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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.c1280
1 files changed, 1280 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..f5673d1a616
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -0,0 +1,1280 @@
+/*
+ * 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 "BLI_rect.h"
+
+#include "BKE_object.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_engine.h"
+#include "eevee_private.h"
+
+#define SHADOW_CASTER_ALLOC_CHUNK 16
+
+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_store_frag_glsl[];
+extern char datatoc_shadow_copy_frag_glsl[];
+extern char datatoc_concentric_samples_lib_glsl[];
+
+/* Prototype */
+static void eevee_light_setup(Object *ob, EEVEE_Light *evli);
+
+/* *********** 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(
+ datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
+ }
+
+ 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);
+
+ 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->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
+ sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1];
+ }
+
+ /* Flip buffers */
+ SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->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;
+
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ 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 = (int)ceil(sqrt((sh_cube_size * sh_cube_size) * 6.0f));
+
+ 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_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");
+ }
+ 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_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");
+ }
+}
+
+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_fullscreen(
+ 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_ct)
+{
+ bool high_blur = shadow_samples_ct > 16;
+ DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass;
+ if (*pass == NULL) {
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ *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_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ return *pass;
+}
+
+static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_ViewLayerData *sldata, int shadow_method, int shadow_samples_ct)
+{
+ bool high_blur = shadow_samples_ct > 16;
+ DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass;
+ if (*pass == NULL) {
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ *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_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);
+ }
+ return *pass;
+}
+
+void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ 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_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));
+ 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;
+
+ {
+ 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_texture_ref(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_texture_ref(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);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->shadow_pass = DRW_pass_create("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)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ /* Step 1 find all lamps in the scene and setup them */
+ if (linfo->num_light >= MAX_LIGHT) {
+ printf("Too many lamps in the scene !!!\n");
+ }
+ else {
+ Lamp *la = (Lamp *)ob->data;
+ EEVEE_Light *evli = linfo->light_data + linfo->num_light;
+ eevee_light_setup(ob, evli);
+
+ /* We do not support shadowmaps for dupli lamps. */
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ linfo->num_light++;
+ return;
+ }
+
+ EEVEE_LampEngineData *led = EEVEE_lamp_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 sh_nbr = 1; /* TODO : MSM */
+ int cascade_nbr = la->cascade_count;
+
+ if ((linfo->gpu_cascade_ct + sh_nbr) <= MAX_SHADOW_CASCADE) {
+ /* Save Light object. */
+ linfo->shadow_cascade_ref[linfo->cpu_cascade_ct] = ob;
+
+ /* Store indices. */
+ EEVEE_ShadowCascadeData *data = &led->data.scad;
+ data->shadow_id = linfo->gpu_shadow_ct;
+ data->cascade_id = linfo->gpu_cascade_ct;
+ data->layer_id = linfo->num_cascade_layer;
+
+ /* Increment indices. */
+ linfo->gpu_shadow_ct += 1;
+ linfo->gpu_cascade_ct += sh_nbr;
+ linfo->num_cascade_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;
+
+ /* 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_ct;
+ }
+ led->prev_cube_shadow_id = linfo->cpu_cube_ct;
+
+ /* Saving lamp bounds for later. */
+ BLI_assert(linfo->cpu_cube_ct >= 0 && linfo->cpu_cube_ct < MAX_LIGHT);
+ copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_ct].center, ob->obmat[3]);
+ linfo->shadow_bounds[linfo->cpu_cube_ct].radius = la->clipend;
+
+ EEVEE_ShadowCubeData *data = &led->data.scd;
+ /* Store indices. */
+ data->shadow_id = linfo->gpu_shadow_ct;
+ data->cube_id = linfo->gpu_cube_ct;
+ data->layer_id = linfo->num_cube_layer;
+
+ /* Increment indices. */
+ linfo->gpu_shadow_ct += 1;
+ linfo->gpu_cube_ct += sh_nbr;
+ linfo->num_cube_layer += sh_nbr;
+
+ linfo->cpu_cube_ct += 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 Gwn_Batch *geom, Object *ob)
+{
+ DRW_shgroup_call_object_add(
+ stl->g_data->shadow_shgrp,
+ geom, ob);
+}
+
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl, struct GPUMaterial *gpumat,
+ struct Gwn_Batch *geom, struct Object *ob, 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;
+
+ if (alpha_threshold != NULL)
+ DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+
