/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file eevee_lights.c * \ingroup DNA */ #include "DRW_render.h" #include "BKE_object.h" #include "eevee_engine.h" #include "eevee_private.h" /* 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_LightData { short light_id, shadow_id; } EEVEE_LightData; typedef struct EEVEE_ShadowCubeData { short light_id, shadow_id; float viewprojmat[6][4][4]; } EEVEE_ShadowCubeData; typedef struct EEVEE_ShadowMapData { short light_id, shadow_id; float viewprojmat[4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */ } EEVEE_ShadowMapData; typedef struct EEVEE_ShadowCascadeData { short light_id, shadow_id; float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */ } EEVEE_ShadowCascadeData; typedef struct ShadowCaster { struct ShadowCaster *next, *prev; void *ob; bool prune; } ShadowCaster; static struct { struct GPUShader *shadow_sh; struct GPUShader *shadow_store_sh; } e_data = {NULL}; /* Engine data */ extern char datatoc_shadow_vert_glsl[]; extern char datatoc_shadow_geom_glsl[]; extern char datatoc_shadow_frag_glsl[]; extern char datatoc_shadow_store_vert_glsl[]; extern char datatoc_shadow_store_geom_glsl[]; extern char datatoc_shadow_store_frag_glsl[]; /* *********** FUNCTIONS *********** */ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata) { const unsigned int shadow_ubo_size = sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE + sizeof(EEVEE_ShadowMap) * MAX_SHADOW_MAP + sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE; if (!e_data.shadow_sh) { e_data.shadow_sh = DRW_shader_create( datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL); e_data.shadow_store_sh = DRW_shader_create( datatoc_shadow_store_vert_glsl, datatoc_shadow_store_geom_glsl, datatoc_shadow_store_frag_glsl, NULL); } if (!sldata->lamps) { sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo"); sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL); sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL); sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL); } } void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl) { EEVEE_LampsInfo *linfo = sldata->lamps; linfo->num_light = linfo->num_cube = linfo->num_map = linfo->num_cascade = 0; memset(linfo->light_ref, 0, sizeof(linfo->light_ref)); memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref)); memset(linfo->shadow_map_ref, 0, sizeof(linfo->shadow_map_ref)); memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref)); { psl->shadow_cube_store_pass = DRW_pass_create("Shadow Storage Pass", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_store_sh, psl->shadow_cube_store_pass); DRW_shgroup_uniform_buffer(grp, "shadowCube", &sldata->shadow_color_cube_target); DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } { psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); } { psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); } /* Reset shadow casters list */ BLI_freelistN(&sldata->shadow_casters); } void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob) { EEVEE_LampsInfo *linfo = sldata->lamps; /* Step 1 find all lamps in the scene and setup them */ if (linfo->num_light > MAX_LIGHT) { printf("Too much lamps in the scene !!!