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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
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diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
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+/*
+ * 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_private.h
+ * \ingroup DNA
+ */
+
+#ifndef __EEVEE_PRIVATE_H__
+#define __EEVEE_PRIVATE_H__
+
+struct Object;
+struct EEVEE_BoundSphere;
+struct EEVEE_ShadowCasterBuffer;
+
+extern struct DrawEngineType draw_engine_eevee_type;
+
+/* Minimum UBO is 16384 bytes */
+#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
+#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
+#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
+#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
+#define MAX_CASCADE_NUM 4
+#define MAX_SHADOW 256 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
+#define MAX_SHADOW_CASCADE 8
+#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
+#define MAX_BLOOM_STEP 16
+
+/* Only define one of these. */
+// #define IRRADIANCE_SH_L2
+// #define IRRADIANCE_CUBEMAP
+#define IRRADIANCE_HL2
+
+#if defined(IRRADIANCE_SH_L2)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
+#elif defined(IRRADIANCE_CUBEMAP)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
+#elif defined(IRRADIANCE_HL2)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
+#endif
+
+#define SHADER_DEFINES \
+ "#define EEVEE_ENGINE\n" \
+ "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
+ "#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
+ "#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
+ "#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
+ "#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
+ "#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
+ "#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
+ "#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
+ SHADER_IRRADIANCE
+
+#define SWAP_DOUBLE_BUFFERS() { \
+ if (effects->swap_double_buffer) { \
+ SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
+ SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
+ effects->swap_double_buffer = false; \
+ } \
+} ((void)0)
+
+#define SWAP_BUFFERS() { \
+ if (effects->target_buffer != fbl->main) { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color_post; \
+ effects->target_buffer = fbl->main; \
+ } \
+ else { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color; \
+ effects->target_buffer = fbl->effect_fb; \
+ } \
+} ((void)0)
+
+/* World shader variations */
+enum {
+ VAR_WORLD_BACKGROUND = 0,
+ VAR_WORLD_PROBE = 1,
+ VAR_WORLD_VOLUME = 2,
+};
+
+/* Material shader variations */
+enum {
+ VAR_MAT_MESH = (1 << 0),
+ VAR_MAT_PROBE = (1 << 1),
+ VAR_MAT_HAIR = (1 << 2),
+ VAR_MAT_FLAT = (1 << 3),
+ VAR_MAT_BLEND = (1 << 4),
+ VAR_MAT_VSM = (1 << 5),
+ VAR_MAT_ESM = (1 << 6),
+ /* Max number of variation */
+ /* IMPORTANT : Leave it last and set
+ * it's value accordingly. */
+ VAR_MAT_MAX = (1 << 7),
+ /* These are options that are not counted in VAR_MAT_MAX
+ * because they are not cumulative with the others above. */
+ VAR_MAT_CLIP = (1 << 8),
+ VAR_MAT_HASH = (1 << 9),
+ VAR_MAT_MULT = (1 << 10),
+ VAR_MAT_SHADOW = (1 << 11),
+ VAR_MAT_REFRACT = (1 << 12),
+ VAR_MAT_VOLUME = (1 << 13),
+ VAR_MAT_SSS = (1 << 14),
+ VAR_MAT_TRANSLUC = (1 << 15),
+ VAR_MAT_SSSALBED = (1 << 16),
