diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 245 |
1 files changed, 107 insertions, 138 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index fefdaef970a..28a8983cfee 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -23,9 +23,12 @@ #ifndef __EEVEE_PRIVATE_H__ #define __EEVEE_PRIVATE_H__ +#include "DRW_render.h" + +#include "BLI_bitmap.h" + #include "DNA_lightprobe_types.h" -struct EEVEE_BoundSphere; struct EEVEE_ShadowCasterBuffer; struct GPUFrameBuffer; struct Object; @@ -39,11 +42,13 @@ extern struct DrawEngineType draw_engine_eevee_type; #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 128 /* 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 +// #define DEBUG_SHADOW_DISTRIBUTION + /* Only define one of these. */ // #define IRRADIANCE_SH_L2 // #define IRRADIANCE_CUBEMAP @@ -150,14 +155,12 @@ enum { VAR_MAT_PROBE = (1 << 1), VAR_MAT_HAIR = (1 << 2), VAR_MAT_BLEND = (1 << 3), - VAR_MAT_VSM = (1 << 4), - VAR_MAT_ESM = (1 << 5), - VAR_MAT_VOLUME = (1 << 6), - VAR_MAT_LOOKDEV = (1 << 7), + VAR_MAT_VOLUME = (1 << 4), + VAR_MAT_LOOKDEV = (1 << 5), /* Max number of variation */ /* IMPORTANT : Leave it last and set * it's value accordingly. */ - VAR_MAT_MAX = (1 << 8), + VAR_MAT_MAX = (1 << 6), /* These are options that are not counted in VAR_MAT_MAX * because they are not cumulative with the others above. */ VAR_MAT_CLIP = (1 << 9), @@ -165,8 +168,6 @@ enum { VAR_MAT_MULT = (1 << 11), VAR_MAT_SHADOW = (1 << 12), VAR_MAT_REFRACT = (1 << 13), - VAR_MAT_TRANSLUC = (1 << 15), - VAR_MAT_SSSALBED = (1 << 16), }; /* ************ PROBE UBO ************* */ @@ -190,10 +191,6 @@ typedef struct EEVEE_PlanarReflection { /* --------------------------------------- */ -typedef struct EEVEE_BoundSphere { - float center[3], radius; -} EEVEE_BoundSphere; - typedef struct EEVEE_BoundBox { float center[3], halfdim[3]; } EEVEE_BoundBox; @@ -201,12 +198,6 @@ typedef struct EEVEE_BoundBox { typedef struct EEVEE_PassList { /* Shadows */ struct DRWPass *shadow_pass; - struct DRWPass *shadow_cube_copy_pass; - struct DRWPass *shadow_cube_store_pass; - struct DRWPass *shadow_cube_store_high_pass; - struct DRWPass *shadow_cascade_copy_pass; - struct DRWPass *shadow_cascade_store_pass; - struct DRWPass *shadow_cascade_store_high_pass; /* Probes */ struct DRWPass *probe_background; @@ -242,6 +233,7 @@ typedef struct EEVEE_PassList { struct DRWPass *sss_blur_ps; struct DRWPass *sss_resolve_ps; struct DRWPass *sss_accum_ps; + struct DRWPass *sss_translucency_ps; struct DRWPass *color_downsample_ps; struct DRWPass *color_downsample_cube_ps; struct DRWPass *velocity_resolve; @@ -292,6 +284,7 @@ typedef struct EEVEE_FramebufferList { struct GPUFrameBuffer *sss_blit_fb; struct GPUFrameBuffer *sss_resolve_fb; struct GPUFrameBuffer *sss_clear_fb; + struct GPUFrameBuffer *sss_translucency_fb; struct GPUFrameBuffer *sss_accum_fb; struct GPUFrameBuffer *dof_down_fb; struct GPUFrameBuffer *dof_scatter_fb; @@ -368,7 +361,7 @@ typedef struct EEVEE_StorageList { typedef struct EEVEE_Light { float position[3], invsqrdist; float color[3], spec; - float spotsize, spotblend, radius, shadowid; + float spotsize, spotblend, radius, shadow_id; float rightvec[3], sizex; float upvec[3], sizey; float forwardvec[3], light_type; @@ -378,13 +371,13 @@ typedef struct EEVEE_Light { #define LAMPTYPE_AREA_ELLIPSE 100.0f typedef struct EEVEE_Shadow { - float near, far, bias, exp; - float shadow_start, data_start, multi_shadow_count, shadow_blur; + float near, far, bias, type_data_id; float contact_dist, contact_bias, contact_spread, contact_thickness; } EEVEE_Shadow; typedef struct EEVEE_ShadowCube { - float position[3], pad; + float shadowmat[4][4]; + float position[3], _pad0[1]; } EEVEE_ShadowCube; typedef struct EEVEE_ShadowCascade { @@ -392,42 +385,34 @@ typedef struct EEVEE_ShadowCascade { float shadowmat[MAX_CASCADE_NUM][4][4]; float split_start[4]; float split_end[4]; + float shadow_vec[3], tex_id; } EEVEE_ShadowCascade; -typedef struct EEVEE_ShadowRender { - int shadow_samples_len[MAX_CASCADE_NUM]; - float shadow_samples_len_inv[MAX_CASCADE_NUM]; - float filter_size[MAX_CASCADE_NUM]; - int view_count; - int base_id; - float cube_texel_size; - float stored_texel_size; - float clip_near; - float clip_far; - float exponent; - float pad; -} EEVEE_ShadowRender; +typedef struct EEVEE_ShadowCascadeRender { + /* World->Light->NDC : used for rendering the