\n"); linfo->num_light = MAX_LIGHT; } else { Lamp *la = (Lamp *)ob->data; EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) { led->need_update = true; } MEM_SAFE_FREE(led->storage); #if 1 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */ if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) { if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) { #if 0 /* TODO filter cascaded shadow map */ led->storage = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData"); ((EEVEE_ShadowCascadeData *)led->storage)->shadow_id = linfo->num_cascade; linfo->shadow_cascade_ref[linfo->num_cascade] = ob; linfo->num_cascade++; #endif } else if ((la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) && linfo->num_cube < MAX_SHADOW_CUBE) { led->storage = MEM_mallocN(sizeof(EEVEE_ShadowCubeData), "EEVEE_ShadowCubeData"); ((EEVEE_ShadowCubeData *)led->storage)->shadow_id = linfo->num_cube; linfo->shadow_cube_ref[linfo->num_cube] = ob; linfo->num_cube++; } } #else UNUSED_VARS(la); #endif /* Default light without shadows */ if (!led->storage) { led->storage = MEM_mallocN(sizeof(EEVEE_LightData), "EEVEE_LightData"); ((EEVEE_LightData *)led->storage)->shadow_id = -1; } ((EEVEE_LightData *)led->storage)->light_id = linfo->num_light; linfo->light_ref[linfo->num_light] = ob; linfo->num_light++; } } /* Add a shadow caster to the shadowpasses */ void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Batch *geom, float (*obmat)[4]) { DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom); DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); for (int i = 0; i < 6; ++i) DRW_shgroup_call_dynamic_add_empty(grp); grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom); DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo); DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat); for (int i = 0; i < MAX_CASCADE_NUM; ++i) DRW_shgroup_call_dynamic_add_empty(grp); } void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata) { EEVEE_LampsInfo *linfo = sldata->lamps; /* Setup enough layers. */ /* Free textures if number mismatch. */ if (linfo->num_cube != linfo->cache_num_cube) { DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cube_pool); linfo->cache_num_cube = linfo->num_cube; linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE; } if (linfo->num_map != linfo->cache_num_map) { DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_map_pool); linfo->cache_num_map = linfo->num_map; } if (linfo->num_cascade != linfo->cache_num_cascade) { DRW_TEXTURE_FREE_SAFE(sldata->shadow_depth_cascade_pool); linfo->cache_num_cascade = linfo->num_cascade; } /* Initialize Textures Arrays first so DRW_framebuffer_init just bind them. */ if (!sldata->shadow_depth_cube_target) { /* Render Cubemap */ sldata->shadow_depth_cube_target = DRW_texture_create_cube(512, DRW_TEX_DEPTH_24, 0, NULL); sldata->shadow_color_cube_target = DRW_texture_create_cube(512, DRW_TEX_R_32, DRW_TEX_FILTER, NULL); if (sldata->shadow_cube_fb) { DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_depth_cube_target, 0, 0); DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_color_cube_target, 0, 0); } } if (!sldata->shadow_depth_cube_pool) { /* Cubemap / octahedral map pool */ /* TODO Cubemap array */ sldata->shadow_depth_cube_pool = DRW_texture_create_2D_array( 512, 512, max_ff(1, linfo->num_cube), DRW_TEX_R_16, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); if (sldata->shadow_cube_fb) { DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_depth_cube_pool, 0, 0); } } if (!sldata->shadow_depth_map_pool) { sldata->shadow_depth_map_pool = DRW_texture_create_2D_array( 512, 512, max_ff(1, linfo->num_map), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); if (sldata->shadow_map_fb) { DRW_framebuffer_texture_attach(sldata->shadow_map_fb, sldata->shadow_depth_map_pool, 0, 0); } } if (!sldata->shadow_depth_cascade_pool) { sldata->shadow_depth_cascade_pool = DRW_texture_create_2D_array( 512, 512, max_ff(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); if (sldata->shadow_cascade_fb) { DRW_framebuffer_texture_attach(sldata->shadow_cascade_fb, sldata->shadow_depth_map_pool, 0, 0); } } DRWFboTexture tex_cube_target[2] = { {&sldata->shadow_depth_cube_target, DRW_TEX_DEPTH_24, 