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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.c668
1 files changed, 668 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..4c992fca8e0
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -0,0 +1,668 @@
+/*
+ * 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 "eevee_engine.h"
+#include "eevee_private.h"
+
+typedef struct EEVEE_LightData {
+ short light_id, shadow_id;
+} EEVEE_LightData;
+
+typedef struct EEVEE_ShadowCubeData {
+ short light_id, shadow_id;
+ float viewprojmat[6][4][4];
+} EEVEE_ShadowCubeData;
+
+typedef struct EEVEE_ShadowMapData {
+ short light_id, shadow_id;
+ float viewprojmat[4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
+} EEVEE_ShadowMapData;
+
+typedef struct EEVEE_ShadowCascadeData {
+ short light_id, shadow_id;
+ float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
+} EEVEE_ShadowCascadeData;
+
+static struct {
+ struct GPUShader *shadow_sh;
+ struct GPUShader *shadow_store_sh;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_shadow_vert_glsl[];
+extern char datatoc_shadow_geom_glsl[];
+extern char datatoc_shadow_frag_glsl[];
+extern char datatoc_shadow_store_vert_glsl[];
+extern char datatoc_shadow_store_geom_glsl[];
+extern char datatoc_shadow_store_frag_glsl[];
+
+/* *********** FUNCTIONS *********** */
+
+void EEVEE_lights_init(EEVEE_SceneLayerData *sldata)
+{
+ const unsigned int shadow_ubo_size = sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE +
+ sizeof(EEVEE_ShadowMap) * MAX_SHADOW_MAP +
+ sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;
+
+ if (!e_data.shadow_sh) {
+ e_data.shadow_sh = DRW_shader_create(
+ datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL);
+
+ e_data.shadow_store_sh = DRW_shader_create(
+ datatoc_shadow_store_vert_glsl, datatoc_shadow_store_geom_glsl, datatoc_shadow_store_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);
+ }
+}
+
+void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ linfo->num_light = linfo->num_cube = linfo->num_map = linfo->num_cascade = 0;
+ memset(linfo->light_ref, 0, sizeof(linfo->light_ref));
+ memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref));
+ memset(linfo->shadow_map_ref, 0, sizeof(linfo->shadow_map_ref));
+ memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref));
+
+ {
+ psl->shadow_cube_store_pass = DRW_pass_create("Shadow Storage Pass", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_store_sh, psl->shadow_cube_store_pass);
+ DRW_shgroup_uniform_buffer(grp, "shadowCube", &sldata->shadow_color_cube_target);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ }
+
+ {
+ psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ }
+}
+
+void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ /* Step 1 find all lamps in the scene and setup them */
+ if (linfo->num_light > MAX_LIGHT) {
+ printf("Too much lamps in the scene !!!\n");
+ linfo->num_light = MAX_LIGHT;
+ }
+ else {
+ Lamp *la = (Lamp *)ob->data;
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+
+ DRW_lamp_engine_data_free((void *)led);
+
+#if 1 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */
+ if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {
+ if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) {
+#if 0 /* TODO filter cascaded shadow map */
+ led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData");
+ ((EEVEE_ShadowCascadeData *)led->sto)->shadow_id = linfo->num_cascade;
+ linfo->shadow_cascade_ref[linfo->num_cascade] = ob;
+ linfo->num_cascade++;
+#endif
+ }
+ else if ((la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA)
+ && linfo->num_cube < MAX_SHADOW_CUBE) {
+ led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCubeData), "EEVEE_ShadowCubeData");
+ ((EEVEE_ShadowCubeData *)led->sto)->shadow_id = linfo->num_cube;
+ linfo->shadow_cube_ref[linfo->num_cube] = ob;
+ linfo->num_cube++;
+ }
+ }
+#else
+ UNUSED_VARS(la);
+#endif
+ if (!led->sto) {
+ led->sto = MEM_mallocN(sizeof(EEVEE_LightData), "EEVEE_LightData");
+ ((EEVEE_LightData *)led->sto)->shadow_id = -1;