shadow map. */ + float projmat[MAX_CASCADE_NUM][4][4]; + float viewmat[4][4], viewinv[4][4]; + float radius[MAX_CASCADE_NUM]; + float cascade_max_dist; + float cascade_exponent; + float cascade_fade; + int cascade_count; +} EEVEE_ShadowCascadeRender; BLI_STATIC_ASSERT_ALIGN(EEVEE_Light, 16) BLI_STATIC_ASSERT_ALIGN(EEVEE_Shadow, 16) BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCube, 16) BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCascade, 16) -BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowRender, 16) - -/* This is just a really long bitflag with special function to access it. */ -#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8) -typedef struct EEVEE_LightBits { - uchar fields[MAX_LIGHTBITS_FIELDS]; -} EEVEE_LightBits; -typedef struct EEVEE_ShadowCaster { - struct EEVEE_LightBits bits; - struct EEVEE_BoundBox bbox; -} EEVEE_ShadowCaster; +BLI_STATIC_ASSERT(sizeof(EEVEE_Shadow) * MAX_SHADOW + + sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE + + sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE < + 16384, + "Shadow UBO is too big!!!") typedef struct EEVEE_ShadowCasterBuffer { - struct EEVEE_ShadowCaster *shadow_casters; - char *flags; + struct EEVEE_BoundBox *bbox; + BLI_bitmap *update; uint alloc_count; uint count; } EEVEE_ShadowCasterBuffer; @@ -437,42 +422,31 @@ typedef struct EEVEE_LightsInfo { int num_light, cache_num_light; int num_cube_layer, cache_num_cube_layer; int num_cascade_layer, cache_num_cascade_layer; - int gpu_cube_len, gpu_cascade_len, gpu_shadow_len; - int cpu_cube_len, cpu_cascade_len; - int update_flag; - int shadow_cube_size, shadow_cascade_size, shadow_method; + int cube_len, cascade_len, shadow_len; + int shadow_cube_size, shadow_cascade_size; bool shadow_high_bitdepth, soft_shadows; - int shadow_cube_store_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]; + /* Additionnal rendering info for cascade. */ + struct EEVEE_ShadowCascadeRender shadow_cascade_render[MAX_SHADOW_CASCADE]; + /* Back index in light_data. */ + uchar shadow_cube_light_indices[MAX_SHADOW_CUBE]; + uchar shadow_cascade_light_indices[MAX_SHADOW_CASCADE]; + /* Update bitmap. */ + BLI_bitmap sh_cube_update[BLI_BITMAP_SIZE(MAX_SHADOW_CUBE)]; /* 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]; /* Tightly packed light bounds */ - /* Pointers only. */ - struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer; - struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer; + struct BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */ + /* List of bbox and update bitmap. Double buffered. */ + struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer, *shcaster_backbuffer; + /* AABB of all shadow casters combined. */ + struct { + float min[3], max[3]; + } shcaster_aabb; } EEVEE_LightsInfo; -/* EEVEE_LightsInfo->shadow_casters_flag */ -enum { - SHADOW_CASTER_PRUNED = (1 << 0), - SHADOW_CASTER_UPDATED = (1 << 1), -}; - -/* EEVEE_LightsInfo->update_flag */ -enum { - LIGHT_UPDATE_SHADOW_CUBE = (1 << 0), -}; - /* ************ PROBE DATA ************* */ typedef struct EEVEE_LightProbeVisTest { struct Collection *collection; /* Skip test if NULL */ @@ -552,8 +526,8 @@ typedef struct EEVEE_EffectsInfo { bool swap_double_buffer; /* SSSS */ int sss_sample_count; - bool sss_separate_albedo; - struct GPUTexture *sss_data; /* Textures from pool */ + struct GPUTexture *sss_irradiance; /* Textures from pool */ + struct GPUTexture *sss_radius; struct GPUTexture *sss_albedo; struct GPUTexture *sss_blur; struct GPUTexture *sss_stencil; @@ -711,20 +685,10 @@ typedef struct EEVEE_ViewLayerData { struct GPUUniformBuffer *light_ubo; struct GPUUniformBuffer *shadow_ubo; - struct GPUUniformBuffer *shadow_render_ubo; struct GPUUniformBuffer *shadow_samples_ubo; - struct GPUFrameBuffer *shadow_cube_target_fb; - struct GPUFrameBuffer *shadow_cube_store_fb; - struct GPUFrameBuffer *shadow_cube_copy_fb; - struct GPUFrameBuffer *shadow_cascade_target_fb; - struct GPUFrameBuffer *shadow_cascade_store_fb; - struct GPUFrameBuffer *shadow_cascade_copy_fb; - - struct GPUTexture *shadow_cube_target; - struct GPUTexture *shadow_cube_blur; - struct GPUTexture *shadow_cascade_target; - struct GPUTexture *shadow_cascade_blur; + struct GPUFrameBuffer *shadow_fb; + struct GPUTexture *shadow_cube_pool; struct GPUTexture *shadow_cascade_pool; @@ -746,23 +710,6 @@ typedef struct 