0}, {&sldata->shadow_color_cube_target, DRW_TEX_R_16, DRW_TEX_FILTER}}; DRW_framebuffer_init(&sldata->shadow_cube_target_fb, &draw_engine_eevee_type, 512, 512, tex_cube_target, 2); DRWFboTexture tex_cube = {&sldata->shadow_depth_cube_pool, DRW_TEX_R_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&sldata->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1); DRWFboTexture tex_cascade = {&sldata->shadow_depth_cascade_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE}; DRW_framebuffer_init(&sldata->shadow_cascade_fb, &draw_engine_eevee_type, 512, 512, &tex_cascade, 1); /* Update Lamps UBOs. */ EEVEE_lights_update(sldata); } /* Update buffer with lamp data */ static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) { /* TODO only update if data changes */ EEVEE_LightData *evld = led->storage; EEVEE_Light *evli = linfo->light_data + evld->light_id; Lamp *la = (Lamp *)ob->data; float mat[4][4], scale[3], power; /* Position */ copy_v3_v3(evli->position, ob->obmat[3]); /* Color */ copy_v3_v3(evli->color, &la->r); /* Influence Radius */ evli->dist = la->dist; /* Vectors */ normalize_m4_m4_ex(mat, ob->obmat, scale); copy_v3_v3(evli->forwardvec, mat[2]); normalize_v3(evli->forwardvec); negate_v3(evli->forwardvec); copy_v3_v3(evli->rightvec, mat[0]); normalize_v3(evli->rightvec); copy_v3_v3(evli->upvec, mat[1]); normalize_v3(evli->upvec); /* Spot size & blend */ if (la->type == LA_SPOT) { evli->sizex = scale[0] / scale[2]; evli->sizey = scale[1] / scale[2]; evli->spotsize = cosf(la->spotsize * 0.5f); evli->spotblend = (1.0f - evli->spotsize) * la->spotblend; evli->radius = max_ff(0.001f, la->area_size); } else if (la->type == LA_AREA) { evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f); if (la->area_shape == LA_AREA_RECT) { evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f); } else { evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f); } } else { evli->radius = max_ff(0.001f, la->area_size); } /* Make illumination power constant */ if (la->type == LA_AREA) { power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */ * 80.0f; /* XXX : Empirical, Fit cycles power */ } else if (la->type == LA_SPOT || la->type == LA_LOCAL) { power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */ * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ /* for point lights (a.k.a radius == 0.0) */ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */ } else { power = 1.0f; } mul_v3_fl(evli->color, power * la->energy); /* Lamp Type */ evli->lamptype = (float)la->type; /* No shadow by default */ evli->shadowid = -1.0f; } static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) { float projmat[4][4]; EEVEE_ShadowCubeData *evsmp = (EEVEE_ShadowCubeData *)led->storage; EEVEE_Light *evli = linfo->light_data + evsmp->light_id; EEVEE_ShadowCube *evsh = linfo->shadow_cube_data + evsmp->shadow_id; Lamp *la = (Lamp *)ob->data; perspective_m4(projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend); for (int i = 0; i < 6; ++i) { float tmp[4][4]; unit_m4(tmp); negate_v3_v3(tmp[3], ob->obmat[3]); mul_m4_m4m4(tmp, cubefacemat[i], tmp); mul_m4_m4m4(evsmp->viewprojmat[i], projmat, tmp); } evsh->bias = 0.05f * la->bias; evsh->near = la->clipsta; evsh->far = la->clipend; evsh->exp = la->bleedexp; evli->shadowid = (float)(evsmp->shadow_id); } static void eevee_shadow_map_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) { float viewmat[4][4], projmat[4][4]; EEVEE_ShadowMapData *evsmp = (EEVEE_ShadowMapData *)led->storage; EEVEE_Light *evli = linfo->light_data + evsmp->light_id; EEVEE_ShadowMap *evsh = linfo->shadow_map_data + evsmp->shadow_id; Lamp *la = (Lamp *)ob->data; invert_m4_m4(viewmat, ob->obmat); normalize_v3(viewmat[0]); normalize_v3(viewmat[1]); normalize_v3(viewmat[2]); float wsize = la->shadow_frustum_size; orthographic_m4(projmat, -wsize, wsize, -wsize, wsize, la->clipsta, la->clipend); mul_m4_m4m4(evsmp->viewprojmat, projmat, viewmat); mul_m4_m4m4(evsh->shadowmat, texcomat, evsmp->viewprojmat); evsh->bias = 0.005f * la->bias; evli->shadowid = (float)(MAX_SHADOW_CUBE + evsmp->shadow_id); } #define LERP(t, a, b) ((a) + (t) * ((b) - (a))) static void frustum_min_bounding_sphere(const float corners[8][4], float r_center[3], float *r_radius) { #if 0 /* Simple solution but waist too much space. */ float minvec[3], maxvec[3]; /* compute the bounding box */ INIT_MINMAX(minvec, maxvec); for (int i = 0; i < 8; ++i) { minmax_v3v3_v3(minvec, maxvec, corners[i]); } /* compute the bounding sphere of this box */ r_radius = len_v3v3(minvec, maxvec) * 0.5f; add_v3_v3v3(r_center, minvec, maxvec); mul_v3_fl(r_center, 0.5f); #else /* Make the bouding sphere always centered on the front diagonal */ add_v3_v3v3(r_center, corners[4], corners[7]); mul_v3_fl(r_center, 0.5f); *r_radius = len_v3v3(corners[0], r_center); /* Search the largest distance between the sphere center * and the front plane corners. */ for (int i = 0; i < 4; ++i) { float rad = len_v3v3(corners[4+i], r_center); if (rad > *r_radius) { *r_radius = rad; } } #endif } static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led) { /* Camera Matrices */ float persmat[4][4], persinv[4][4]; float viewprojmat[4][4], projinv[4][4]; float near, far; float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f}; float far_v[4] = {0.0f, 0.0f, 1.0f, 1.0f}; bool is_persp = DRW_viewport_is_persp_get(); DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); invert_m4_m4(persinv, persmat); /* FIXME : Get near / far from Draw manager? */ DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN); invert_m4_m4(projinv, viewprojmat); mul_m4_v4(projinv, near_v); mul_m4_v4(projinv, far_v); near = near_v[2]; far = far_v[2]; /* TODO: Should be a shadow parameter */ if (is_persp) { near /= near_v[3]; far /= far_v[3]; } /* Lamps Matrices */ float viewmat[4][4], projmat[4][4]; int cascade_ct = MAX_CASCADE_NUM; float shadow_res = 512.0f; /* TODO parameter */ EEVEE_ShadowCascadeData *evscp = (EEVEE_ShadowCascadeData *)led->storage; EEVEE_Light *evli = linfo->light_data + evscp->light_id; EEVEE_ShadowCascade *evsh = linfo->shadow_cascade_data + evscp->shadow_id; Lamp *la = (Lamp *)ob->data; /* The technique consists into splitting * the view frustum into several sub-frustum * that are individually receiving one shadow map */ /* init near/far */ for (int c = 0; c < MAX_CASCADE_NUM; ++c) { evsh->split[c] = far; } /* Compute split planes */ float splits_ndc[MAX_CASCADE_NUM + 1]; splits_ndc[0] = -1.0f; splits_ndc[cascade_ct] = 1.0f; for (int c = 1; c < cascade_ct; ++c) { const float lambda = 0.8f; /* TODO : Parameter */ /* View Space */ float linear_split = LERP(((float)(c) / (float)cascade_ct), near, far); float exp_split = near * powf(far / near, (float)(c) / (float)cascade_ct); if (is_persp) { evsh->split[c-1] = LERP(lambda, linear_split, exp_split); } else { evsh->split[c-1] = linear_split; } /* NDC Space */ float p[4] = {1.0f, 1.0f, evsh->split[c-1], 1.0f}; mul_m4_v4(viewprojmat, p); splits_ndc[c] = p[2]; if (is_persp) { splits_ndc[c] /= p[3]; } } /* For each cascade */ for (int c = 0; c < cascade_ct; ++c) { /* Given 8 frustrum corners */ float corners[8][4] = { /* Near Cap */ {-1.0f, -1.0f, splits_ndc[c], 1.0f}, { 1.0f, -1.0f, splits_ndc[c], 1.0f}, {-1.0f, 1.0f, splits_ndc[c], 1.0f}, { 1.0f, 1.0f, splits_ndc[c], 1.0f}, /* Far Cap */ {-1.0f, -1.0f, splits_ndc[c+1], 1.0f}, { 1.0f, -1.0f, splits_ndc[c+1], 1.0f}, {-1.0f, 1.0f, splits_ndc[c+1], 1.0f}, { 1.0f, 1.0f, splits_ndc[c+1], 1.0f} }; /* Transform them into world space */ for (int i = 0; i < 