+ }
+
+ ((EEVEE_LightData *)led->sto)->light_id = linfo->num_light;
+ linfo->light_ref[linfo->num_light] = ob;
+ linfo->num_light++;
+ }
+}
+
+/* Add a shadow caster to the shadowpasses */
+void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Batch *geom, float (*obmat)[4])
+{
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ for (int i = 0; i < 6; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+
+ grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ for (int i = 0; i < MAX_CASCADE_NUM; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+}
+
+void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ /* Step 4 Update Lamp UBOs */
+ EEVEE_lights_update(sldata);
+
+ /* Step 5 Setup enough layers */
+ /* Free textures if number mismatch */
+ if (linfo->num_cube != linfo->cache_num_cube) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cube_pool);
+ linfo->cache_num_cube = linfo->num_cube;
+ }
+ if (linfo->num_map != linfo->cache_num_map) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_map_pool);
+ linfo->cache_num_map = linfo->num_map;
+ }
+ if (linfo->num_cascade != linfo->cache_num_cascade) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cascade_pool);
+ linfo->cache_num_cascade = linfo->num_cascade;
+ }
+
+ /* Initialize Textures Arrays first so DRW_framebuffer_init just bind them. */
+ if (!sldata->shadow_depth_cube_target) {
+ /* Render Cubemap */
+ sldata->shadow_depth_cube_target = DRW_texture_create_cube(512, DRW_TEX_DEPTH_24, 0, NULL);
+ sldata->shadow_color_cube_target = DRW_texture_create_cube(512, DRW_TEX_R_32, DRW_TEX_FILTER, NULL);
+ if (sldata->shadow_cube_fb) {
+ DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_depth_cube_target, 0, 0);
+ DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_color_cube_target, 0, 0);
+ }
+ }
+ if (!sldata->shadow_depth_cube_pool) {
+ /* Cubemap / octahedral map pool */
+ /* TODO Cubemap array */
+ sldata->shadow_depth_cube_pool = DRW_texture_create_2D_array(
+ 512, 512, max_ff(1, linfo->num_cube), DRW_TEX_R_32,
+ DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
+ if (sldata->shadow_cube_fb) {
+ DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_depth_cube_pool, 0, 0);
+ }
+ }
+ if (!sldata->shadow_depth_map_pool) {
+ sldata->shadow_depth_map_pool = DRW_texture_create_2D_array(
+ 512, 512, max_ff(1, linfo->num_map), DRW_TEX_DEPTH_24,
+ DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
+ if (sldata->shadow_map_fb) {
+ DRW_framebuffer_texture_attach(sldata->shadow_map_fb, sldata->shadow_depth_map_pool, 0, 0);
+ }
+ }
+ if (!sldata->shadow_depth_cascade_pool) {
+ sldata->shadow_depth_cascade_pool = DRW_texture_create_2D_array(
+ 512, 512, max_ff(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24,
+ DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
+ if (sldata->shadow_cascade_fb) {
+ DRW_framebuffer_texture_attach(sldata->shadow_cascade_fb, sldata->shadow_depth_map_pool, 0, 0);
+ }
+ }
+
+ DRWFboTexture tex_cube_target[2] = {
+ {&sldata->shadow_depth_cube_target, DRW_TEX_DEPTH_24, 0},
+ {&sldata->shadow_color_cube_target, DRW_TEX_R_32, DRW_TEX_FILTER}};
+ DRW_framebuffer_init(&sldata->shadow_cube_target_fb, &draw_engine_eevee_type, 512, 512, tex_cube_target, 2);
+
+ DRWFboTexture tex_cube = {&sldata->shadow_depth_cube_pool, DRW_TEX_R_32, DRW_TEX_FILTER};
+ DRW_framebuffer_init(&sldata->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1);
+
+ DRWFboTexture tex_cascade = {&sldata->shadow_depth_cascade_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
+ DRW_framebuffer_init(&sldata->shadow_cascade_fb, &draw_engine_eevee_type, 512, 512, &tex_cascade, 1);
+}
+
+/* Update buffer with lamp data */
+static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ /* TODO only update if data changes */
+ EEVEE_LightData *evld = led->sto;
+ EEVEE_Light *evli = linfo->light_data + evld->light_id;
+ Lamp *la = (Lamp *)ob->data;
+ float mat[4][4], scale[3], power;
+
+ /* Position */
+ copy_v3_v3(evli->position, ob->obmat[3]);
+
+ /* Color */