+};
+
+/* Shadow Technique */
+enum {
+ SHADOW_ESM = 1,
+ SHADOW_VSM = 2,
+ SHADOW_METHOD_MAX = 3,
+};
+
+typedef struct EEVEE_BoundSphere {
+ float center[3], radius;
+} EEVEE_BoundSphere;
+
+typedef struct EEVEE_BoundBox {
+ float center[3], halfdim[3];
+} EEVEE_BoundBox;
+
+typedef struct EEVEE_PassList {
+ /* Shadows */
+ struct DRWPass *shadow_pass;
+ struct DRWPass *shadow_cube_pass;
+ struct DRWPass *shadow_cube_copy_pass;
+ struct DRWPass *shadow_cube_store_pass;
+ struct DRWPass *shadow_cascade_pass;
+ struct DRWPass *shadow_cascade_copy_pass;
+ struct DRWPass *shadow_cascade_store_pass;
+
+ /* Probes */
+ struct DRWPass *probe_background;
+ struct DRWPass *probe_glossy_compute;
+ struct DRWPass *probe_diffuse_compute;
+ struct DRWPass *probe_visibility_compute;
+ struct DRWPass *probe_grid_fill;
+ struct DRWPass *probe_display;
+ struct DRWPass *probe_planar_downsample_ps;
+
+ /* Effects */
+ struct DRWPass *ao_horizon_search;
+ struct DRWPass *ao_horizon_search_layer;
+ struct DRWPass *ao_horizon_debug;
+ struct DRWPass *ao_accum_ps;
+ struct DRWPass *mist_accum_ps;
+ struct DRWPass *motion_blur;
+ struct DRWPass *bloom_blit;
+ struct DRWPass *bloom_downsample_first;
+ struct DRWPass *bloom_downsample;
+ struct DRWPass *bloom_upsample;
+ struct DRWPass *bloom_resolve;
+ struct DRWPass *dof_down;
+ struct DRWPass *dof_scatter;
+ struct DRWPass *dof_resolve;
+ struct DRWPass *volumetric_world_ps;
+ struct DRWPass *volumetric_objects_ps;
+ struct DRWPass *volumetric_scatter_ps;
+ struct DRWPass *volumetric_integration_ps;
+ struct DRWPass *volumetric_resolve_ps;
+ struct DRWPass *ssr_raytrace;
+ struct DRWPass *ssr_resolve;
+ struct DRWPass *sss_blur_ps;
+ struct DRWPass *sss_resolve_ps;
+ struct DRWPass *sss_accum_ps;
+ struct DRWPass *color_downsample_ps;
+ struct DRWPass *color_downsample_cube_ps;
+ struct DRWPass *taa_resolve;
+
+ /* HiZ */
+ struct DRWPass *minz_downlevel_ps;
+ struct DRWPass *maxz_downlevel_ps;
+ struct DRWPass *minz_downdepth_ps;
+ struct DRWPass *maxz_downdepth_ps;
+ struct DRWPass *minz_downdepth_layer_ps;
+ struct DRWPass *maxz_downdepth_layer_ps;
+ struct DRWPass *minz_copydepth_ps;
+ struct DRWPass *maxz_copydepth_ps;
+
+ struct DRWPass *depth_pass;
+ struct DRWPass *depth_pass_cull;
+ struct DRWPass *depth_pass_clip;
+ struct DRWPass *depth_pass_clip_cull;
+ struct DRWPass *refract_depth_pass;
+ struct DRWPass *refract_depth_pass_cull;
+ struct DRWPass *refract_depth_pass_clip;
+ struct DRWPass *refract_depth_pass_clip_cull;
+ struct DRWPass *default_pass[VAR_MAT_MAX];
+ struct DRWPass *sss_pass;
+ struct DRWPass *material_pass;
+ struct DRWPass *refract_pass;
+ struct DRWPass *transparent_pass;
+ struct DRWPass *background_pass;
+ struct DRWPass *update_noise_pass;
+} EEVEE_PassList;
+
+typedef struct EEVEE_FramebufferList {
+ /* Effects */
+ struct GPUFrameBuffer *gtao_fb;
+ struct GPUFrameBuffer *gtao_debug_fb;
+ struct GPUFrameBuffer *downsample_fb;
+ struct GPUFrameBuffer *effect_fb;
+ struct GPUFrameBuffer *bloom_blit_fb;
+ struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
+ struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
+ struct GPUFrameBuffer *sss_blur_fb;
+ struct GPUFrameBuffer *sss_clear_fb;
+ struct GPUFrameBuffer *sss_accum_fb;
+ struct GPUFrameBuffer *dof_down_fb;
+ struct GPUFrameBuffer *dof_scatter_far_fb;
+ struct GPUFrameBuffer *dof_scatter_near_fb;
