/* * 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_lightprobes.c * \ingroup DNA */ #include "DRW_render.h" #include "BLI_utildefines.h" #include "BLI_dynstr.h" #include "BLI_rand.h" #include "DNA_world_types.h" #include "DNA_texture_types.h" #include "DNA_image_types.h" #include "DNA_lightprobe_types.h" #include "DNA_view3d_types.h" #include "BKE_object.h" #include "GPU_material.h" #include "GPU_texture.h" #include "GPU_glew.h" #include "eevee_engine.h" #include "eevee_private.h" #include "ED_screen.h" #define IRRADIANCE_POOL_SIZE 1024 static struct { struct GPUShader *probe_default_sh; struct GPUShader *probe_filter_glossy_sh; struct GPUShader *probe_filter_diffuse_sh; struct GPUShader *probe_grid_fill_sh; struct GPUShader *probe_grid_display_sh; struct GPUShader *probe_planar_display_sh; struct GPUShader *probe_planar_downsample_sh; struct GPUShader *probe_cube_display_sh; struct GPUTexture *hammersley; struct GPUTexture *planar_pool_placeholder; struct GPUTexture *depth_placeholder; struct GPUTexture *depth_array_placeholder; struct GPUTexture *cube_face_depth; struct GPUTexture *cube_face_minmaxz; int update_world; bool world_ready_to_shade; } e_data = {NULL}; /* Engine data */ extern char datatoc_background_vert_glsl[]; extern char datatoc_default_world_frag_glsl[]; extern char datatoc_lightprobe_filter_glossy_frag_glsl[]; extern char datatoc_lightprobe_filter_diffuse_frag_glsl[]; extern char datatoc_lightprobe_geom_glsl[]; extern char datatoc_lightprobe_vert_glsl[]; extern char datatoc_lightprobe_planar_display_frag_glsl[]; extern char datatoc_lightprobe_planar_display_vert_glsl[]; extern char datatoc_lightprobe_planar_downsample_frag_glsl[]; extern char datatoc_lightprobe_planar_downsample_geom_glsl[]; extern char datatoc_lightprobe_planar_downsample_vert_glsl[]; extern char datatoc_lightprobe_cube_display_frag_glsl[]; extern char datatoc_lightprobe_cube_display_vert_glsl[]; extern char datatoc_lightprobe_grid_display_frag_glsl[]; extern char datatoc_lightprobe_grid_display_vert_glsl[]; extern char datatoc_lightprobe_grid_fill_frag_glsl[]; extern char datatoc_irradiance_lib_glsl[]; extern char datatoc_lightprobe_lib_glsl[]; extern char datatoc_octahedron_lib_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_bsdf_sampling_lib_glsl[]; extern GlobalsUboStorage ts; /* *********** FUNCTIONS *********** */ static struct GPUTexture *create_hammersley_sample_texture(int samples) { struct GPUTexture *tex; float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex"); int i; for (i = 0; i < samples; i++) { double dphi; BLI_hammersley_1D(i, &dphi); float phi = (float)dphi * 2.0f * M_PI; texels[i][0] = cosf(phi); texels[i][1] = sinf(phi); } tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels); MEM_freeN(texels); return tex; } static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref) { /* XXX TODO OPTIMISATION : This is a complete waist of texture memory. * Instead of allocating each planar probe for each viewport, * only alloc them once using the biggest viewport resolution. */ EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; const float *viewport_size = DRW_viewport_size_get(); /* TODO get screen percentage from layer setting */ // const DRWContextState *draw_ctx = DRW_context_state_get(); // ViewLayer *view_layer = draw_ctx->view_layer; float screen_percentage = 1.0f; int width = (int)(viewport_size[0] * screen_percentage); int height = (int)(viewport_size[1] * screen_percentage); /* We need an Array texture so allocate it ourself */ if (!txl->planar_pool) { if (num_planar_ref > 0) { txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), DRW_TEX_DEPTH_24, 0, NULL); } else if (num_planar_ref == 0) { /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */ txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL); } } if (num_planar_ref > 0) { /* NOTE : Depth buffer is 2D but the planar_pool tex is 2D array. * DRW_framebuffer_init binds the whole texture making the framebuffer invalid. * To overcome this, we bind the planar pool ourselves later */ /* XXX Do this one first so it gets it's mipmap done. */ DRW_framebuffer_init(&fbl->planarref_fb, &draw_engine_eevee_type, 1, 1, NULL, 0); } } void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(vedata)) { const DRWContextState *draw_ctx = DRW_context_state_get(); ViewLayer *view_layer = draw_ctx->view_layer; IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); /* Shaders */ if (!e_data.probe_filter_glossy_sh) { char *shader_str = NULL; DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_filter_glossy_frag_glsl); shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.probe_filter_glossy_sh = DRW_shader_create( datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, "#define HAMMERSLEY_SIZE 1024\n" "#define NOISE_SIZE 64\n"); e_data.probe_default_sh = DRW_shader_create( datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL); MEM_freeN(shader_str); ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_filter_diffuse_frag_glsl); shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen( shader_str, #if defined(IRRADIANCE_SH_L2) "#define IRRADIANCE_SH_L2\n" #elif defined(IRRADIANCE_CUBEMAP) "#define IRRADIANCE_CUBEMAP\n" #elif defined(IRRADIANCE_HL2) "#define IRRADIANCE_HL2\n" #endif "#define HAMMERSLEY_SIZE 1024\n" "#define NOISE_SIZE 64\n"); MEM_freeN(shader_str); ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_grid_display_frag_glsl); shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.probe_grid_display_sh = DRW_shader_create( datatoc_lightprobe_grid_display_vert_glsl, NULL, shader_str, #if defined(IRRADIANCE_SH_L2) "#define IRRADIANCE_SH_L2\n" #elif defined(IRRADIANCE_CUBEMAP) "#define IRRADIANCE_CUBEMAP\n" #elif defined(IRRADIANCE_HL2) "#define IRRADIANCE_HL2\n" #endif ); MEM_freeN(shader_str); e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen(datatoc_lightprobe_grid_fill_frag_glsl, #if defined(IRRADIANCE_SH_L2) "#define IRRADIANCE_SH_L2\n" #elif defined(IRRADIANCE_CUBEMAP) "#define IRRADIANCE_CUBEMAP\n" #elif defined(IRRADIANCE_HL2) "#define IRRADIANCE_HL2\n" #endif ); ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_cube_display_frag_glsl); shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.probe_cube_display_sh = DRW_shader_create( datatoc_lightprobe_cube_display_vert_glsl, NULL, shader_str, NULL); MEM_freeN(shader_str); e_data.probe_planar_display_sh = DRW_shader_create( datatoc_lightprobe_planar_display_vert_glsl, NULL, datatoc_lightprobe_planar_display_frag_glsl, NULL); e_data.probe_planar_downsample_sh = DRW_shader_create( datatoc_lightprobe_planar_downsample_vert_glsl, datatoc_lightprobe_planar_downsample_geom_glsl, datatoc_lightprobe_planar_downsample_frag_glsl, NULL); e_data.hammersley = create_hammersley_sample_texture(1024); } if (!sldata->probes) { sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo"); sldata->probes->specular_toggle = true; sldata->probes->ssr_toggle = true; sldata->probes->sss_toggle = true; sldata->probes->grid_initialized = false; sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightProbe) * MAX_PROBE, NULL); sldata->grid_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightGrid) * MAX_GRID, NULL); sldata->planar_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_PlanarReflection) * MAX_PLANAR, NULL); } int prop_bounce_num = BKE_collection_engine_property_value_get_int(props, "gi_diffuse_bounces"); /* Update all probes if number of bounces mismatch. */ if (sldata->probes->num_bounce != prop_bounce_num) { e_data.update_world |= PROBE_UPDATE_ALL; sldata->probes->updated_bounce = 0; sldata->probes->grid_initialized = false; } sldata->probes->num_bounce = prop_bounce_num; int prop_cubemap_res = BKE_collection_engine_property_value_get_int(props, "gi_cubemap_resolution"); if (sldata->probes->cubemap_res != prop_cubemap_res) { sldata->probes->cubemap_res = prop_cubemap_res; e_data.update_world |= PROBE_UPDATE_ALL; sldata->probes->updated_bounce = 0; sldata->probes->grid_initialized = false; sldata->probes->target_size = prop_cubemap_res >> 1; DRW_TEXTURE_FREE_SAFE(sldata->probe_rt); DRW_TEXTURE_FREE_SAFE(sldata->probe_pool); } /* Setup Render Target Cubemap */ /* We do this detach / attach dance to not generate an invalid framebuffer (mixed cubemap / 2D map) */ if (sldata->probe_rt) { /* XXX Silly,TODO Cleanup this mess */ DRW_framebuffer_texture_detach(sldata->probe_rt); } DRWFboTexture tex_probe = {&e_data.cube_face_depth, DRW_TEX_DEPTH_24, DRW_TEX_TEMP}; DRW_framebuffer_init(&sldata->probe_fb, &draw_engine_eevee_type, sldata->probes->target_size, sldata->probes->target_size, &tex_probe, 1); if (!sldata->probe_rt) { sldata->probe_rt = DRW_texture_create_cube(sldata->probes->target_size, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); } if (sldata->probe_rt) { /* XXX Silly,TODO Cleanup this mess */ DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0); } /* Minmaxz Pyramid */ // DRWFboTexture tex_minmaxz = {&e_data.cube_face_minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP}; // DRW_framebuffer_init(&vedata->fbl->downsample_fb, &draw_engine_eevee_type, PROBE_RT_SIZE / 2, PROBE_RT_SIZE / 2, &tex_minmaxz, 1); /* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */ if (!e_data.planar_pool_placeholder) { e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER, NULL); } if (!e_data.depth_placeholder) { e_data.depth_placeholder = DRW_texture_create_2D(1, 1, DRW_TEX_DEPTH_24, 0, NULL); } if (!e_data.depth_array_placeholder) { e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL); } } void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_TextureList *txl = vedata->txl; EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_LightProbesInfo *pinfo = sldata->probes; pinfo->num_cube = 1; /* at least one for the world */ pinfo->num_grid = 1; pinfo->num_planar = 0; memset(pinfo->probes_cube_ref, 0, sizeof(pinfo->probes_cube_ref)); memset(pinfo->probes_grid_ref, 0, sizeof(pinfo->probes_grid_ref)); memset(pinfo->probes_planar_ref, 0, sizeof(pinfo->probes_planar_ref)); { psl->probe_background = DRW_pass_create("World Probe Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; World *wo = scene->world; float *col = ts.colorBackground; if (wo) { col = &wo->horr; if (wo->update_flag != 0) { e_data.update_world |= PROBE_UPDATE_ALL; pinfo->updated_bounce = 0; pinfo->grid_initialized = false; } wo->update_flag = 0; if (wo->use_nodes && wo->nodetree) { struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo); grp = DRW_shgroup_material_create(gpumat, psl->probe_background); if (grp) { DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); DRW_shgroup_call_add(grp, geom, NULL); } else { /* Shader failed : pink background */ static float pink[3] = {1.0f, 0.0f, 1.0f}; col = pink; } } } /* Fallback if shader fails or if not using nodetree. */ if (grp == NULL) { grp = DRW_shgroup_create(e_data.probe_default_sh, psl->probe_background); DRW_shgroup_uniform_vec3(grp, "color", col, 1); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); DRW_shgroup_call_add(grp, geom, NULL); } } { psl->probe_glossy_compute = DRW_pass_create("LightProbe Glossy Compute", DRW_STATE_WRITE_COLOR); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_filter_glossy_sh, psl->probe_glossy_compute, geom); DRW_shgroup_uniform_float(grp, "sampleCount", &sldata->probes->samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &sldata->probes->invsamples_ct, 1); DRW_shgroup_uniform_float(grp, "roughnessSquared", &sldata->probes->roughness, 1); DRW_shgroup_uniform_float(grp, "lodFactor", &sldata->probes->lodfactor, 1); DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lod_rt_max, 1); DRW_shgroup_uniform_float(grp, "texelSize", &sldata->probes->texel_size, 1); DRW_shgroup_uniform_float(grp, "paddingSize", &sldata->probes->padding_size, 1); DRW_shgroup_uniform_int(grp, "Layer", &sldata->probes->layer, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt); DRW_shgroup_set_instance_count(grp, 1); } { psl->probe_diffuse_compute = DRW_pass_create("LightProbe Diffuse Compute", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_diffuse_sh, psl->probe_diffuse_compute); #ifdef IRRADIANCE_SH_L2 DRW_shgroup_uniform_int(grp, "probeSize", &sldata->probes->shres, 1); #else DRW_shgroup_uniform_float(grp, "sampleCount", &sldata->probes->samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &sldata->probes->invsamples_ct, 