+ copy_v3_v3(evli->color, &la->r);
+
+ /* Influence Radius */
+ evli->dist = la->dist;
+
+ /* Vectors */
+ normalize_m4_m4_ex(mat, ob->obmat, scale);
+ copy_v3_v3(evli->forwardvec, mat[2]);
+ normalize_v3(evli->forwardvec);
+ negate_v3(evli->forwardvec);
+
+ copy_v3_v3(evli->rightvec, mat[0]);
+ normalize_v3(evli->rightvec);
+
+ copy_v3_v3(evli->upvec, mat[1]);
+ normalize_v3(evli->upvec);
+
+ /* Spot size & blend */
+ if (la->type == LA_SPOT) {
+ evli->sizex = scale[0] / scale[2];
+ evli->sizey = scale[1] / scale[2];
+ evli->spotsize = cosf(la->spotsize * 0.5f);
+ evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
+ evli->radius = max_ff(0.001f, la->area_size);
+ }
+ else if (la->type == LA_AREA) {
+ evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f);
+ if (la->area_shape == LA_AREA_RECT) {
+ evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f);
+ }
+ else {
+ evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f);
+ }
+ }
+ else {
+ evli->radius = max_ff(0.001f, la->area_size);
+ }
+
+ /* Make illumination power constant */
+ if (la->type == LA_AREA) {
+ power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */
+ * 80.0f; /* XXX : Empirical, Fit cycles power */
+ }
+ else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
+ power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */
+ * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
+
+ /* for point lights (a.k.a radius == 0.0) */
+ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
+ }
+ else {
+ power = 1.0f;
+ }
+ mul_v3_fl(evli->color, power * la->energy);
+
+ /* Lamp Type */
+ evli->lamptype = (float)la->type;
+
+ /* No shadow by default */
+ evli->shadowid = -1.0f;
+}
+
+static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ float projmat[4][4];
+
+ EEVEE_ShadowCubeData *evsmp = (EEVEE_ShadowCubeData *)led->sto;
+ EEVEE_Light *evli = linfo->light_data + evsmp->light_id;
+ EEVEE_ShadowCube *evsh = linfo->shadow_cube_data + evsmp->shadow_id;
+ Lamp *la = (Lamp *)ob->data;
+
+ perspective_m4(projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
+
+ for (int i = 0; i < 6; ++i) {
+ float tmp[4][4];
+ unit_m4(tmp);
+ negate_v3_v3(tmp[3], ob->obmat[3]);
+ mul_m4_m4m4(tmp, cubefacemat[i], tmp);
+ mul_m4_m4m4(evsmp->viewprojmat[i], projmat, tmp);
+ }
+
+ evsh->bias = 0.05f * la->bias;
+ evsh->near = la->clipsta;
+ evsh->far = la->clipend;
+
+ evli->shadowid = (float)(evsmp->shadow_id);
+}
+
+static void eevee_shadow_map_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ float viewmat[4][4], projmat[4][4];
+
+ EEVEE_ShadowMapData *evsmp = (EEVEE_ShadowMapData *)led->sto;
+ EEVEE_Light *evli = linfo->light_data + evsmp->light_id;
+ EEVEE_ShadowMap *evsh = linfo->shadow_map_data + evsmp->shadow_id;
+ Lamp *la = (Lamp *)ob->data;
+
+ invert_m4_m4(viewmat, ob->obmat);
+ normalize_v3(viewmat[0]);
+ normalize_v3(viewmat[1]);
+ normalize_v3(viewmat[2]);
+
+ float wsize = la->shadow_frustum_size;
+ orthographic_m4(projmat, -wsize, wsize, -wsize, wsize, la->clipsta, la->clipend);
+
+ mul_m4_m4m4(evsmp->viewprojmat, projmat, viewmat);
+ mul_m4_m4m4(evsh->shadowmat, texcomat, evsmp->viewprojmat);
+
+ evsh->bias = 0.005f * la->bias;
+
+ evli->shadowid = (float)(MAX_SHADOW_CUBE + evsmp->shadow_id);
+}
+
+#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
+
+static void frustum_min_bounding_sphere(const float corners[8][4], float r_center[3], float *r_radius)
+{
+#if 0 /* Simple solution but waist too much space. */
+ float minvec[3], maxvec[3];
+
+ /* compute the bounding box */
+ INIT_MINMAX(minvec, maxvec);
+ for (int i = 0; i < 8; ++i) {
+ minmax_v3v3_v3(minvec, maxvec, corners[i]);
+ }
+
+ /* compute the bounding sphere of this box */
+ r_radius = len_v3v3(minvec, maxvec) * 0.5f;
+ add_v3_v3v3(r_center, minvec, maxvec);
+ mul_v3_fl(r_center, 0.5f);
+#else
+ /* Make the bouding sphere always centered on the front diagonal */
+ add_v3_v3v3(r_center, corners[4], corners[7]);
+ mul_v3_fl(r_center, 0.5f);
+ *r_radius = len_v3v3(corners[0], r_center);
+
+ /* Search the largest distance between the sphere center