8; ++i) { mul_m4_v4(persinv, corners[i]); mul_v3_fl(corners[i], 1.0f / corners[i][3]); corners[i][3] = 1.0f; } /* Project them into light space */ invert_m4_m4(viewmat, ob->obmat); normalize_v3(viewmat[0]); normalize_v3(viewmat[1]); normalize_v3(viewmat[2]); for (int i = 0; i < 8; ++i) { mul_m4_v4(viewmat, corners[i]); } float center[3], radius; frustum_min_bounding_sphere(corners, center, &radius); /* Snap projection center to nearest texel to cancel shimering. */ float shadow_origin[2], shadow_texco[2]; mul_v2_v2fl(shadow_origin, center, shadow_res / (2.0f * radius)); /* Light to texture space. */ /* Find the nearest texel. */ shadow_texco[0] = round(shadow_origin[0]); shadow_texco[1] = round(shadow_origin[1]); /* Compute offset. */ sub_v2_v2(shadow_texco, shadow_origin); mul_v2_fl(shadow_texco, (2.0f * radius) / shadow_res); /* Texture to light space. */ /* Apply offset. */ add_v2_v2(center, shadow_texco); /* Expand the projection to cover frustum range */ orthographic_m4(projmat, center[0] - radius, center[0] + radius, center[1] - radius, center[1] + radius, la->clipsta, la->clipend); mul_m4_m4m4(evscp->viewprojmat[c], projmat, viewmat); mul_m4_m4m4(evsh->shadowmat[c], texcomat, evscp->viewprojmat[c]); /* TODO modify bias depending on the cascade radius */ evsh->bias[c] = 0.005f * la->bias; } evli->shadowid = (float)(MAX_SHADOW_CUBE + MAX_SHADOW_MAP + evscp->shadow_id); } /* Used for checking if object is inside the shadow volume. */ static bool cube_bbox_intersect(const float cube_center[3], float cube_half_dim, const BoundBox *bb, float (*obmat)[4]) { float min[3], max[4], tmp[4][4]; unit_m4(tmp); translate_m4(tmp, -cube_center[0], -cube_center[1], -cube_center[2]); mul_m4_m4m4(tmp, tmp, obmat); /* Just simple AABB intersection test in world space. */ INIT_MINMAX(min, max); for (int i = 0; i < 8; ++i) { float vec[3]; copy_v3_v3(vec, bb->vec[i]); mul_m4_v3(tmp, vec); minmax_v3v3_v3(min, max, vec); } if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; return true; } static ShadowCaster *search_object_in_list(ListBase *list, Object *ob) { for (ShadowCaster *ldata = list->first; ldata; ldata = ldata->next) { if (ldata->ob == ob) return ldata; } return NULL; } static void delete_pruned_shadowcaster(EEVEE_LampEngineData *led) { ShadowCaster *next; for (ShadowCaster *ldata = led->shadow_caster_list.first; ldata; ldata = next) { next = ldata->next; if (ldata->prune == true) { led->need_update = true; BLI_freelinkN(&led->shadow_caster_list, ldata); } } } static void light_tag_shadow_update(Object *lamp, Object *ob) { Lamp *la = lamp->data; EEVEE_LampEngineData *led = EEVEE_lamp_data_get(lamp); bool is_inside_range = cube_bbox_intersect(lamp->obmat[3], la->clipend, BKE_object_boundbox_get(ob), ob->obmat); ShadowCaster *ldata = search_object_in_list(&led->shadow_caster_list, ob); if (is_inside_range) { if (ldata == NULL) { /* Object was not a shadow caster previously but is now. Add it. */ ldata = MEM_callocN(sizeof(ShadowCaster), "ShadowCaster"); ldata->ob = ob; BLI_addtail(&led->shadow_caster_list, ldata); led->need_update = true; } else { EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(ob); if (oedata->need_update) { led->need_update = true; } } ldata->prune = false; } else if (ldata != NULL) { /* Object was a shadow caster previously and is not anymore. Remove it. */ led->need_update = true; BLI_freelinkN(&led->shadow_caster_list, ldata); } } static void eevee_lights_shcaster_updated(EEVEE_SceneLayerData *sldata, Object *ob) { Object *lamp; EEVEE_LampsInfo *linfo = sldata->lamps; /* Iterate over all shadow casting lamps to see if * each of them needs update because of this object */ for (int i = 0; (lamp = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { light_tag_shadow_update(lamp, ob); } } void