+ DRW_shgroup_call_object_add(grp, geom, ob);
+}
+
+/* Make that object update shadow casting lamps inside its influence bounding box. */
+void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
+{
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ /* TODO: Special case for dupli objects because we cannot save the object pointer. */
+ return;
+ }
+
+ EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ 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_LampsInfo *linfo = sldata->lamps;
+ GPUTextureFormat 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);
+ }
+ 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);
+ }
+ 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 Lamps UBOs. */
+ EEVEE_lights_update(sldata);
+}
+
+/* Update buffer with lamp data */
+static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
+{
+ 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);
+
+ evli->spec = la->spec_fac;
+
+ /* 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 (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
+ 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);
+ }
+
+ /* Lamp Type */
+ evli->lamptype = (float)la->type;
+
+ /* 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 */
+ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
+ evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
+ /* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */
+ power *= 4.0f / M_PI;
+ }
+ }
+ 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 * 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 / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(r²*Pi) */
+ 12.5f; /* XXX : Empirical, Fit cycles power */
+ }
+ mul_v3_fl(evli->color, power * la->energy);
+
+ /* 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 = &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;
+ 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);
+ 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;
+}
+
+#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_LampsInfo *linfo, EEVEE_LampEngineData *led,
+ DRWMatrixState *saved_mats, float view_near, float view_far)
+{
+ Lamp *la = (Lamp *)ob->data;
+
+ /* Camera Matrices */
+ float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
+ float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
+ bool is_persp = DRW_viewport_is_persp_get();
+
+ /* Lamps Matrices */
+ int sh_nbr = 1; /* TODO : MSM */
+ 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
+ invert_m4(viewmat);
+ invert_m4_m4(sh_data->viewinv, 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]));
+
+ /* Project into lightspace */
+ mul_mat3_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);
+ mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size); /* Texture to light space. */
+
+ /* 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]);
+ }
+
+ 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);
+ 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;
+}
+
+/* Used for checking if object is inside the shadow volume. */
+static bool sphere_bbox_intersect(const EEVEE_BoundSphere *bs, const EEVEE_BoundBox *bb)
+{
+ /* 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);
+
+ return x && y && z;
+}
+
+void EEVEE_lights_update(EEVEE_ViewLayerData *sldata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ 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 lamps. */
+ 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 lamps 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_ct; 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);
+ }
+ }
+
+ /* 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_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+
+ eevee_shadow_cube_setup(ob, linfo, led);
+ if (lightbits_get(&update_bits, i) != 0) {
+ led->need_update = true;
+ }
+ }
+
+ /* 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);
+ }
+}
+
+/* this refresh lamps shadow buffers */
+void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ Object *ob;
+ int i;
+
+ DRWMatrixState saved_mats;
+
+ /* 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++) {
+ Lamp *la = (Lamp *)ob->data;
+ BoundSphere bsphere = {
+ .center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
+ .radius = la->dist
+ };
+ cube_visible[i] = DRW_culling_sphere_test(&bsphere);
+ }
+ bool cascade_visible[MAX_SHADOW_CASCADE];
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = EEVEE_lamp_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(plane);
+ }
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
+ /* 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_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ Lamp *la = (Lamp *)ob->data;
+
+ if (!led->need_update || !cube_visible[i]) {
+ continue;
+ }
+
+ DRWMatrixState render_mats;
+ float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
+ float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
+ float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
+
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+ EEVEE_ShadowCubeData *evscd = &led->data.scd;
+
+ perspective_m4(winmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
+
+ srd->clip_near = la->clipsta;
+ srd->clip_far = la->clipend;
+ copy_v3_v3(srd->position, ob->obmat[3]);
+
+ srd->stored_texel_size = 1.0 / (float)linfo->shadow_cube_store_size;
+
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
+
+ /* Render shadow cube */
+ /* Render 6 faces separatly: seems to be faster for the general case.