+ * and the front plane corners. */
+ for (int i = 0; i < 4; ++i) {
+ float rad = len_v3v3(corners[4+i], r_center);
+ if (rad > *r_radius) {
+ *r_radius = rad;
+ }
+ }
+#endif
+}
+
+static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ /* Camera Matrices */
+ float persmat[4][4], persinv[4][4];
+ float viewprojmat[4][4], projinv[4][4];
+ float near, far;
+ float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f};
+ float far_v[4] = {0.0f, 0.0f, 1.0f, 1.0f};
+ bool is_persp = DRW_viewport_is_persp_get();
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+ invert_m4_m4(persinv, persmat);
+ /* FIXME : Get near / far from Draw manager? */
+ DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN);
+ invert_m4_m4(projinv, viewprojmat);
+ mul_m4_v4(projinv, near_v);
+ mul_m4_v4(projinv, far_v);
+ near = near_v[2];
+ far = far_v[2]; /* TODO: Should be a shadow parameter */
+ if (is_persp) {
+ near /= near_v[3];
+ far /= far_v[3];
+ }
+
+ /* Lamps Matrices */
+ float viewmat[4][4], projmat[4][4];
+ int cascade_ct = MAX_CASCADE_NUM;
+ float shadow_res = 512.0f; /* TODO parameter */
+
+ EEVEE_ShadowCascadeData *evscp = (EEVEE_ShadowCascadeData *)led->sto;
+ EEVEE_Light *evli = linfo->light_data + evscp->light_id;
+ EEVEE_ShadowCascade *evsh = linfo->shadow_cascade_data + evscp->shadow_id;
+ Lamp *la = (Lamp *)ob->data;
+
+ /* The technique consists into splitting
+ * the view frustum into several sub-frustum
+ * that are individually receiving one shadow map */
+
+ /* init near/far */
+ for (int c = 0; c < MAX_CASCADE_NUM; ++c) {
+ evsh->split[c] = far;
+ }
+
+ /* Compute split planes */
+ float splits_ndc[MAX_CASCADE_NUM + 1];
+ splits_ndc[0] = -1.0f;
+ splits_ndc[cascade_ct] = 1.0f;
+ for (int c = 1; c < cascade_ct; ++c) {
+ const float lambda = 0.8f; /* TODO : Parameter */
+
+ /* View Space */
+ float linear_split = LERP(((float)(c) / (float)cascade_ct), near, far);
+ float exp_split = near * powf(far / near, (float)(c) / (float)cascade_ct);
+
+ if (is_persp) {
+ evsh->split[c-1] = LERP(lambda, linear_split, exp_split);
+ }
+ else {
+ evsh->split[c-1] = linear_split;
+ }
+
+ /* NDC Space */
+ float p[4] = {1.0f, 1.0f, evsh->split[c-1], 1.0f};
+ mul_m4_v4(viewprojmat, p);
+ splits_ndc[c] = p[2];
+
+ if (is_persp) {
+ splits_ndc[c] /= p[3];
+ }
+ }
+
+ /* For each cascade */
+ for (int c = 0; c < cascade_ct; ++c) {
+ /* Given 8 frustrum corners */
+ float corners[8][4] = {
+ /* Near Cap */
+ {-1.0f, -1.0f, splits_ndc[c], 1.0f},
+ { 1.0f, -1.0f, splits_ndc[c], 1.0f},
+ {-1.0f, 1.0f, splits_ndc[c], 1.0f},
+ { 1.0f, 1.0f, splits_ndc[c], 1.0f},
+ /* Far Cap */
+ {-1.0f, -1.0f, splits_ndc[c+1], 1.0f},
+ { 1.0f, -1.0f, splits_ndc[c+1], 1.0f},
+ {-1.0f, 1.0f, splits_ndc[c+1], 1.0f},
+ { 1.0f, 1.0f, splits_ndc[c+1], 1.0f}
+ };
+
+ /* Transform them into world space */
+ for (int i = 0; i < 8; ++i) {
+ mul_m4_v4(persinv, corners[i]);
+ mul_v3_fl(corners[i], 1.0f / corners[i][3]);
+ corners[i][3] = 1.0f;
+ }
+
+ /* Project them into light space */
+ invert_m4_m4(viewmat, ob->obmat);
+ normalize_v3(viewmat[0]);
+ normalize_v3(viewmat[1]);
+ normalize_v3(viewmat[2]);
+
+ for (int i = 0; i < 8; ++i) {
+ mul_m4_v4(viewmat, corners[i]);
+ }
+
+ float center[3], radius;
+ frustum_min_bounding_sphere(corners, center, &radius);
+
+ /* Snap projection center to nearest texel to cancel shimering. */
+ float shadow_origin[2], shadow_texco[2];
+ mul_v2_v2fl(shadow_origin, center, shadow_res / (2.0f * radius)); /* Light to texture space. */
+
+ /* Find the nearest texel. */
+ shadow_texco[0] = round(shadow_origin[0]);
+ shadow_texco[1] = round(shadow_origin[1]);
+
+ /* Compute offset. */
+ sub_v2_v2(shadow_texco, shadow_origin);
+ mul_v2_fl(shadow_texco, (2.0f * radius) / shadow_res); /* Texture to light space. */
+
+ /* Apply offset. */
+ add_v2_v2(center, shadow_texco);
+
+ /* Expand the projection to cover frustum range */
+ orthographic_m4(projmat,
+ center[0] - radius,
+ center[0] + radius,
+ center[1] - radius,
+ center[1] + radius,
+ la->clipsta, la->clipend);
+