+ struct GPUFrameBuffer *volumetric_fb;
+ struct GPUFrameBuffer *volumetric_scat_fb;
+ struct GPUFrameBuffer *volumetric_integ_fb;
+ struct GPUFrameBuffer *screen_tracing_fb;
+ struct GPUFrameBuffer *refract_fb;
+ struct GPUFrameBuffer *mist_accum_fb;
+ struct GPUFrameBuffer *ao_accum_fb;
+
+ struct GPUFrameBuffer *update_noise_fb;
+
+ struct GPUFrameBuffer *planarref_fb;
+
+ struct GPUFrameBuffer *main;
+ struct GPUFrameBuffer *double_buffer;
+ struct GPUFrameBuffer *depth_double_buffer_fb;
+} EEVEE_FramebufferList;
+
+typedef struct EEVEE_TextureList {
+ /* Effects */
+ struct GPUTexture *color_post; /* R16_G16_B16 */
+ struct GPUTexture *dof_down_near; /* R16_G16_B16_A16 */
+ struct GPUTexture *dof_down_far; /* R16_G16_B16_A16 */
+ struct GPUTexture *dof_coc; /* R16_G16 */
+ struct GPUTexture *dof_near_blur; /* R16_G16_B16_A16 */
+ struct GPUTexture *dof_far_blur; /* R16_G16_B16_A16 */
+ struct GPUTexture *bloom_blit; /* R16_G16_B16 */
+ struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
+ struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */
+ struct GPUTexture *mist_accum;
+ struct GPUTexture *ao_accum;
+ struct GPUTexture *sss_dir_accum;
+ struct GPUTexture *sss_col_accum;
+ struct GPUTexture *ssr_normal_input;
+ struct GPUTexture *ssr_specrough_input;
+ struct GPUTexture *ssr_hit_output;
+ struct GPUTexture *refract_color;
+
+ struct GPUTexture *volume_prop_scattering;
+ struct GPUTexture *volume_prop_extinction;
+ struct GPUTexture *volume_prop_emission;
+ struct GPUTexture *volume_prop_phase;
+ struct GPUTexture *volume_scatter;
+ struct GPUTexture *volume_transmittance;
+ struct GPUTexture *volume_scatter_history;
+ struct GPUTexture *volume_transmittance_history;
+
+ struct GPUTexture *planar_pool;
+ struct GPUTexture *planar_depth;
+
+ struct GPUTexture *gtao_horizons;
+
+ struct GPUTexture *sss_data;
+ struct GPUTexture *sss_albedo;
+ struct GPUTexture *sss_blur;
+ struct GPUTexture *sss_stencil;
+
+ struct GPUTexture *maxzbuffer;
+
+ struct GPUTexture *color; /* R16_G16_B16 */
+ struct GPUTexture *color_double_buffer;
+ struct GPUTexture *depth_double_buffer;
+} EEVEE_TextureList;
+
+typedef struct EEVEE_StorageList {
+ /* Effects */
+ struct EEVEE_EffectsInfo *effects;
+
+ struct EEVEE_PrivateData *g_data;
+} EEVEE_StorageList;
+
+/* ************ LIGHT UBO ************* */
+typedef struct EEVEE_Light {
+ float position[3], dist;
+ float color[3], spec;
+ float spotsize, spotblend, radius, shadowid;
+ float rightvec[3], sizex;
+ float upvec[3], sizey;
+ float forwardvec[3], lamptype;
+} EEVEE_Light;
+
+typedef struct EEVEE_Shadow {
+ float near, far, bias, exp;
+ float shadow_start, data_start, multi_shadow_count, shadow_blur;
+ float contact_dist, contact_bias, contact_spread, contact_thickness;
+} EEVEE_Shadow;
+
+typedef struct EEVEE_ShadowCube {
+ float position[3], pad;
+} EEVEE_ShadowCube;
+
+typedef struct EEVEE_ShadowCascade {
+ float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
+ float split_start[4];
+ float split_end[4];
+} EEVEE_ShadowCascade;
+
+typedef struct EEVEE_ShadowRender {
+ float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustum for cubemap shadow */
+ float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
+ float position[3], pad;
+ float cube_texel_size;
+ float stored_texel_size;
+ float clip_near;
+ float clip_far;
+ int shadow_samples_ct;
+ float shadow_inv_samples_ct;