1); DRW_shgroup_uniform_float(grp, "lodFactor", &sldata->probes->lodfactor, 1); DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lod_rt_max, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); #endif DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); } { psl->probe_grid_fill = DRW_pass_create("LightProbe Grid Floodfill", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_fill_sh, psl->probe_grid_fill); DRW_shgroup_uniform_buffer(grp, "gridTexture", &sldata->irradiance_pool); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK; psl->probe_display = DRW_pass_create("LightProbe Display", state); struct Gwn_Batch *geom = DRW_cache_sphere_get(); DRWShadingGroup *grp = stl->g_data->cube_display_shgrp = DRW_shgroup_instance_create(e_data.probe_cube_display_sh, psl->probe_display, geom); DRW_shgroup_attrib_float(grp, "probe_id", 1); /* XXX this works because we are still uploading 4bytes and using the right stride */ DRW_shgroup_attrib_float(grp, "probe_location", 3); DRW_shgroup_attrib_float(grp, "sphere_size", 1); DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1); DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool); geom = DRW_cache_quad_get(); grp = stl->g_data->planar_display_shgrp = DRW_shgroup_instance_create(e_data.probe_planar_display_sh, psl->probe_display, geom); DRW_shgroup_attrib_float(grp, "probe_id", 1); /* XXX this works because we are still uploading 4bytes and using the right stride */ DRW_shgroup_attrib_float(grp, "probe_mat", 16); DRW_shgroup_uniform_buffer(grp, "probePlanars", &txl->planar_pool); } { psl->probe_planar_downsample_ps = DRW_pass_create("LightProbe Planar Downsample", DRW_STATE_WRITE_COLOR); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = stl->g_data->planar_downsample = DRW_shgroup_instance_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps, geom); DRW_shgroup_uniform_buffer(grp, "source", &txl->planar_pool); DRW_shgroup_uniform_float(grp, "fireflyFactor", &stl->effects->ssr_firefly_fac, 1); } } void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) { EEVEE_LightProbesInfo *pinfo = sldata->probes; LightProbe *probe = (LightProbe *)ob->data; /* Step 1 find all lamps in the scene and setup them */ if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) || (probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE)) { printf("Too much probes in the scene !!!\n"); return; } EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); ped->num_cell = probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z; if (ped->need_full_update) { ped->need_full_update = false; ped->need_update = true; ped->probe_id = 0; if (probe->type == LIGHTPROBE_TYPE_GRID) { ped->updated_cells = 0; ped->updated_lvl = 0; pinfo->updated_bounce = 0; pinfo->grid_initialized = false; } } if (e_data.update_world) { ped->need_update = true; ped->updated_cells = 0; ped->updated_lvl = 0; ped->probe_id = 0; } if (probe->type == LIGHTPROBE_TYPE_CUBE) { pinfo->probes_cube_ref[pinfo->num_cube] = ob; pinfo->num_cube++; } else if (probe->type == LIGHTPROBE_TYPE_PLANAR) { pinfo->probes_planar_ref[pinfo->num_planar] = ob; pinfo->num_planar++; } else { /* GRID */ pinfo->probes_grid_ref[pinfo->num_grid] = ob; pinfo->num_grid++; } } /* TODO find a nice name to push it to math_matrix.c */ static void scale_m4_v3(float R[4][4], float v[3]) { for (int i = 0; i < 4; ++i) mul_v3_v3(R[i], v); } static void EEVEE_planar_reflections_updates(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl) { EEVEE_LightProbesInfo *pinfo = sldata->probes; Object *ob; float mtx[4][4], normat[4][4], imat[4][4], rangemat[4][4]; float viewmat[4][4], winmat[4][4]; DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); zero_m4(rangemat); rangemat[0][0] = rangemat[1][1] = rangemat[2][2] = 0.5f; rangemat[3][0] = rangemat[3][1] = rangemat[3][2] = 0.5f; rangemat[3][3] = 1.0f; /* PLANAR REFLECTION */ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) { LightProbe *probe = (LightProbe *)ob->data; EEVEE_PlanarReflection *eplanar = &pinfo->planar_data[i]; EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); /* Computing mtx : matrix that mirror position around object's XY plane. */ normalize_m4_m4(normat, ob->obmat); /* object > world */ invert_m4_m4(imat, normat); /* world > object */ float reflect[3] = {1.0f, 1.0f, -1.0f}; /* XY reflection plane */ scale_m4_v3(imat, reflect); /* world > object > mirrored obj */ mul_m4_m4m4(mtx, normat, imat); /* world > object > mirrored obj > world */ /* Reflect Camera Matrix. */ mul_m4_m4m4(ped->viewmat, viewmat, mtx); /* TODO FOV margin */ float winmat_fov[4][4]; copy_m4_m4(winmat_fov, winmat); /* Apply Perspective Matrix. */ mul_m4_m4m4(ped->persmat, winmat_fov, ped->viewmat); /* This is the matrix used to reconstruct texture coordinates. * We use the original view matrix because it does not create * visual artifacts if receiver is not perfectly aligned with * the planar reflection probe. */ mul_m4_m4m4(eplanar->reflectionmat, winmat_fov, viewmat); /* TODO FOV margin */ /* Convert from [-1, 1] to [0, 1] (NDC to Texture coord). */ mul_m4_m4m4(eplanar->reflectionmat, rangemat, eplanar->reflectionmat); /* TODO frustum check. */ ped->need_update = true; /* Compute clip plane equation / normal. */ float refpoint[3]; copy_v3_v3(eplanar->plane_equation, ob->obmat[2]); normalize_v3(eplanar->plane_equation); /* plane normal */ eplanar->plane_equation[3] = -dot_v3v3(eplanar->plane_equation, ob->obmat[3]); /* Compute offset plane equation (fix missing texels near reflection plane). */ copy_v3_v3(ped->planer_eq_offset, eplanar->plane_equation); mul_v3_v3fl(refpoint, eplanar->plane_equation, -probe->clipsta); add_v3_v3(refpoint, ob->obmat[3]); ped->planer_eq_offset[3] = -dot_v3v3(eplanar->plane_equation, refpoint); /* Compute XY clip planes. */ normalize_v3_v3(eplanar->clip_vec_x, ob->obmat[0]); normalize_v3_v3(eplanar->clip_vec_y, ob->obmat[1]); float vec[3] = {0.0f, 0.0f, 0.0f}; vec[0] = 1.0f; vec[1] = 0.0f; vec[2] = 0.0f; mul_m4_v3(ob->obmat, vec); /* Point on the edge */ eplanar->clip_edge_x_pos = dot_v3v3(eplanar->clip_vec_x, vec); vec[0] = 0.0f; vec[1] = 