+ * The only time it's more beneficial is when the CPU culling overhead
+ * outweight the instancing overhead. which is rarelly the case. */
+ for (int j = 0; j < 6; j++) {
+ /* TODO optimize */
+ float tmp[4][4];
+ unit_m4(tmp);
+ negate_v3_v3(tmp[3], srd->position);
+ mul_m4_m4m4(viewmat, cubefacemat[j], tmp);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
+
+ DRW_viewport_matrix_override_set_all(&render_mats);
+
+ 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);
+ linfo->filter_size = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f);
+
+ /* TODO: OPTI: Filter all faces in one/two draw call */
+ /* TODO: OPTI: Don't do this intermediate step if no filter is needed. */
+ for (linfo->current_shadow_face = 0;
+ linfo->current_shadow_face < 6;
+ linfo->current_shadow_face++)
+ {
+ /* Copy using a small 3x3 box filter */
+ GPU_framebuffer_texture_cubeface_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_blur, 0,
+ linfo->current_shadow_face, 0);
+ GPU_framebuffer_bind(sldata->shadow_cube_store_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) {
+ linfo->filter_size = 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_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);
+
+ GPU_framebuffer_texture_layer_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_pool, 0, evscd->layer_id, 0);
+ GPU_framebuffer_bind(sldata->shadow_cube_store_fb);
+
+ DRWPass *store_pass = eevee_lights_cube_store_pass_get(psl, sldata, linfo->shadow_method, srd->shadow_samples_ct);
+ DRW_draw_pass(store_pass);
+
+ led->need_update = false;
+ }
+ linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE;
+ DRW_stats_group_end();
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+ float near = DRW_viewport_near_distance_get();
+ float far = DRW_viewport_far_distance_get();
+
+ /* 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_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ Lamp *la = (Lamp *)ob->data;
+
+ EEVEE_ShadowCascadeData *evscd = &led->data.scad;
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+
+ DRWMatrixState render_mats;
+ float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
+ float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
+ float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
+
+ eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far);
+
+ srd->clip_near = la->clipsta;
+ srd->clip_far = la->clipend;
+ srd->stored_texel_size = 1.0 / (float)linfo->shadow_cascade_size;
+
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
+
+ copy_m4_m4(viewmat, evscd->viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
+
+ /* Render shadow cascades */
+ /* Render cascade separatly: seems to be faster for the general case.
+ * The only time it's more beneficial is when the CPU culling overhead
+ * outweight the instancing overhead. which is rarelly the case. */
+ for (int j = 0; j < la->cascade_count; j++) {
+ copy_m4_m4(winmat, evscd->projmat[j]);
+ copy_m4_m4(persmat, evscd->viewprojmat[j]);
+ invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
+
+ DRW_viewport_matrix_override_set_all(&render_mats);
+
+ 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);
+ }
+
+ /* 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_cascade_size * filter_texture_size);
+
+ /* Copy using a small 3x3 box filter */
+ /* NOTE: We always do it in the case of CSM because of artifacts in the farthest cascade. */
+ linfo->filter_size = srd->stored_texel_size;
+ GPU_framebuffer_texture_layer_attach(
+ sldata->shadow_cascade_store_fb, sldata->shadow_cascade_blur, 0, linfo->current_shadow_cascade, 0);
+ GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
+ DRW_draw_pass(psl->shadow_cascade_copy_pass);
+
+ /* Push it to shadowmap array and blur more */
+
+ /* 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) {
+ linfo->filter_size = 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_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;
+ GPU_framebuffer_texture_layer_attach(sldata->shadow_cascade_store_fb, sldata->shadow_cascade_pool, 0, layer, 0);
+ GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
+
+ DRWPass *store_pass = eevee_lights_cascade_store_pass_get(psl, sldata, linfo->shadow_method, srd->shadow_samples_ct);
+ DRW_draw_pass(store_pass);
+ }
+ }
+
+ DRW_stats_group_end();
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+
+ 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_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]);
+ }
+}