+} EEVEE_ShadowRender;
+
+/* This is just a really long bitflag with special function to access it. */
+#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8)
+typedef struct EEVEE_LightBits {
+ unsigned char fields[MAX_LIGHTBITS_FIELDS];
+} EEVEE_LightBits;
+
+typedef struct EEVEE_ShadowCaster {
+ struct EEVEE_LightBits bits;
+ struct EEVEE_BoundBox bbox;
+} EEVEE_ShadowCaster;
+
+typedef struct EEVEE_ShadowCasterBuffer {
+ struct EEVEE_ShadowCaster *shadow_casters;
+ char *flags;
+ unsigned int alloc_count;
+ unsigned int count;
+} EEVEE_ShadowCasterBuffer;
+
+/* ************ LIGHT DATA ************* */
+typedef struct EEVEE_LampsInfo {
+ int num_light, cache_num_light;
+ int num_layer, cache_num_layer;
+ int gpu_cube_ct, gpu_cascade_ct, gpu_shadow_ct;
+ int cpu_cube_ct, cpu_cascade_ct;
+ int update_flag;
+ int shadow_size, shadow_method;
+ bool shadow_high_bitdepth;
+ int shadow_cube_target_size;
+ int current_shadow_cascade;
+ int current_shadow_face;
+ float filter_size;
+ /* List of lights in the scene. */
+ /* XXX This is fragile, can get out of sync quickly. */
+ struct Object *light_ref[MAX_LIGHT];
+ struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
+ struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
+ /* UBO Storage : data used by UBO */
+ struct EEVEE_Light light_data[MAX_LIGHT];
+ struct EEVEE_ShadowRender shadow_render_data;
+ struct EEVEE_Shadow shadow_data[MAX_SHADOW];
+ struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
+ struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
+ /* Lights tracking */
+ int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
+ struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */
+ /* Pointers only. */
+ struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
+ struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
+} EEVEE_LampsInfo;
+
+/* EEVEE_LampsInfo->shadow_casters_flag */
+enum {
+ SHADOW_CASTER_PRUNED = (1 << 0),
+ SHADOW_CASTER_UPDATED = (1 << 1),
+};
+
+/* EEVEE_LampsInfo->update_flag */
+enum {
+ LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
+};
+
+/* ************ PROBE UBO ************* */
+typedef struct EEVEE_LightProbe {
+ float position[3], parallax_type;
+ float attenuation_fac;
+ float attenuation_type;
+ float pad3[2];
+ float attenuationmat[4][4];
+ float parallaxmat[4][4];
+} EEVEE_LightProbe;
+
+typedef struct EEVEE_LightGrid {
+ float mat[4][4];
+ int resolution[3], offset;
+ float corner[3], attenuation_scale;
+ float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
+ float increment_y[3], level_bias;
+ float increment_z[3], pad4;
+ float visibility_bias, visibility_bleed, visibility_range, pad5;
+} EEVEE_LightGrid;
+
+typedef struct EEVEE_PlanarReflection {
+ float plane_equation[4];
+ float clip_vec_x[3], attenuation_scale;
+ float clip_vec_y[3], attenuation_bias;
+ float clip_edge_x_pos, clip_edge_x_neg;
+ float clip_edge_y_pos, clip_edge_y_neg;
+ float facing_scale, facing_bias, pad[2];
+ float reflectionmat[4][4];
+} EEVEE_PlanarReflection;
+
+/* ************ PROBE DATA ************* */
+typedef struct EEVEE_LightProbesInfo {
+ int num_cube, cache_num_cube;
+ int num_grid, cache_num_grid;
+ int num_planar, cache_num_planar;
+ int total_irradiance_samples; /* Total for all grids */
+ int cache_irradiance_size[3];
+ int update_flag;
+ int updated_bounce;
+ int num_bounce;
+ int cubemap_res;