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; - /* World->Light->NDC : used for rendering the shadow map. */ - float viewprojmat[MAX_CASCADE_NUM][4][4]; /* Could be removed. */ - float projmat[MAX_CASCADE_NUM][4][4]; - float viewmat[4][4], viewinv[4][4]; - float radius[MAX_CASCADE_NUM]; -} EEVEE_ShadowCascadeData; - /* These are the structs stored inside Objects. * It works even if the object is in multiple layers * because we don't get the same "Object *" for each layer. */ @@ -770,13 +717,6 @@ typedef struct EEVEE_LightEngineData { DrawData dd; bool need_update; - /* This needs to be out of the union to avoid undefined behavior. */ - short prev_cube_shadow_id; - union { - struct EEVEE_LightData ld; - struct EEVEE_ShadowCubeData scd; - struct EEVEE_ShadowCascadeData scad; - } data; } EEVEE_LightEngineData; typedef struct EEVEE_LightProbeEngineData { @@ -895,43 +835,67 @@ void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat 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_refract, - bool use_translucency, - int shadow_method); +struct GPUMaterial *EEVEE_material_mesh_get( + struct Scene *scene, Material *ma, EEVEE_Data *vedata, bool use_blend, bool use_refract); 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); +struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma); void EEVEE_materials_free(void); -void EEVEE_draw_default_passes(EEVEE_PassList *psl); +void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl); void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]); void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]); /* eevee_lights.c */ -void EEVEE_lights_init(EEVEE_ViewLayerData *sldata); +void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]); void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob); -void EEVEE_lights_cache_shcaster_add(EEVEE_ViewLayerData *sldata, - EEVEE_StorageList *stl, - struct GPUBatch *geom, - Object *ob); -void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata, - EEVEE_PassList *psl, - struct GPUMaterial *gpumat, - struct GPUBatch *geom, - struct Object *ob, - const float *alpha_threshold); -void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob); void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); -void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); -void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct DRWView *view); -void EEVEE_lights_free(void); + +/* eevee_shadows.c */ +void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh); +void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata); +void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); +void EEVEE_shadows_caster_add(EEVEE_ViewLayerData *sldata, + EEVEE_StorageList *stl, + struct GPUBatch *geom, + Object *ob); +void EEVEE_shadows_caster_material_add(EEVEE_ViewLayerData *sldata, + EEVEE_PassList *psl, + struct GPUMaterial *gpumat, + struct GPUBatch *geom, + struct Object *ob, + const float *alpha_threshold); +void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, struct Object *ob); +void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); +void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob); +bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs); +void EEVEE_shadows_cascade_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob); +void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct DRWView *view); +void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index); +void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata, + EEVEE_Data *vedata, + DRWView *view, + int cascade_index); +void EEVEE_shadows_free(void); + +/* eevee_sampling.c */ +void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3]); +void EEVEE_sample_rectangle(int sample_ofs, + const float x_axis[3], + const float y_axis[3], + float size_x, + float size_y, + float rsample[3]); +void EEVEE_sample_ellipse(int sample_ofs, + const float x_axis[3], + const float y_axis[3], + float size_x, + float size_y, + float rsample[3]); +void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]); /* eevee_shaders.c */ void EEVEE_shaders_lightprobe_shaders_init(void); @@ -1044,6 +1008,11 @@ void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile); +void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata, + EEVEE_Data *vedata, + uint sss_id, + struct GPUUniformBuffer *sss_profile, + struct GPUTexture *sss_tex_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); |