1.0f; vec[2] = 0.0f; mul_m4_v3(ob->obmat, vec); /* Point on the edge */ eplanar->clip_edge_y_pos = dot_v3v3(eplanar->clip_vec_y, vec); vec[0] = -1.0f; vec[1] = 0.0f; vec[2] = 0.0f; mul_m4_v3(ob->obmat, vec); /* Point on the edge */ eplanar->clip_edge_x_neg = dot_v3v3(eplanar->clip_vec_x, vec); vec[0] = 0.0f; vec[1] = -1.0f; vec[2] = 0.0f; mul_m4_v3(ob->obmat, vec); /* Point on the edge */ eplanar->clip_edge_y_neg = dot_v3v3(eplanar->clip_vec_y, vec); /* Facing factors */ float max_angle = max_ff(1e-2f, probe->falloff) * M_PI * 0.5f; float min_angle = 0.0f; eplanar->facing_scale = 1.0f / max_ff(1e-8f, cosf(min_angle) - cosf(max_angle)); eplanar->facing_bias = -min_ff(1.0f - 1e-8f, cosf(max_angle)) * eplanar->facing_scale; /* Distance factors */ float max_dist = probe->distinf; float min_dist = min_ff(1.0f - 1e-8f, 1.0f - probe->falloff) * probe->distinf; eplanar->attenuation_scale = -1.0f / max_ff(1e-8f, max_dist - min_dist); eplanar->attenuation_bias = max_dist * -eplanar->attenuation_scale; /* Debug Display */ if (BKE_object_is_visible(ob) && DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { DRW_shgroup_call_dynamic_add(stl->g_data->planar_display_shgrp, &ped->probe_id, ob->obmat); } } } static void EEVEE_lightprobes_updates(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, EEVEE_StorageList *stl) { EEVEE_LightProbesInfo *pinfo = sldata->probes; Object *ob; /* CUBE REFLECTION */ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) { LightProbe *probe = (LightProbe *)ob->data; EEVEE_LightProbe *eprobe = &pinfo->probe_data[i]; EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); /* Update transforms */ copy_v3_v3(eprobe->position, ob->obmat[3]); /* Attenuation */ eprobe->attenuation_type = probe->attenuation_type; eprobe->attenuation_fac = 1.0f / max_ff(1e-8f, probe->falloff); unit_m4(eprobe->attenuationmat); scale_m4_fl(eprobe->attenuationmat, probe->distinf); mul_m4_m4m4(eprobe->attenuationmat, ob->obmat, eprobe->attenuationmat); invert_m4(eprobe->attenuationmat); /* Parallax */ float dist; if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) { eprobe->parallax_type = probe->parallax_type; dist = probe->distpar; } else { eprobe->parallax_type = probe->attenuation_type; dist = probe->distinf; } unit_m4(eprobe->parallaxmat); scale_m4_fl(eprobe->parallaxmat, dist); mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat); invert_m4(eprobe->parallaxmat); /* Debug Display */ if (BKE_object_is_visible(ob) && DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { ped->probe_size = probe->data_draw_size * 0.1f; DRW_shgroup_call_dynamic_add( stl->g_data->cube_display_shgrp, &ped->probe_id, ob->obmat[3], &ped->probe_size); } } /* IRRADIANCE GRID */ int offset = 1; /* to account for the world probe */ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) { LightProbe *probe = (LightProbe *)ob->data; EEVEE_LightGrid *egrid = &pinfo->grid_data[i]; EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); /* Add one for level 0 */ ped->max_lvl = 1.0f + floorf(log2f((float)MAX3(probe->grid_resolution_x, probe->grid_resolution_y, probe->grid_resolution_z))); egrid->offset = offset; float fac = 1.0f / max_ff(1e-8f, probe->falloff); egrid->attenuation_scale = fac / max_ff(1e-8f, probe->distinf); egrid->attenuation_bias = fac; /* Set offset for the next grid */ offset += ped->num_cell; /* Update transforms */ float cell_dim[3], half_cell_dim[3]; cell_dim[0] = 2.0f / (float)(probe->grid_resolution_x); cell_dim[1] = 2.0f / (float)(probe->grid_resolution_y); cell_dim[2] = 2.0f / (float)(probe->grid_resolution_z); mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f); /* Matrix converting world space to cell ranges. */ invert_m4_m4(egrid->mat, ob->obmat); /* First cell. */ copy_v3_fl(egrid->corner, -1.0f); add_v3_v3(egrid->corner, half_cell_dim); mul_m4_v3(ob->obmat, egrid->corner); /* Opposite neighbor cell. */ copy_v3_fl3(egrid->increment_x, cell_dim[0], 0.0f, 0.0f); add_v3_v3(egrid->increment_x, half_cell_dim); add_v3_fl(egrid->increment_x, -1.0f); mul_m4_v3(ob->obmat, egrid->increment_x); sub_v3_v3(egrid->increment_x, egrid->corner); copy_v3_fl3(egrid->increment_y, 0.0f, cell_dim[1], 0.0f); add_v3_v3(egrid->increment_y, half_cell_dim); add_v3_fl(egrid->increment_y, -1.0f); mul_m4_v3(ob->obmat, egrid->increment_y); sub_v3_v3(egrid->increment_y, egrid->corner); copy_v3_fl3(egrid->increment_z, 0.0f, 0.0f, cell_dim[2]); add_v3_v3(egrid->increment_z, half_cell_dim); add_v3_fl(egrid->increment_z, -1.0f); mul_m4_v3(ob->obmat, egrid->increment_z); sub_v3_v3(egrid->increment_z, egrid->corner); copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x); /* Debug Display */ if (BKE_object_is_visible(ob) && DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { struct Gwn_Batch *geom = DRW_cache_sphere_get(); DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_grid_display_sh, psl->probe_display, geom); DRW_shgroup_set_instance_count(grp, ped->num_cell); DRW_shgroup_uniform_int(grp, "offset", &egrid->offset, 1); DRW_shgroup_uniform_ivec3(grp, "grid_resolution", egrid->resolution, 1); DRW_shgroup_uniform_vec3(grp, "corner", egrid->corner, 1); DRW_shgroup_uniform_vec3(grp, "increment_x", egrid->increment_x, 1); DRW_shgroup_uniform_vec3(grp, "increment_y", egrid->increment_y, 1); DRW_shgroup_uniform_vec3(grp, "increment_z", egrid->increment_z, 1); DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool); DRW_shgroup_uniform_float(grp, "sphere_size", &probe->data_draw_size, 1); } } } void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_LightProbesInfo *pinfo = sldata->probes; Object *ob; /* Setup enough layers. */ /* Free textures if number mismatch. */ if (pinfo->num_cube != pinfo->cache_num_cube) { DRW_TEXTURE_FREE_SAFE(sldata->probe_pool); } if (pinfo->num_planar != pinfo->cache_num_planar) { DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_pool); DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_depth); pinfo->cache_num_planar = pinfo->num_planar; } /* XXX this should be run each frame as it ensure planar_depth is set */ planar_pool_ensure_alloc(vedata, pinfo->num_planar); /* Setup planar filtering pass */ DRW_shgroup_set_instance_count(stl->g_data->planar_downsample, pinfo->num_planar); if (!sldata->probe_pool) { sldata->probe_pool = DRW_texture_create_2D_array(pinfo->cubemap_res, pinfo->cubemap_res, max_ff(1, pinfo->num_cube), DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); if (sldata->probe_filter_fb) { DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); } /* Tag probes to refresh */ e_data.update_world |= PROBE_UPDATE_CUBE; e_data.world_ready_to_shade = false; pinfo->num_render_cube = 0; pinfo->cache_num_cube = pinfo->num_cube; for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); ped->need_update = true; ped->ready_to_shade = false; ped->probe_id = 0; } } DRWFboTexture tex_filter = {&sldata->probe_pool, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP}; DRW_framebuffer_init(&sldata->probe_filter_fb, &draw_engine_eevee_type, pinfo->cubemap_res, pinfo->cubemap_res, &tex_filter, 1); #ifdef IRRADIANCE_SH_L2 /* we need a signed format for Spherical Harmonics */ int irradiance_format = DRW_TEX_RGBA_16; #else int irradiance_format = DRW_TEX_RGB_11_11_10; #endif /* TODO Allocate bigger storage if needed. */ if (!sldata->irradiance_pool || !sldata->irradiance_rt) { if (!sldata->irradiance_pool) { sldata->irradiance_pool = DRW_texture_create_2D(IRRADIANCE_POOL_SIZE, IRRADIANCE_POOL_SIZE, irradiance_format, DRW_TEX_FILTER, NULL); } if (!sldata->irradiance_rt) { sldata->irradiance_rt = DRW_texture_create_2D(IRRADIANCE_POOL_SIZE, IRRADIANCE_POOL_SIZE, irradiance_format, DRW_TEX_FILTER, NULL); } pinfo->num_render_grid = 0; pinfo->updated_bounce = 0; pinfo->grid_initialized = false; e_data.update_world |= PROBE_UPDATE_GRID; for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_PROBE); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); ped->need_update = true; ped->updated_cells = 0; } } if (pinfo->num_render_grid > pinfo->num_grid) { /* This can happen when deleting a probe. */ pinfo->num_render_grid = pinfo->num_grid; } EEVEE_lightprobes_updates(sldata, vedata->psl, vedata->stl); EEVEE_planar_reflections_updates(sldata, vedata->stl); DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data); DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data); DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data); } static void downsample_planar(void *vedata, int level) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; const float *size = DRW_viewport_size_get(); copy_v2_v2(stl->g_data->texel_size, size); for (int i = 0; i < level - 1; ++i) { stl->g_data->texel_size[0] /= 2.0f; stl->g_data->texel_size[1] /= 2.0f; min_ff(floorf(stl->g_data->texel_size[0]), 1.0f); min_ff(floorf(stl->g_data->texel_size[1]), 1.0f); } invert_v2(stl->g_data->texel_size); DRW_draw_pass(psl->probe_planar_downsample_ps); } /* Glossy filter probe_rt to probe_pool at index probe_idx */ static void glossy_filter_probe(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int probe_idx) { EEVEE_LightProbesInfo *pinfo = sldata->probes; /* Max lod used from the render target probe */ pinfo->lod_rt_max = floorf(log2f(pinfo->target_size)) - 2.0f; /* 2 - Let gpu create Mipmaps for Filtered Importance Sampling. */ /* Bind next framebuffer to be able to gen. mips for probe_rt. */ DRW_framebuffer_bind(sldata->probe_filter_fb); EEVEE_downsample_cube_buffer(vedata, sldata->probe_filter_fb, sldata->probe_rt, (int)(pinfo->lod_rt_max)); /* 3 - Render to probe array to the specified layer, do prefiltering. */ /* Detach to rebind the right mipmap. */ DRW_framebuffer_texture_detach(sldata->probe_pool); float mipsize = pinfo->cubemap_res; const int maxlevel = (int)floorf(log2f(pinfo->cubemap_res)); const int min_lod_level = 3; for (int i = 0; i < maxlevel - min_lod_level; i++) { float bias = (i == 0) ? -1.0f : 1.0f; pinfo->texel_size = 1.0f / mipsize; pinfo->padding_size = powf(2.0f, (float)(maxlevel - min_lod_level - 1 - i)); /* XXX : WHY THE HECK DO WE NEED THIS ??? */ /* padding is incorrect without this! float precision issue? */ if (pinfo->padding_size > 32) { pinfo->padding_size += 5; } if (pinfo->padding_size > 16) { pinfo->padding_size += 4; } else if (pinfo->padding_size > 8) { pinfo->padding_size += 2; } else if (pinfo->padding_size > 4) { pinfo->padding_size += 1; } pinfo->layer = probe_idx; pinfo->roughness = (float)i / ((float)maxlevel - 4.0f); pinfo->roughness *= pinfo->roughness; /* Disney Roughness */ pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */ CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */ #if 1 /* Variable Sample count (fast) */ switch (i) { case 0: pinfo->samples_ct = 1.0f; break; case 1: pinfo->samples_ct = 16.0f; break; case 2: pinfo->samples_ct = 32.0f; break; case 3: pinfo->samples_ct = 64.0f; break; default: pinfo->samples_ct = 128.0f; break; } #else /* Constant Sample count (slow) */ pinfo->samples_ct = 1024.0f; #endif pinfo->invsamples_ct = 1.0f / pinfo->samples_ct; pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, i); DRW_framebuffer_viewport_size(sldata->probe_filter_fb, 0, 0, mipsize, mipsize); DRW_draw_pass(psl->probe_glossy_compute); DRW_framebuffer_texture_detach(sldata->probe_pool); mipsize /= 2; CLAMP_MIN(mipsize, 1); } /* For shading, save max level of the octahedron map */ pinfo->lod_cube_max = (float)(maxlevel - min_lod_level) - 1.0f; /* reattach to have a valid framebuffer. */ DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); } /* Diffuse filter probe_rt to irradiance_pool at index probe_idx */ static void diffuse_filter_probe(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int offset) { EEVEE_LightProbesInfo *pinfo = sldata->probes; /* find cell position on the virtual 3D texture */ /* NOTE : Keep in sync with load_irradiance_cell() */ #if defined(IRRADIANCE_SH_L2) int size[2] = {3, 3}; #elif defined(IRRADIANCE_CUBEMAP) int size[2] = {8, 8}; pinfo->samples_ct = 1024.0f; #elif defined(IRRADIANCE_HL2) int size[2] = {3, 2}; pinfo->samples_ct = 1024.0f; #endif int cell_per_row = IRRADIANCE_POOL_SIZE / size[0]; int x = size[0] * (offset % cell_per_row); int y = size[1] * (offset / cell_per_row); #ifndef IRRADIANCE_SH_L2 /* Tweaking parameters to balance perf. vs precision */ const float bias = 0.0f; pinfo->invsamples_ct = 1.0f / pinfo->samples_ct; pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2); pinfo->lod_rt_max = floorf(log2f(pinfo->target_size)) - 2.0f; #else pinfo->shres = 32; /* Less texture fetches & reduce branches */ pinfo->lod_rt_max = 2.0f; /* Improve cache reuse */ #endif /* 4 - Compute spherical harmonics */ DRW_framebuffer_bind(sldata->probe_filter_fb); EEVEE_downsample_cube_buffer(vedata, sldata->probe_filter_fb, sldata->probe_rt, (int)(pinfo->lod_rt_max)); DRW_framebuffer_texture_detach(sldata->probe_pool); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0); DRW_framebuffer_viewport_size(sldata->probe_filter_fb, x, y, size[0], size[1]); DRW_draw_pass(psl->probe_diffuse_compute); /* reattach to have a valid framebuffer. */ DRW_framebuffer_texture_detach(sldata->irradiance_rt); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); } /* Render the scene to the probe_rt texture. */ static void render_scene_to_probe( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, const float pos[3], float clipsta, float clipend) { EEVEE_TextureList *txl = vedata->txl; EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_LightProbesInfo *pinfo = sldata->probes; float winmat[4][4], wininv[4][4], posmat[4][4], tmp_ao_dist, tmp_ao_samples, tmp_ao_settings; unit_m4(posmat); /* Move to capture position */ negate_v3_v3(posmat[3], pos); /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */ sldata->probes->specular_toggle = false; sldata->probes->ssr_toggle = false; sldata->probes->sss_toggle = false; /* Disable AO until we find a way to hide really bad discontinuities between cubefaces. */ tmp_ao_dist = stl->effects->ao_dist; tmp_ao_samples = stl->effects->ao_samples; tmp_ao_settings = stl->effects->ao_settings; stl->effects->ao_settings = 0.0f; /* Disable AO */ /* 1 - Render to each cubeface individually. * We do this instead of using geometry shader because a) it's faster, * b) it's easier than fixing the nodetree shaders (for view dependant effects). */ pinfo->layer = 0; perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend); /* Avoid using the texture attached to framebuffer when rendering. */ /* XXX */ GPUTexture *tmp_planar_pool = txl->planar_pool; GPUTexture *tmp_minz = stl->g_data->minzbuffer; GPUTexture *tmp_maxz = txl->maxzbuffer; txl->planar_pool = e_data.planar_pool_placeholder; stl->g_data->minzbuffer = e_data.depth_placeholder; txl->maxzbuffer = e_data.depth_placeholder; /* Detach to rebind the right cubeface. */ DRW_framebuffer_bind(sldata->probe_fb); DRW_framebuffer_texture_attach(sldata->probe_fb, e_data.cube_face_depth, 0, 0); DRW_framebuffer_texture_detach(sldata->probe_rt); for (int i = 0; i < 6; ++i) { float viewmat[4][4], persmat[4][4]; float viewinv[4][4], persinv[4][4]; /* Setup custom matrices */ mul_m4_m4m4(viewmat, cubefacemat[i], posmat); mul_m4_m4m4(persmat, winmat, viewmat); invert_m4_m4(persinv, persmat); invert_m4_m4(viewinv, viewmat); invert_m4_m4(wininv, winmat); DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS); DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV); DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV); DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN); DRW_viewport_matrix_override_set(wininv, DRW_MAT_WININV); /* Be sure that cascaded shadow maps are updated. */ EEVEE_draw_shadows(sldata, psl); DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0); DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, pinfo->target_size, pinfo->target_size); DRW_framebuffer_clear(false, true, false, NULL, 1.0); /* Depth prepass */ DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); DRW_draw_pass(psl->probe_background); // EEVEE_create_minmax_buffer(vedata, e_data.cube_face_depth); /* Rebind Planar FB */ DRW_framebuffer_bind(sldata->probe_fb); /* Shading pass */ EEVEE_draw_default_passes(psl); DRW_draw_pass(psl->material_pass); DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ DRW_framebuffer_texture_detach(sldata->probe_rt); } DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0); DRW_framebuffer_texture_detach(e_data.cube_face_depth); DRW_viewport_matrix_override_unset(DRW_MAT_PERS); DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV); DRW_viewport_matrix_override_unset(DRW_MAT_VIEW); DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV); DRW_viewport_matrix_override_unset(DRW_MAT_WIN); DRW_viewport_matrix_override_unset(DRW_MAT_WININV); /* Restore */ pinfo->specular_toggle = true; pinfo->ssr_toggle = true; pinfo->sss_toggle = true; txl->planar_pool = tmp_planar_pool; stl->g_data->minzbuffer = tmp_minz; txl->maxzbuffer = tmp_maxz; stl->effects->ao_dist = tmp_ao_dist; stl->effects->ao_samples = tmp_ao_samples; stl->effects->ao_settings = tmp_ao_settings; } static void render_scene_to_planar( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int layer, float (*viewmat)[4], float (*persmat)[4], float clip_plane[4]) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_PassList *psl = vedata->psl; float viewinv[4][4]; float persinv[4][4]; invert_m4_m4(viewinv, viewmat); invert_m4_m4(persinv, persmat); DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS); DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV); DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV); /* Since we are rendering with an inverted view matrix, we need * to invert the facing for backface culling to be the same. */ DRW_state_invert_facing(); /* Be sure that cascaded shadow maps are updated. */ EEVEE_draw_shadows(sldata, psl); DRW_state_clip_planes_add(clip_plane); /* Attach depth here since it's a DRW_TEX_TEMP */ DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_depth, 0, layer, 0); DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_pool, 0, layer, 0); DRW_framebuffer_bind(fbl->planarref_fb); DRW_framebuffer_clear(false, true, false, NULL, 1.0); /* Turn off ssr to avoid black specular */ /* TODO : Enable SSR in planar reflections? (Would be very heavy) */ sldata->probes->ssr_toggle = false; sldata->probes->sss_toggle = false; /* Avoid using the texture attached to framebuffer when rendering. */ /* XXX */ GPUTexture *tmp_planar_pool = txl->planar_pool; GPUTexture *tmp_planar_depth = txl->planar_depth; txl->planar_pool = e_data.planar_pool_placeholder; txl->planar_depth = e_data.depth_array_placeholder; /* Depth prepass */ DRW_draw_pass(psl->depth_pass_clip); DRW_draw_pass(psl->depth_pass_clip_cull); /* Background */ DRW_draw_pass(psl->probe_background); EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer); /* Compute GTAO Horizons */ EEVEE_occlusion_compute(sldata, vedata); /* Rebind Planar FB */ DRW_framebuffer_bind(fbl->planarref_fb); /* Shading pass */ EEVEE_draw_default_passes(psl); DRW_draw_pass(psl->material_pass); DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ DRW_state_invert_facing(); DRW_state_clip_planes_reset(); /* Restore */ sldata->probes->ssr_toggle = true; sldata->probes->sss_toggle = true; txl->planar_pool = tmp_planar_pool; txl->planar_depth = tmp_planar_depth; DRW_viewport_matrix_override_unset(DRW_MAT_PERS); DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV); DRW_viewport_matrix_override_unset(DRW_MAT_VIEW); DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV); DRW_framebuffer_texture_detach(txl->planar_pool); DRW_framebuffer_texture_detach(txl->planar_depth); } static void render_world_to_probe(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl) { EEVEE_LightProbesInfo *pinfo = sldata->probes; float winmat[4][4], wininv[4][4]; /* 1 - Render to cubemap target using geometry shader. */ /* For world probe, we don't need to clear since we render the background directly. */ pinfo->layer = 0; perspective_m4(winmat, -0.1f, 0.1f, -0.1f, 0.1f, 0.1f, 1.0f); invert_m4_m4(wininv, winmat); /* Detach to rebind the right cubeface. */ DRW_framebuffer_bind(sldata->probe_fb); DRW_framebuffer_texture_detach(sldata->probe_rt); for (int i = 0; i < 6; ++i) { float viewmat[4][4], persmat[4][4]; float viewinv[4][4], persinv[4][4]; DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0); DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, pinfo->target_size, pinfo->target_size); /* Setup custom matrices */ copy_m4_m4(viewmat, cubefacemat[i]); mul_m4_m4m4(persmat, winmat, viewmat); invert_m4_m4(persinv, persmat); invert_m4_m4(viewinv, viewmat); DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS); DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV); DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV); DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN); DRW_viewport_matrix_override_set(wininv, DRW_MAT_WININV); DRW_draw_pass(psl->probe_background); DRW_framebuffer_texture_detach(sldata->probe_rt); } DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0); DRW_viewport_matrix_override_unset(DRW_MAT_PERS); DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV); DRW_viewport_matrix_override_unset(DRW_MAT_VIEW); DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV); DRW_viewport_matrix_override_unset(DRW_MAT_WIN); DRW_viewport_matrix_override_unset(DRW_MAT_WININV); } static void lightprobe_cell_grid_location_get(EEVEE_LightGrid *egrid, int cell_idx, float r_local_cell[3]) { /* Keep in sync with lightprobe_grid_display_vert */ r_local_cell[2] = (float)(cell_idx % egrid->resolution[2]); r_local_cell[1] = (float)((cell_idx / egrid->resolution[2]) % egrid->resolution[1]); r_local_cell[0] = (float)(cell_idx / (egrid->resolution[2] * egrid->resolution[1])); } static void lightprobe_cell_world_location_get(EEVEE_LightGrid *egrid, float local_cell[3], float r_pos[3]) { float tmp[3]; copy_v3_v3(r_pos, egrid->corner); mul_v3_v3fl(tmp, egrid->increment_x, local_cell[0]); add_v3_v3(r_pos, tmp); mul_v3_v3fl(tmp, egrid->increment_y, local_cell[1]); add_v3_v3(r_pos, tmp); mul_v3_v3fl(tmp, egrid->increment_z, local_cell[2]); add_v3_v3(r_pos, tmp); } static void lightprobes_refresh_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_LightProbesInfo *pinfo = sldata->probes; render_world_to_probe(sldata, psl); if (e_data.update_world & PROBE_UPDATE_CUBE) { glossy_filter_probe(sldata, vedata, psl, 0); } if (e_data.update_world & PROBE_UPDATE_GRID) { diffuse_filter_probe(sldata, vedata, psl, 0); SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); DRW_framebuffer_texture_detach(sldata->probe_pool); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0); DRW_draw_pass(psl->probe_grid_fill); DRW_framebuffer_texture_detach(sldata->irradiance_rt); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); } e_data.update_world = 0; if (!e_data.world_ready_to_shade) { e_data.world_ready_to_shade = true; pinfo->num_render_cube = 1; pinfo->num_render_grid = 1; } DRW_viewport_request_redraw(); } static void lightprobes_refresh_initialize_grid(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_LightProbesInfo *pinfo = sldata->probes; EEVEE_PassList *psl = vedata->psl; if (pinfo->grid_initialized) { /* Gris is already initialized, nothing to do. */ return; } DRW_framebuffer_texture_detach(sldata->probe_pool); /* Flood fill with world irradiance. */ DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0); DRW_draw_pass(psl->probe_grid_fill); DRW_framebuffer_texture_detach(sldata->irradiance_rt); SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0); DRW_draw_pass(psl->probe_grid_fill); DRW_framebuffer_texture_detach(sldata->irradiance_rt); SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); /* Reattach to have a valid framebuffer. */ DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); pinfo->grid_initialized = true; } static void lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_TextureList *txl = vedata->txl; Object *ob; EEVEE_LightProbesInfo *pinfo = sldata->probes; for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); if (!ped->need_update) { continue; } /* Temporary Remove all planar reflections (avoid lag effect). */ int tmp_num_planar = pinfo->num_planar; pinfo->num_planar = 0; render_scene_to_planar(sldata, vedata, i, ped->viewmat, ped->persmat, ped->planer_eq_offset); /* Restore */ pinfo->num_planar = tmp_num_planar; ped->need_update = false; ped->probe_id = i; } /* If there is at least one planar probe */ if (pinfo->num_planar > 0 && (vedata->stl->effects->enabled_effects & EFFECT_SSR) != 0) { const int max_lod = 9; DRW_stats_group_start("Planar Probe