+ int target_size;
+ int grid_initialized;
+ struct World *prev_world;
+ bool do_cube_update;
+ /* For rendering probes */
+ float probemat[6][4][4];
+ int layer;
+ float texel_size;
+ float padding_size;
+ float samples_ct;
+ float invsamples_ct;
+ float near_clip;
+ float far_clip;
+ float roughness;
+ float lodfactor;
+ float lod_rt_max, lod_cube_max, lod_planar_max;
+ float visibility_range;
+ float visibility_blur;
+ float intensity_fac;
+ int shres;
+ /* List of probes in the scene. */
+ /* XXX This is fragile, can get out of sync quickly. */
+ struct Object *probes_cube_ref[MAX_PROBE];
+ struct Object *probes_grid_ref[MAX_GRID];
+ struct Object *probes_planar_ref[MAX_PLANAR];
+ /* UBO Storage : data used by UBO */
+ struct EEVEE_LightProbe probe_data[MAX_PROBE];
+ struct EEVEE_LightGrid grid_data[MAX_GRID];
+ struct EEVEE_PlanarReflection planar_data[MAX_PLANAR];
+} EEVEE_LightProbesInfo;
+
+/* EEVEE_LightProbesInfo->update_flag */
+enum {
+ PROBE_UPDATE_CUBE = (1 << 0),
+ PROBE_UPDATE_GRID = (1 << 1),
+ PROBE_UPDATE_ALL = 0xFFFFFF,
+};
+
+/* ************ EFFECTS DATA ************* */
+typedef struct EEVEE_EffectsInfo {
+ int enabled_effects;
+ bool swap_double_buffer;
+ /* SSSS */
+ int sss_sample_count;
+ bool sss_separate_albedo;
+ /* Volumetrics */
+ int volume_current_sample;
+ /* SSR */
+ bool reflection_trace_full;
+ int ssr_neighbor_ofs;
+ int ssr_halfres_ofs[2];
+ /* Temporal Anti Aliasing */
+ int taa_current_sample;
+ int taa_render_sample;
+ int taa_total_sample;
+ float taa_alpha;
+ bool prev_drw_support;
+ float prev_drw_persmat[4][4];
+ float overide_persmat[4][4];
+ float overide_persinv[4][4];
+ float overide_winmat[4][4];
+ float overide_wininv[4][4];
+ /* Ambient Occlusion */
+ int ao_depth_layer;
+ struct GPUTexture *ao_src_depth; /* pointer copy */
+ /* Motion Blur */
+ float current_ndc_to_world[4][4];
+ float past_world_to_ndc[4][4];
+ int motion_blur_samples;
+ /* Depth Of Field */
+ float dof_near_far[2];
+ float dof_params[3];
+ float dof_bokeh[4];
+ float dof_layer_select[2];
+ int dof_target_size[2];
+ /* Bloom */
+ int bloom_iteration_ct;
+ float source_texel_size[2];
+ float blit_texel_size[2];
+ float downsamp_texel_size[MAX_BLOOM_STEP][2];
+ float bloom_color[3];
+ float bloom_clamp;
+ float bloom_sample_scale;
+ float bloom_curve_threshold[4];
+ float unf_source_texel_size[2];
+ struct GPUTexture *unf_source_buffer; /* pointer copy */
+ struct GPUTexture *unf_base_buffer; /* pointer copy */
+ /* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
+ struct GPUTexture *source_buffer; /* latest updated texture */
+ struct GPUFrameBuffer *target_buffer; /* next target to render to */
+ struct GPUTexture *final_tx; /* Final color to transform to display color space. */
+ struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */
+} EEVEE_EffectsInfo;
+
+enum {
+ EFFECT_MOTION_BLUR = (1 << 0),
+ EFFECT_BLOOM = (1 << 1),
+ EFFECT_DOF = (1 << 2),
+ EFFECT_VOLUMETRIC = (1 << 3),
+ EFFECT_SSR = (1 << 4),
+ EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
+ EFFECT_REFRACT = (1 << 6),
+ EFFECT_GTAO = (1 << 7),
+ EFFECT_TAA = (1 << 8),
+ EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
+ EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
+ EFFECT_SSS = (1 << 11),
+};
+
+/* ***************** COMMON DATA **************** */
+
+/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
+/* !! CAUTION !!
+ * - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
+ * - Make sure that [i]vec4 start at a multiple of 16 bytes.
+ * - Arrays of vec2/vec3 are padded as arrays of vec4.
+ * - sizeof(bool) == sizeof(int) in GLSL so use int in C */
+typedef struct EEVEE_CommonUniformBuffer {
+ float prev_persmat[4][4]; /* mat4 */
+ float view_vecs[2][4]; /* vec4[2] */
+ float mip_ratio[10][4]; /* vec2[10] */
+ /* Ambient Occlusion */
+ /* -- 16 byte aligned -- */
+ float ao_dist, pad1, ao_factor, pad2; /* vec4 */
+ float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
+ /* Volumetric */
+ /* -- 16 byte aligned -- */
+ int vol_tex_size[3], pad3; /* ivec3 */
+ float vol_depth_param[3], pad4; /* vec3 */
+ float vol_inv_tex_size[3], pad5; /* vec3 */
+ float vol_jitter[3], pad6; /* vec3 */
+ float vol_coord_scale[2], pad7[2]; /* vec2 */
+ /* -- 16 byte aligned -- */
+ float vol_history_alpha; /* float */
+ float vol_light_clamp; /* float */
+ float vol_shadow_steps; /* float */
+ int vol_use_lights; /* bool */
+ /* Screen Space Reflections */
+ /* -- 16 byte aligned -- */
+ float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
+ float ssr_border_fac; /* float */
+ float ssr_max_roughness; /* float */
+ float ssr_firefly_fac; /* float */
+ float ssr_brdf_bias; /* float */
+ int ssr_toggle; /* bool */
+ /* SubSurface Scattering */
+ float sss_jitter_threshold; /* float */
+ int sss_toggle; /* bool */
+ /* Specular */
+ int spec_toggle; /* bool */
+ /* Lamps */
+ int la_num_light; /* int */
+ /* Probes */
+ int prb_num_planar; /* int */
+ int prb_num_render_cube; /* int */
+ int prb_num_render_grid; /* int */
+ int prb_irradiance_vis_size; /* int */
+ float prb_lod_cube_max; /* float */
+ float prb_lod_planar_max; /* float */
+} EEVEE_CommonUniformBuffer;
+
+/* ************** SCENE LAYER DATA ************** */
+typedef struct EEVEE_ViewLayerData {
+ /* Lamps */
+ struct EEVEE_LampsInfo *lamps;
+
+ struct GPUUniformBuffer *light_ubo;
+ struct GPUUniformBuffer *shadow_ubo;
+ struct GPUUniformBuffer *shadow_render_ubo;
+ struct GPUUniformBuffer *shadow_samples_ubo;
+
+ struct GPUFrameBuffer *shadow_target_fb;
+ struct GPUFrameBuffer *shadow_store_fb;
+
+ struct GPUTexture *shadow_cube_target;
+ struct GPUTexture *shadow_cube_blur;
+ struct GPUTexture *shadow_cascade_target;
+ struct GPUTexture *shadow_cascade_blur;
+ struct GPUTexture *shadow_pool;
+
+ struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
+
+ /* Probes */
+ struct EEVEE_LightProbesInfo *probes;
+
+ struct GPUUniformBuffer *probe_ubo;
+ struct GPUUniformBuffer *grid_ubo;
+ struct GPUUniformBuffer *planar_ubo;
+
+ struct GPUFrameBuffer *probe_fb;
+ struct GPUFrameBuffer *probe_filter_fb;
+
+ struct GPUTexture *probe_rt;
+ struct GPUTexture *probe_depth_rt;
+ struct GPUTexture *probe_pool;
+ struct GPUTexture *irradiance_pool;
+ struct GPUTexture *irradiance_rt;
+
+ /* Common Uniform Buffer */
+ struct EEVEE_CommonUniformBuffer common_data;
+ struct GPUUniformBuffer *common_ubo;
+} EEVEE_ViewLayerData;
+
+/* ************ OBJECT DATA ************ */
+typedef struct EEVEE_LightData {
+ short light_id, shadow_id;
+} EEVEE_LightData;
+
+typedef struct EEVEE_ShadowCubeData {
+ short light_id, shadow_id, cube_id, layer_id;
+} EEVEE_ShadowCubeData;
+
+typedef struct EEVEE_ShadowCascadeData {
+ short light_id, shadow_id, cascade_id, layer_id;
+ float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
+ float radius[MAX_CASCADE_NUM];
+} EEVEE_ShadowCascadeData;
+
+/* Theses are the structs stored inside Objects.
+ * It works with even if the object is in multiple layers
+ * because we don't get the same "Object *" for each layer. */
+typedef struct EEVEE_LampEngineData {
+ ObjectEngineData engine_data;
+
+ bool need_update;
+ /* This needs to be out of the union to avoid undefined behaviour. */
