEngineData *led, - DRWView *view, - float view_near, - float view_far, - int sample_ofs) -{ - Light *la = (Light *)ob->data; - - /* Camera Matrices */ - float persinv[4][4], vp_projmat[4][4]; - DRW_view_persmat_get(view, persinv, true); - DRW_view_winmat_get(view, vp_projmat, false); - bool is_persp = DRW_view_is_persp_get(view); - - /* Lights Matrices */ - int cascade_nbr = la->cascade_count; - - EEVEE_ShadowCascadeData *sh_data = &led->data.scad; - 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; - - /* obmat = Object Space > World Space */ - /* viewmat = World Space > View Space */ - float(*viewmat)[4] = sh_data->viewmat; -#if 0 /* done at culling time */ - normalize_m4_m4(viewmat, ob->obmat); -#endif - - if (linfo->soft_shadows) { - shadow_cascade_random_matrix_set(viewmat, evli->radius, sample_ofs); - } - - copy_m4_m4(sh_data->viewinv, viewmat); - invert_m4(viewmat); - - /* 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(vp_projmat, 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(vp_projmat, 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(vp_projmat, 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(vp_projmat, 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) { - float(*projmat)[4] = sh_data->projmat[c]; - /* Given 8 frustum corners */ - float corners[8][3] = { - /* Near Cap */ - {1.0f, -1.0f, splits_start_ndc[c]}, - {-1.0f, -1.0f, splits_start_ndc[c]}, - {-1.0f, 1.0f, splits_start_ndc[c]}, - {1.0f, 1.0f, splits_start_ndc[c]}, - /* Far Cap */ - {1.0f, -1.0f, splits_end_ndc[c]}, - {-1.0f, -1.0f, splits_end_ndc[c]}, - {-1.0f, 1.0f, splits_end_ndc[c]}, - {1.0f, 1.0f, splits_end_ndc[c]}, - }; - - /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { - mul_project_m4_v3(persinv, corners[i]); - } - - float center[3]; - frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c])); - -#ifdef DEBUG_CSM - float dbg_col[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - if (c < 3) { - dbg_col[c] = 1.0f; - } - DRW_debug_bbox((BoundBox *)&corners, dbg_col); - DRW_debug_sphere(center, sh_data->radius[c], dbg_col); -#endif - - /* Project into lightspace */ - mul_m4_v3(viewmat, center); - - /* Snap projection center to nearest texel to cancel shimmering. */ - float shadow_origin[2], shadow_texco[2]; - /* Light to texture space. */ - mul_v2_v2fl(shadow_origin, center, linfo->shadow_cascade_size / (2.0f * sh_data->radius[c])); - - /* Find the nearest texel. */ - shadow_texco[0] = roundf(shadow_origin[0]); - shadow_texco[1] = roundf(shadow_origin[1]); - - /* Compute offset. */ - sub_v2_v2(shadow_texco, shadow_origin); - /* Texture to light space. */ - mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size); - - /* Apply offset. */ - add_v2_v2(center, shadow_texco); - - /* Expand the projection to cover frustum range */ - rctf rect_cascade; - BLI_rctf_init_pt_radius(&rect_cascade, center, sh_data->radius[c]); - orthographic_m4(projmat, - rect_cascade.xmin, - rect_cascade.xmax, - rect_cascade.ymin, - rect_cascade.ymax, - 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]); - -#ifdef DEBUG_CSM - DRW_debug_m4_as_bbox(sh_data->viewprojmat[c], dbg_col, true); -#endif - } - - 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->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */ - - ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f; - ubo_data->contact_bias = 0.05f * la->contact_bias; - ubo_data->contact_spread = la->contact_spread; - ubo_data->contact_thickness = la->contact_thickness; + evli->shadow_id = -1.0f; } -/* Used for checking if object is inside the shadow volume. */ -static bool sphere_bbox_intersect(const EEVEE_BoundSphere *bs, const EEVEE_BoundBox *bb) +void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { - /* We are testing using a rougher AABB vs AABB test instead of full AABB vs Sphere. */ - /* TODO test speed with AABB vs Sphere. */ - bool x = fabsf(bb->center[0] - bs->center[0]) <= (bb->halfdim[0] + bs->radius); - bool y = fabsf(bb->center[1] - bs->center[1]) <= (bb->halfdim[1] + bs->radius); - bool z = fabsf(bb->center[2] - bs->center[2]) <= (bb->halfdim[2] + bs->radius); + EEVEE_LightsInfo *linfo = sldata->lights; + linfo->num_light = 0; - return x && y && z; + EEVEE_shadows_cache_init(sldata, vedata); } -void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) { - EEVEE_StorageList *stl = vedata->stl; - EEVEE_EffectsInfo *effects = stl->effects; EEVEE_LightsInfo *linfo = sldata->lights; - Object *ob; - int i; - char *flag; - EEVEE_ShadowCaster *shcaster; - EEVEE_BoundSphere *bsphere; - EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer; - EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer; - - EEVEE_LightBits update_bits = {{0}}; - if ((linfo->update_flag & LIGHT_UPDATE_SHADOW_CUBE) != 0) { - /* Update all lights. */ - lightbits_set_all(&update_bits, true); - } - else { - /* Search for deleted shadow casters and if shcaster WAS in shadow radius. */ - /* No need to run this if we already update all lights. */ - EEVEE_LightBits past_bits = {{0}}; - EEVEE_LightBits curr_bits = {{0}}; - shcaster = backbuffer->shadow_casters; - flag = backbuffer->flags; - for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) { - /* If the shadowcaster has been deleted or updated. */ - if (*flag != 0) { - /* Add the lights that were intersecting with its BBox. */ - lightbits_or(&past_bits, &shcaster->bits); - } - } - /* Convert old bits to new bits and add result to final update bits. */ - /* NOTE: This might be overkill since all lights are tagged to refresh if - * the light count changes. */ - lightbits_convert(&curr_bits, &past_bits, linfo->new_shadow_id, MAX_LIGHT); - lightbits_or(&update_bits, &curr_bits); - } - - /* Search for updates in current shadow casters. */ - shcaster = frontbuffer->shadow_casters; - flag = frontbuffer->flags; - for (i = 0; i < frontbuffer->count; i++, flag++, shcaster++) { - /* Run intersection checks to fill the bitfields. */ - bsphere = linfo->shadow_bounds; - for (int j = 0; j < linfo->cpu_cube_len; j++, bsphere++) { - bool iter = sphere_bbox_intersect(bsphere, &shcaster->bbox); - lightbits_set_single(&shcaster->bits, j, iter); - } - /* Only add to final bits if objects has been updated. */ - if (*flag != 0) { - lightbits_or(&update_bits, &shcaster->bits); - } - } + const Light *la = (Light *)ob->data; - /* Setup shadow cube in UBO and tag for update if necessary. */ - for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) { - EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); - - eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1); - if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) { - led->need_update = true; - } + if (linfo->num_light >= MAX_LIGHT) { + printf("Too many lights in the scene !!!\n"); + return; } - /* Resize shcasters buffers if too big. */ - if (frontbuffer->alloc_count - frontbuffer->count > SHADOW_CASTER_ALLOC_CHUNK) { - frontbuffer->alloc_count = (frontbuffer->count / SHADOW_CASTER_ALLOC_CHUNK) * - SHADOW_CASTER_ALLOC_CHUNK; - frontbuffer->alloc_count += (frontbuffer->count % SHADOW_CASTER_ALLOC_CHUNK != 0) ? - SHADOW_CASTER_ALLOC_CHUNK : - 0; - frontbuffer->shadow_casters = MEM_reallocN( - frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count); - frontbuffer->flags = MEM_reallocN(frontbuffer->flags, - sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count); + /* Early out if light has no power. */ + if (la->energy == 0.0f || is_zero_v3(&la->r)) { + return; } -} - -static void eevee_ensure_cube_views(float near, float far, const float pos[3], DRWView *view[6]) -{ - float winmat[4][4], viewmat[4][4]; - perspective_m4(winmat, -near, near, -near, near, near, far); - for (int i = 0; i < 6; i++) { - unit_m4(viewmat); - negate_v3_v3(viewmat[3], pos); - mul_m4_m4m4(viewmat, cubefacemat[i], viewmat); + EEVEE_Light *evli = linfo->light_data + linfo->num_light; + eevee_light_setup(ob, evli); - if (view[i] == NULL) { - view[i] = DRW_view_create(viewmat, winmat, NULL, NULL, NULL); + if (la->mode & LA_SHADOW) { + if (la->type == LA_SUN) { + EEVEE_shadows_cascade_add(linfo, evli, ob); } - else { - DRW_view_update(view[i], viewmat, winmat, NULL, NULL); + else if (ELEM(la->type, LA_SPOT, LA_LOCAL, LA_AREA)) { + EEVEE_shadows_cube_add(linfo, evli, ob); } } -} -static void eevee_ensure_cascade_views(EEVEE_ShadowCascadeData *cascade_data, - int cascade_count, - DRWView *view[4]) -{ - for (int i = 0; i < cascade_count; i++) { - if (view[i] == NULL) { - view[i] = DRW_view_create(cascade_data->viewmat, cascade_data->projmat[i], NULL, NULL, NULL); - } - else { - DRW_view_update(view[i], cascade_data->viewmat, cascade_data->projmat[i], NULL, NULL); - } - } + linfo->num_light++; } -/* this refresh lights shadow buffers */ -void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWView *view) +void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { - EEVEE_PassList *psl = vedata->psl; - EEVEE_StorageList *stl = vedata->stl; - EEVEE_EffectsInfo *effects = stl->effects; - EEVEE_PrivateData *g_data = stl->g_data; EEVEE_LightsInfo *linfo = sldata->lights; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const float light_threshold = draw_ctx->scene->eevee.light_threshold; - Object *ob; - int i; - - int saved_ray_type = sldata->common_data.ray_type; - - /* TODO: make it optional if we don't draw shadows. */ - sldata->common_data.ray_type = EEVEE_RAY_SHADOW; - DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); - - /* Precompute all shadow/view test before rendering and trashing the culling cache. */ - bool cube_visible[MAX_SHADOW_CUBE]; - for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { - Light *la = (Light *)ob->data; - BoundSphere bsphere = { - .center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]}, - .radius = light_attenuation_radius_get(la, light_threshold), - }; - cube_visible[i] = DRW_culling_sphere_test(view, &bsphere); - } - - bool cascade_visible[MAX_SHADOW_CASCADE]; - for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { - EEVEE_LightEngineData *led = EEVEE_light_data_get(ob); - EEVEE_ShadowCascadeData *sh_data = &led->data.scad; - float plane[4]; - normalize_m4_m4(sh_data->viewmat, ob->obmat); - plane_from_point_normal_v3(plane, sh_data->viewmat[3], sh_data->viewmat[2]); - /* TODO: check against near/far instead of "local Z = 0" plane. - * Or even the cascades AABB. */ - cascade_visible[i] = DRW_culling_plane_test(view, plane); - } - - /* Cube Shadow Maps */ - DRW_stats_group_start("Cube Shadow Maps"); - /* Render each shadow to one layer of the array */ - for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { - EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); - Light *la = (Light *)ob->data; - - if (!led->need_update || !cube_visible[i]) { - continue; - } - - EEVEE_ShadowRender *srd = &linfo->shadow_render_data; - EEVEE_ShadowCubeData *evscd = &led->data.scd; - EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + evscd->cube_id; - - srd->clip_near = la->clipsta; - srd->clip_far = light_attenuation_radius_get(la, light_threshold); - srd->stored_texel_size = 1.0 / (float)linfo->shadow_cube_store_size; - srd->exponent = la->bleedexp; - - eevee_ensure_cube_views( - srd->clip_near, srd->clip_far, cube_data->position, g_data->cube_views); - - /* Render shadow cube */ - /* Render 6 faces separately: seems to be faster for the general case. - * The only time it's more beneficial is when the CPU culling overhead - * outweigh the instancing overhead. which is rarely the case. */ - for (int j = 0; j < 6; j++) { - DRW_view_set_active(g_data->cube_views[j]); - - GPU_framebuffer_texture_cubeface_attach( - sldata->shadow_cube_target_fb, sldata->shadow_cube_target, 0, j, 0); - GPU_framebuffer_bind(sldata->shadow_cube_target_fb); - GPU_framebuffer_clear_depth(sldata->shadow_cube_target_fb, 1.0f); - DRW_draw_pass(psl->shadow_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 / srd->cube_texel_size); - - /* TODO: OPTI: Don't do this intermediate step if no filter is needed. */ - { - srd->filter_size[0] = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f); - srd->view_count = 6; - srd->base_id = 0; - DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); - - /* Copy using a small 3x3 box filter */ - GPU_framebuffer_bind(sldata->shadow_cube_copy_fb); - DRW_draw_pass(psl->shadow_cube_copy_pass); - } - /* Push it to shadowmap array */ - { - /* Adjust constants if concentric samples change. */ - const float max_filter_size = 7.5f; - const float magic = 4.5f; /* Dunno why but that works. */ - const int max_sample = 256; - - if (filter_pixel_size > 2.0f) { - srd->filter_size[0] = srd->cube_texel_size * max_filter_size * magic; - 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_len[0] = min_ii( - max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr)); - } - else { - srd->filter_size[0] = 0.0f; - srd->shadow_samples_len[0] = 4; - } - srd->view_count = 1; - srd->base_id = evscd->layer_id; - srd->shadow_samples_len_inv[0] = 1.0f / (float)srd->shadow_samples_len[0]; - DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); - - DRWPass *store_pass = eevee_lights_cube_store_pass_get( - psl, sldata, linfo->shadow_method, srd->shadow_samples_len[0]); - - GPU_framebuffer_bind(sldata->shadow_cube_store_fb); - DRW_draw_pass(store_pass); - } - - if (linfo->soft_shadows == false) { - led->need_update = false; - } - } - linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE; - DRW_stats_group_end(); - - float near = DRW_view_near_distance_get(view); - float far = DRW_view_far_distance_get(view); - - /* Cascaded Shadow Maps */ - DRW_stats_group_start("Cascaded Shadow Maps"); - for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { - if (!cascade_visible[i]) { - continue; - } - - EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); - Light *la = (Light *)ob->data; - - EEVEE_ShadowCascadeData *evscd = &led->data.scad; - EEVEE_ShadowRender *srd = &linfo->shadow_render_data; - - srd->clip_near = la->clipsta; - srd->clip_far = la->clipend; - srd->view_count = la->cascade_count; - srd->stored_texel_size = 1.0 / (float)linfo->shadow_cascade_size; - - DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data); - - eevee_shadow_cascade_setup(ob, linfo, led, view, near, far, effects->taa_current_sample - 1); - - /* Meh, Reusing the cube views. */ - BLI_assert(MAX_CASCADE_NUM <= 6); - eevee_ensure_cascade_views(evscd, la->cascade_count, g_data->cube_views); - - /* Render shadow cascades */ - /* Render cascade separately: seems to be faster for the general case. - * The only time it's more beneficial is when the CPU culling overhead - * outweigh the instancing overhead. which is rarely the case. */ - for (int j = 0; j < la->cascade_count; j++) { - DRW_view_set_active(g_data->cube_views[j]); - - GPU_framebuffer_texture_layer_attach( - sldata->shadow_cascade_target_fb, sldata->shadow_cascade_target, 0, j, 0); - GPU_framebuffer_bind(sldata->shadow_cascade_target_fb); - GPU_framebuffer_clear_depth(sldata->shadow_cascade_target_fb, 1.0f); - DRW_draw_pass(psl->shadow_pass); - } - /* Copy using a small 3x3 box filter */ - { - /* NOTE: We always do it in the case of CSM because of artifacts in the farthest cascade. */ - copy_v4_fl(srd->filter_size, srd->stored_texel_size); - srd->base_id = 0; - DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); - - GPU_framebuffer_bind(sldata->shadow_cascade_copy_fb); - DRW_draw_pass(psl->shadow_cascade_copy_pass); - } - /* Push it to shadowmap array and blur more */ - { - int max_pass_sample = 0; - - for (int j = 0; j < la->cascade_count; j++) { - /* 0.01f factor to convert to percentage */ - float filter_texture_size = la->soft * 0.01f / evscd->radius[j]; - float filter_pixel_size = ceil(linfo->shadow_cascade_size * filter_texture_size); - /* Adjust constants if concentric samples change. */ - const float max_filter_size = 7.5f; - const float magic = 3.2f; /* Arbitrary: less banding */ - const int max_sample = 256; - - if (filter_pixel_size > 2.0f) { - srd->filter_size[j] = srd->stored_texel_size * max_filter_size * magic; - 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_len[j] = min_ii( - max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr)); - } - else { - srd->filter_size[j] = 0.0f; - srd->shadow_samples_len[j] = 4; - } - srd->shadow_samples_len_inv[j] = 1.0f / (float)srd->shadow_samples_len[j]; - max_pass_sample = max_ii(max_pass_sample, srd->shadow_samples_len[j]); - } - srd->base_id = evscd->layer_id; - DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd); - - /* XXX(fclem) this create drawcalls outside of cache generation. */ - DRWPass *store_pass = eevee_lights_cascade_store_pass_get( - psl, sldata, linfo->shadow_method, max_pass_sample); - - GPU_framebuffer_bind(sldata->shadow_cascade_store_fb); - DRW_draw_pass(store_pass); - } - } - - DRW_stats_group_end(); - - DRW_view_set_active(view); + sldata->common_data.la_num_light = linfo->num_light; DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data); - DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */ - - sldata->common_data.ray_type = saved_ray_type; - DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); -} -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_cube_high_sh[i]); - DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_sh[i]); - DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_high_sh[i]); - DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cube_sh[i]); - DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cascade_sh[i]); - } + EEVEE_shadows_update(sldata, vedata); } |