Downsample"); DRW_framebuffer_recursive_downsample(vedata->fbl->downsample_fb, txl->planar_pool, max_lod, &downsample_planar, vedata); /* For shading, save max level of the planar map */ pinfo->lod_planar_max = (float)(max_lod); DRW_stats_group_end(); } } static void lightprobes_refresh_cube(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_LightProbesInfo *pinfo = sldata->probes; Object *ob; for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); if (!ped->need_update) { continue; } LightProbe *prb = (LightProbe *)ob->data; render_scene_to_probe(sldata, vedata, ob->obmat[3], prb->clipsta, prb->clipend); glossy_filter_probe(sldata, vedata, psl, i); ped->need_update = false; ped->probe_id = i; if (!ped->ready_to_shade) { pinfo->num_render_cube++; ped->ready_to_shade = true; } #if 0 printf("Update Cubemap %d\n", i); #endif DRW_viewport_request_redraw(); /* Do not let this frame accumulate. */ stl->effects->taa_current_sample = 1; /* Only do one probe per frame */ lightprobes_refresh_planar(sldata, vedata); return; } } static void lightprobes_refresh_all_no_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_LightProbesInfo *pinfo = sldata->probes; Object *ob; const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; if (draw_ctx->evil_C != NULL) { /* Only compute probes if not navigating or in playback */ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); if (((rv3d->rflag & RV3D_NAVIGATING) != 0) || ED_screen_animation_no_scrub(wm) != NULL) { lightprobes_refresh_planar(sldata, vedata); return; } } /* Make sure grid is initialized. */ lightprobes_refresh_initialize_grid(sldata, vedata); /* Reflection probes depend on diffuse lighting thus on irradiance grid, * so update them first. */ while (pinfo->updated_bounce < pinfo->num_bounce) { pinfo->num_render_grid = pinfo->num_grid; /* TODO(sergey): This logic can be split into smaller functions. */ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); if (!ped->need_update) { continue; } EEVEE_LightGrid *egrid = &pinfo->grid_data[i]; LightProbe *prb = (LightProbe *)ob->data; /* Find the next cell corresponding to the current level. */ bool valid_cell = false; int cell_id = ped->updated_cells; float pos[3], grid_loc[3]; /* Other levels */ int current_stride = 1 << max_ii(0, ped->max_lvl - ped->updated_lvl); int prev_stride = current_stride << 1; bool do_rendering = true; while (!valid_cell) { cell_id = ped->updated_cells; lightprobe_cell_grid_location_get(egrid, cell_id, grid_loc); if (ped->updated_lvl == 0 && cell_id == 0) { valid_cell = true; ped->updated_cells = ped->num_cell; continue; } else if (((((int)grid_loc[0] % current_stride) == 0) && (((int)grid_loc[1] % current_stride) == 0) && (((int)grid_loc[2] % current_stride) == 0)) && !((((int)grid_loc[0] % prev_stride) == 0) && (((int)grid_loc[1] % prev_stride) == 0) && (((int)grid_loc[2] % prev_stride) == 0))) { valid_cell = true; } ped->updated_cells++; if (ped->updated_cells > ped->num_cell) { do_rendering = false; break; } } if (do_rendering) { lightprobe_cell_world_location_get(egrid, grid_loc, pos); SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); /* Temporary Remove all probes. */ int tmp_num_render_grid = pinfo->num_render_grid; int tmp_num_render_cube = pinfo->num_render_cube; int tmp_num_planar = pinfo->num_planar; pinfo->num_render_cube = 0; pinfo->num_planar = 0; /* Use light from previous bounce when capturing radiance. */ if (pinfo->updated_bounce == 0) { pinfo->num_render_grid = 0; } render_scene_to_probe(sldata, vedata, pos, prb->clipsta, prb->clipend); diffuse_filter_probe(sldata, vedata, psl, egrid->offset + cell_id); /* To see what is going on. */ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); /* Restore */ pinfo->num_render_grid = tmp_num_render_grid; pinfo->num_render_cube = tmp_num_render_cube; pinfo->num_planar = tmp_num_planar; } if (ped->updated_cells >= ped->num_cell) { ped->updated_lvl++; ped->updated_cells = 0; if (ped->updated_lvl > ped->max_lvl) { ped->need_update = false; } egrid->level_bias = (float)(1 << max_ii(0, ped->max_lvl - ped->updated_lvl + 1)); DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data); } #if 0 printf("Updated Grid %d : cell %d / %d, bounce %d / %d\n", i, ped->updated_cells, ped->num_cell, pinfo->updated_bounce + 1, pinfo->num_bounce); #endif /* Only do one probe per frame */ DRW_viewport_request_redraw(); /* Do not let this frame accumulate. */ stl->effects->taa_current_sample = 1; lightprobes_refresh_planar(sldata, vedata); return; } pinfo->updated_bounce++; pinfo->num_render_grid = pinfo->num_grid; if (pinfo->updated_bounce < pinfo->num_bounce) { /* Retag all grids to update for next bounce */ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob); ped->need_update = true; ped->updated_cells = 0; ped->updated_lvl = 0; } SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt); /* Reset the next buffer so we can see the progress. */ DRW_framebuffer_texture_detach(sldata->probe_pool); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0); DRW_draw_pass(psl->probe_grid_fill); DRW_framebuffer_texture_detach(sldata->irradiance_rt); DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0); } } /* Refresh cube probe when needed. */ lightprobes_refresh_cube(sldata, vedata); } void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { /* Render world in priority */ if (e_data.update_world) { lightprobes_refresh_world(sldata, vedata); } else if (true) { /* TODO if at least one probe needs refresh */ lightprobes_refresh_all_no_world(sldata, vedata); } } void EEVEE_lightprobes_free(void) { DRW_SHADER_FREE_SAFE(e_data.probe_default_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh); DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh); DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh); DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh); DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh); DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh); DRW_TEXTURE_FREE_SAFE(e_data.hammersley); DRW_TEXTURE_FREE_SAFE(e_data.planar_pool_placeholder); DRW_TEXTURE_FREE_SAFE(e_data.depth_placeholder); DRW_TEXTURE_FREE_SAFE(e_data.depth_array_placeholder); }