+ mul_m4_m4m4(evscp->viewprojmat[c], projmat, viewmat);
+ mul_m4_m4m4(evsh->shadowmat[c], texcomat, evscp->viewprojmat[c]);
+
+ /* TODO modify bias depending on the cascade radius */
+ evsh->bias[c] = 0.005f * la->bias;
+ }
+
+ evli->shadowid = (float)(MAX_SHADOW_CUBE + MAX_SHADOW_MAP + evscp->shadow_id);
+}
+
+void EEVEE_lights_update(EEVEE_SceneLayerData *sldata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ Object *ob;
+ int i;
+
+ for (i = 0; (ob = linfo->light_ref[i]) && (i < MAX_LIGHT); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ eevee_light_setup(ob, linfo, led);
+ }
+
+ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ eevee_shadow_cube_setup(ob, linfo, led);
+ }
+
+ for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ eevee_shadow_map_setup(ob, linfo, led);
+ }
+
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ eevee_shadow_cascade_setup(ob, linfo, led);
+ }
+
+ DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
+ DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_cube_data); /* Update all data at once */
+}
+
+/* this refresh lamps shadow buffers */
+void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ Object *ob;
+ int i;
+ float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* 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_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ EEVEE_ShadowCubeData *evscd = (EEVEE_ShadowCubeData *)led->sto;
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+
+ srd->layer = i;
+ copy_v3_v3(srd->position, ob->obmat[3]);
+ for (int j = 0; j < 6; ++j) {
+ copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
+ }
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
+
+ DRW_framebuffer_bind(sldata->shadow_cube_target_fb);
+ DRW_framebuffer_clear(true, true, false, clear_color, 1.0);
+ /* Render shadow cube */
+ DRW_draw_pass(psl->shadow_cube_pass);
+
+ /* Push it to shadowmap array */
+ DRW_framebuffer_bind(sldata->shadow_cube_fb);
+ DRW_draw_pass(psl->shadow_cube_store_pass);
+ }
+
+#if 0
+ /* Standard Shadow Maps */
+ DRW_framebuffer_bind(fbl->shadow_map_fb);
+ DRW_framebuffer_clear(false, true, false, NULL, 1.0);
+
+ /* Render each shadow to one layer of the array */
+ for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+ EEVEE_ShadowMapData *evsmd = (EEVEE_ShadowMapData *)led->sto;
+
+ linfo->layer = i;
+ copy_m4_m4(linfo->shadowmat, evsmd->viewprojmat);
+ DRW_draw_pass(vedata->psl->shadow_pass);
+ }
+#endif
+
+ /* Cascaded Shadow Maps */
+// DRW_framebuffer_bind(fbl->shadow_cascade_fb);
+// DRW_framebuffer_clear(false, true, false, NULL, 1.0);
+
+// /* Render each shadow to one layer of the array */
+// for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+// EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
+// EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->sto;
+// EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+
+// srd->layer = i;
+// for (int j = 0; j < MAX_CASCADE_NUM; ++j) {
+// copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
+// }
+// DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
+
+// DRW_draw_pass(psl->shadow_cascade_pass);
+// }
+}
+
+void EEVEE_lights_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_store_sh);
+}
+
+void EEVEE_scene_layer_lights_free(EEVEE_SceneLayerData *sldata)
+{
+ MEM_SAFE_FREE(sldata->lamps);
+ DRW_UBO_FREE_SAFE(sldata->light_ubo);
+ DRW_UBO_FREE_SAFE(sldata->shadow_ubo);
+ DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo);
+ DRW_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_target_fb);
+ DRW_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_fb);
+ DRW_FRAMEBUFFER_FREE_SAFE(sldata->shadow_map_fb);
+ DRW_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_fb);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cube_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_color_cube_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cube_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_map_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cascade_pool);
+}