EEVEE_lights_update(EEVEE_SceneLayerData *sldata) { EEVEE_LampsInfo *linfo = sldata->lamps; Object *ob; int i; /* Prune shadow casters to remove if object does not exists anymore (unprune them if object exists) */ Object *lamp; for (i = 0; (lamp = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(lamp); if ((linfo->update_flag & LIGHT_UPDATE_SHADOW_CUBE) != 0) { led->need_update = true; } for (ShadowCaster *ldata = led->shadow_caster_list.first; ldata; ldata = ldata->next) { ldata->prune = true; } } for (LinkData *ldata = sldata->shadow_casters.first; ldata; ldata = ldata->next) { eevee_lights_shcaster_updated(sldata, ldata->data); } for (i = 0; (ob = linfo->light_ref[i]) && (i < MAX_LIGHT); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); eevee_light_setup(ob, linfo, led); } for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); eevee_shadow_cube_setup(ob, linfo, led); delete_pruned_shadowcaster(led); } for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); eevee_shadow_map_setup(ob, linfo, led); } for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); eevee_shadow_cascade_setup(ob, linfo, led); } DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data); DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_cube_data); /* Update all data at once */ } /* this refresh lamps shadow buffers */ void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl) { EEVEE_LampsInfo *linfo = sldata->lamps; Object *ob; int i; float clear_color[4] = {FLT_MAX, FLT_MAX, FLT_MAX, 0.0f}; /* Cube Shadow Maps */ /* Render each shadow to one layer of the array */ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); Lamp *la = (Lamp *)ob->data; if (led->need_update) { EEVEE_ShadowCubeData *evscd = (EEVEE_ShadowCubeData *)led->storage; EEVEE_ShadowRender *srd = &linfo->shadow_render_data; srd->layer = i; srd->exponent = la->bleedexp; copy_v3_v3(srd->position, ob->obmat[3]); for (int j = 0; j < 6; ++j) { copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]); } DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data); DRW_framebuffer_bind(sldata->shadow_cube_target_fb); DRW_framebuffer_clear(true, true, false, clear_color, 1.0); /* Render shadow cube */ DRW_draw_pass(psl->shadow_cube_pass); /* Push it to shadowmap array */ DRW_framebuffer_bind(sldata->shadow_cube_fb); DRW_draw_pass(psl->shadow_cube_store_pass); led->need_update = false; } } linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE; #if 0 /* Standard Shadow Maps */ DRW_framebuffer_bind(fbl->shadow_map_fb); DRW_framebuffer_clear(false, true, false, NULL, 1.0); /* Render each shadow to one layer of the array */ for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) { EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); EEVEE_ShadowMapData *evsmd = (EEVEE_ShadowMapData *)led->storage; linfo->layer = i; copy_m4_m4(linfo->shadowmat, evsmd->viewprojmat); DRW_draw_pass(vedata->psl->shadow_pass); } #endif /* Cascaded Shadow Maps */ // DRW_framebuffer_bind(fbl->shadow_cascade_fb); // DRW_framebuffer_clear(false, true, false, NULL, 1.0); // /* Render each shadow to one layer of the array */ // for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { // EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); // EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->storage; // EEVEE_ShadowRender *srd = &linfo->shadow_render_data; // srd->layer = i; // for (int j = 0; j < MAX_CASCADE_NUM; ++j) { // copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]); // } // DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data); // DRW_draw_pass(psl->shadow_cascade_pass); // } } void EEVEE_lights_free(void) { DRW_SHADER_FREE_SAFE(e_data.shadow_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_store_sh); }