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Diffstat (limited to 'source/blender/gpu/intern/gpu_lamp.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_lamp.c | 486 |
1 files changed, 486 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_lamp.c b/source/blender/gpu/intern/gpu_lamp.c new file mode 100644 index 00000000000..86c40baf5cc --- /dev/null +++ b/source/blender/gpu/intern/gpu_lamp.c @@ -0,0 +1,486 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is Copyright (C) 2006 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Brecht Van Lommel, Clément Foucault. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_lamp.c + * \ingroup gpu + * + * Manages Opengl lights. + */ + +#include "MEM_guardedalloc.h" + +#include "DNA_lamp_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" + +#include "BLI_listbase.h" +#include "BLI_math.h" +#include "BLI_utildefines.h" + +#include "BKE_group.h" + +#include "GPU_framebuffer.h" +#include "GPU_glew.h" +#include "GPU_lamp.h" +#include "GPU_material.h" +#include "GPU_shader.h" +#include "GPU_texture.h" + +#include "gpu_lamp_private.h" + +bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma) +{ + if (srl && srl->light_override) + return BKE_group_object_exists(srl->light_override, lamp->ob); + else if (ma && ma->group) + return BKE_group_object_exists(ma->group, lamp->ob); + else + return true; +} + +static void gpu_lamp_calc_winmat(GPULamp *lamp) +{ + float temp, angle, pixsize, wsize; + + if (lamp->type == LA_SUN) { + wsize = lamp->la->shadow_frustum_size; + orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); + } + else if (lamp->type == LA_SPOT) { + angle = saacos(lamp->spotsi); + temp = 0.5f * lamp->size * cosf(angle) / sinf(angle); + pixsize = lamp->d / temp; + wsize = pixsize * 0.5f * lamp->size; + /* compute shadows according to X and Y scaling factors */ + perspective_m4( + lamp->winmat, + -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0], + -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1], + lamp->d, lamp->clipend); + } +} + +void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]) +{ + float mat[4][4]; + float obmat_scale[3]; + + lamp->lay = lay; + lamp->hide = hide; + + normalize_m4_m4_ex(mat, obmat, obmat_scale); + + copy_v3_v3(lamp->vec, mat[2]); + copy_v3_v3(lamp->co, mat[3]); + copy_m4_m4(lamp->obmat, mat); + invert_m4_m4(lamp->imat, mat); + + if (lamp->type == LA_SPOT) { + /* update spotlamp scale on X and Y axis */ + lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2]; + lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2]; + } + + if (GPU_lamp_has_shadow_buffer(lamp)) { + /* makeshadowbuf */ + gpu_lamp_calc_winmat(lamp); + } +} + +void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy) +{ + lamp->energy = energy; + if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy; + + lamp->col[0] = r; + lamp->col[1] = g; + lamp->col[2] = b; +} + +void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2, + float coeff_const, float coeff_lin, float coeff_quad) +{ + lamp->dist = distance; + lamp->att1 = att1; + lamp->att2 = att2; + lamp->coeff_const = coeff_const; + lamp->coeff_lin = coeff_lin; + lamp->coeff_quad = coeff_quad; +} + +void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend) +{ + lamp->spotsi = cosf(spotsize * 0.5f); + lamp->spotbl = (1.0f - lamp->spotsi) * spotblend; +} + +static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp) +{ + lamp->scene = scene; + lamp->ob = ob; + lamp->par = par; + lamp->la = la; + + /* add_render_lamp */ + lamp->mode = la->mode; + lamp->type = la->type; + + lamp->energy = la->energy; + if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy; + + lamp->col[0] = la->r; + lamp->col[1] = la->g; + lamp->col[2] = la->b; + + GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat); + + lamp->spotsi = la->spotsize; + if (lamp->mode & LA_HALO) + if (lamp->spotsi > DEG2RADF(170.0f)) + lamp->spotsi = DEG2RADF(170.0f); + lamp->spotsi = cosf(lamp->spotsi * 0.5f); + lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend; + lamp->k = la->k; + + lamp->dist = la->dist; + lamp->falloff_type = la->falloff_type; + lamp->att1 = la->att1; + lamp->att2 = la->att2; + lamp->coeff_const = la->coeff_const; + lamp->coeff_lin = la->coeff_lin; + lamp->coeff_quad = la->coeff_quad; + lamp->curfalloff = la->curfalloff; + + /* initshadowbuf */ + lamp->bias = 0.02f * la->bias; + lamp->size = la->bufsize; + lamp->d = la->clipsta; + lamp->clipend = la->clipend; + + /* arbitrary correction for the fact we do no soft transition */ + lamp->bias *= 0.25f; +} + +static void gpu_lamp_shadow_free(GPULamp *lamp) +{ + if (lamp->tex) { + GPU_texture_free(lamp->tex); + lamp->tex = NULL; + } + if (lamp->depthtex) { + GPU_texture_free(lamp->depthtex); + lamp->depthtex = NULL; + } + if (lamp->fb) { + GPU_framebuffer_free(lamp->fb); + lamp->fb = NULL; + } + if (lamp->blurtex) { + GPU_texture_free(lamp->blurtex); + lamp->blurtex = NULL; + } + if (lamp->blurfb) { + GPU_framebuffer_free(lamp->blurfb); + lamp->blurfb = NULL; + } +} + +static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size) +{ + return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL); +} + +LampEngineData *GPU_lamp_engine_data_get(Scene *scene, Object *ob, Object *par, struct RenderEngineType *re) +{ + GPULamp *lamp; + LinkData *link; + + for (link = ob->gpulamp.first; link; link = link->next) { + lamp = (GPULamp *)link->data; + + if ((lamp->par == par) && (lamp->scene == scene) && (lamp->re == re)) + return &lamp->data; + } + + lamp = MEM_callocN(sizeof(GPULamp), "GPULamp"); + + link = MEM_callocN(sizeof(LinkData), "GPULampLink"); + link->data = lamp; + BLI_addtail(&ob->gpulamp, link); + + lamp->scene = scene; + lamp->ob = ob; + lamp->par = par; + lamp->la = ob->data; + lamp->re = re; + + return &lamp->data; +} + +GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) +{ + Lamp *la; + GPULamp *lamp; + LinkData *link; + + for (link = ob->gpulamp.first; link; link = link->next) { + lamp = (GPULamp *)link->data; + + if (lamp->par == par && lamp->scene == scene) + return link->data; + } + + lamp = MEM_callocN(sizeof(GPULamp), "GPULamp"); + + link = MEM_callocN(sizeof(LinkData), "GPULampLink"); + link->data = lamp; + BLI_addtail(&ob->gpulamp, link); + + la = ob->data; + gpu_lamp_from_blender(scene, ob, par, la, lamp); + + if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) || + (la->type == LA_SUN && (la->mode & LA_SHAD_RAY))) + { + /* opengl */ + lamp->fb = GPU_framebuffer_create(); + if (!lamp->fb) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { + /* Shadow depth map */ + lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); + if (!lamp->depthtex) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, 0)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + /* Shadow color map */ + lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size); + if (!lamp->tex) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + /* FBO and texture for blurring */ + lamp->blurfb = GPU_framebuffer_create(); + if (!lamp->blurfb) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5); + if (!lamp->blurtex) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, 0)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + /* we need to properly bind to test for completeness */ + GPU_texture_bind_as_framebuffer(lamp->blurtex); + + if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex); + } + else { + lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); + if (!lamp->tex) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + } + + GPU_framebuffer_restore(); + + lamp->shadow_color[0] = la->shdwr; + lamp->shadow_color[1] = la->shdwg; + lamp->shadow_color[2] = la->shdwb; + } + else { + lamp->shadow_color[0] = 1.0; + lamp->shadow_color[1] = 1.0; + lamp->shadow_color[2] = 1.0; + } + + return lamp; +} + +void GPU_lamp_engine_data_free(LampEngineData *led) +{ + for (int i = 0; i < MAX_LAMP_DATA; ++i) { + if (led->storage[i]) { + MEM_freeN(led->storage[i]); + led->storage[i] = NULL; + } + } +} + +void GPU_lamp_free(Object *ob) +{ + GPULamp *lamp; + LinkData *link; + LinkData *nlink; + Material *ma; + + for (link = ob->gpulamp.first; link; link = link->next) { + lamp = link->data; + + while (lamp->materials.first) { + nlink = lamp->materials.first; + ma = nlink->data; + BLI_freelinkN(&lamp->materials, nlink); + + if (ma->gpumaterial.first) + GPU_material_free(&ma->gpumaterial); + } + + gpu_lamp_shadow_free(lamp); + GPU_lamp_engine_data_free(&lamp->data); + + MEM_freeN(lamp); + } + + BLI_freelistN(&ob->gpulamp); +} + +bool GPU_lamp_has_shadow_buffer(GPULamp *lamp) +{ + return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && + !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) && + lamp->tex && lamp->fb); +} + +void GPU_lamp_update_buffer_mats(GPULamp *lamp) +{ + float rangemat[4][4], persmat[4][4]; + + /* initshadowbuf */ + invert_m4_m4(lamp->viewmat, lamp->obmat); + normalize_v3(lamp->viewmat[0]); + normalize_v3(lamp->viewmat[1]); + normalize_v3(lamp->viewmat[2]); + + /* makeshadowbuf */ + mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat); + + /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */ + unit_m4(rangemat); + rangemat[0][0] = 0.5f; + rangemat[1][1] = 0.5f; + rangemat[2][2] = 0.5f; + rangemat[3][0] = 0.5f; + rangemat[3][1] = 0.5f; + rangemat[3][2] = 0.5f; + + mul_m4_m4m4(lamp->persmat, rangemat, persmat); +} + +void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]) +{ + GPU_lamp_update_buffer_mats(lamp); + + /* opengl */ + glDisable(GL_SCISSOR_TEST); + GPU_texture_bind_as_framebuffer(lamp->tex); + if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) + GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE)); + + /* set matrices */ + copy_m4_m4(viewmat, lamp->viewmat); + copy_m4_m4(winmat, lamp->winmat); + *winsize = lamp->size; +} + +void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) +{ + if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { + GPU_shader_unbind(); + GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex); + } + + GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex); + GPU_framebuffer_restore(); + glEnable(GL_SCISSOR_TEST); +} + +int GPU_lamp_shadow_buffer_type(GPULamp *lamp) +{ + return lamp->la->shadowmap_type; +} + +int GPU_lamp_shadow_bind_code(GPULamp *lamp) +{ + return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1; +} + +float *GPU_lamp_dynpersmat(GPULamp *lamp) +{ + return &lamp->dynpersmat[0][0]; +} + +int GPU_lamp_shadow_layer(GPULamp *lamp) +{ + if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW))) + return lamp->lay; + else + return -1; +} |