+ short prev_cube_shadow_id;
+ union {
+ struct EEVEE_LightData ld;
+ struct EEVEE_ShadowCubeData scd;
+ struct EEVEE_ShadowCascadeData scad;
+ } data;
+} EEVEE_LampEngineData;
+
+typedef struct EEVEE_LightProbeEngineData {
+ ObjectEngineData engine_data;
+
+ /* NOTE: need_full_update is set by dependency graph when the probe or it's
+ * object is updated. This triggers full probe update, including it's
+ * "progressive" GI refresh.
+ *
+ * need_update is always set to truth when need_full_update is tagged, but
+ * might also be forced to be kept truth during GI refresh stages.
+ *
+ * TODO(sergey): Is there a way to avoid two flags here, or at least make
+ * it more clear what's going on here?
+ */
+ bool need_full_update;
+ bool need_update;
+
+ bool ready_to_shade;
+ int updated_cells;
+ int updated_lvl;
+ int num_cell;
+ int max_lvl;
+ int probe_id; /* Only used for display data */
+ float probe_size; /* Only used for display data */
+ /* For planar reflection rendering */
+ float viewmat[4][4];
+ float persmat[4][4];
+ float planer_eq_offset[4];
+ struct ListBase captured_object_list;
+} EEVEE_LightProbeEngineData;
+
+typedef struct EEVEE_ObjectEngineData {
+ ObjectEngineData engine_data;
+
+ bool need_update;
+ unsigned int shadow_caster_id;
+} EEVEE_ObjectEngineData;
+
+/* *********************************** */
+
+typedef struct EEVEE_Data {
+ void *engine_type;
+ EEVEE_FramebufferList *fbl;
+ EEVEE_TextureList *txl;
+ EEVEE_PassList *psl;
+ EEVEE_StorageList *stl;
+} EEVEE_Data;
+
+typedef struct EEVEE_PrivateData {
+ struct DRWShadingGroup *shadow_shgrp;
+ struct DRWShadingGroup *depth_shgrp;
+ struct DRWShadingGroup *depth_shgrp_cull;
+ struct DRWShadingGroup *depth_shgrp_clip;
+ struct DRWShadingGroup *depth_shgrp_clip_cull;
+ struct DRWShadingGroup *refract_depth_shgrp;
+ struct DRWShadingGroup *refract_depth_shgrp_cull;
+ struct DRWShadingGroup *refract_depth_shgrp_clip;
+ struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
+ struct DRWShadingGroup *cube_display_shgrp;
+ struct DRWShadingGroup *planar_display_shgrp;
+ struct DRWShadingGroup *planar_downsample;
+ struct GHash *material_hash;
+ struct GHash *hair_material_hash;
+ struct GPUTexture *minzbuffer;
+ struct GPUTexture *ssr_pdf_output;
+ struct GPUTexture *gtao_horizons_debug;
+ float background_alpha; /* TODO find a better place for this. */
+ /* For planar probes */
+ float planar_texel_size[2];
+ /* For double buffering */
+ bool view_updated;
+ bool valid_double_buffer;
+ /* Render Matrices */
+ float persmat[4][4], persinv[4][4];
+ float viewmat[4][4], viewinv[4][4];
+ float winmat[4][4], wininv[4][4];
+ /* Mist Settings */
+ float mist_start, mist_inv_dist, mist_falloff;
+} EEVEE_PrivateData; /* Transient data */
+
+/* eevee_data.c */
+EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
+EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
+EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
+EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
+EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
+EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
+
+/* eevee_materials.c */
+struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
+void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl);
+void EEVEE_materials_cache_init(EEVEE_Data *vedata);
+void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob);
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
+struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_mesh_get(
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
+ bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method);
+struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma);
+struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
+struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
+void EEVEE_materials_free(void);
+void EEVEE_draw_default_passes(EEVEE_PassList *psl);
+void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, double offsets[3]);
+
+/* eevee_lights.c */
+void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
+void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
+void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
+void EEVEE_lights_cache_shcaster_add(
+ EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
+ struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,
+ float (*obmat)[4], float *alpha_threshold);
+void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
+void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
+void EEVEE_lights_update(EEVEE_ViewLayerData *sldata);
+void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
+void EEVEE_lights_free(void);
+
+/* eevee_lightprobes.c */
+bool EEVEE_lightprobes_all_probes_ready(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob);
+void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_free(void);
+
+/* eevee_depth_of_field.c */
+int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
+void EEVEE_depth_of_field_free(void);
+
+/* eevee_bloom.c */
+int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_bloom_draw(EEVEE_Data *vedata);
+void EEVEE_bloom_free(void);
+
+/* eevee_occlusion.c */
+int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
+void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_free(void);
+
+/* eevee_screen_raytrace.c */
+int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_screen_raytrace_free(void);
+
+/* eevee_subsurface.c */
+int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_add_pass(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, unsigned int sss_id, struct GPUUniformBuffer *sss_profile);
+void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_free(void);
+
+/* eevee_motion_blur.c */
+int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
+void EEVEE_motion_blur_free(void);
+
+/* eevee_mist.c */
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);;
+void EEVEE_mist_free(void);
+
+/* eevee_temporal_sampling.c */
+int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_matrices_calc(
+ EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], double ht_point[2]);
+void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_free(void);
+
+/* eevee_volumes.c */
+int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, unsigned int current_sample);
+void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
+void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_free_smoke_textures(void);
+void EEVEE_volumes_free(void);
+
+/* eevee_effects.c */
+void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
+void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
+void EEVEE_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_effects_free(void);
+
+/* eevee_render.c */
+void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
+
+/* Shadow Matrix */
+static const float texcomat[4][4] = { /* From NDC to TexCo */
+ {0.5f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.5f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.5f, 0.0f},
+ {0.5f, 0.5f, 0.5f, 1.0f}
+};
+
+/* Cubemap Matrices */
+static const float cubefacemat[6][4][4] = {
+ /* Pos X */
+ {{0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {-1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg X */
+ {{0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Pos Y */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg Y */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Pos Z */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg Z */
+ {{-1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+};
+
+#endif /* __EEVEE_PRIVATE_H__ */