/* * 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. * * Copyright 2020, Blender Foundation. */ /** \file * \ingroup draw_engine * * EEVEE LUT generation: * * Routine to generate the LUT used by eevee stored in eevee_lut.h * Theses functions are not to be used in the final executable. */ #include "DRW_render.h" #include "BLI_alloca.h" #include "BLI_rand.h" #include "BLI_string_utils.h" #include "eevee_private.h" extern char datatoc_bsdf_lut_frag_glsl[]; extern char datatoc_btdf_lut_frag_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_bsdf_sampling_lib_glsl[]; extern char datatoc_lightprobe_geom_glsl[]; extern char datatoc_lightprobe_vert_glsl[]; static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) { struct GPUTexture *tex; struct GPUFrameBuffer *fb = NULL; static float samples_len = 8192.0f; static float inv_samples_len = 1.0f / 8192.0f; DRWShaderLibrary *lib = EEVEE_shader_lib_get(); struct GPUShader *sh = DRW_shader_create_with_shaderlib(datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib, "#define HAMMERSLEY_SIZE 8192\n"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call(grp, geom, NULL); float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); tex = DRW_texture_create_2d(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER}; GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); GPU_framebuffer_bind(fb); DRW_draw_pass(pass); float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut"); GPU_framebuffer_read_color(fb, 0, 0, w, h, 3, 0, GPU_DATA_FLOAT, data); printf("{"); for (int i = 0; i < w * h * 3; i += 3) { printf("%ff, %ff, ", data[i], data[i + 1]); i += 3; printf("%ff, %ff, ", data[i], data[i + 1]); i += 3; printf("%ff, %ff, ", data[i], data[i + 1]); i += 3; printf("%ff, %ff, \n", data[i], data[i + 1]); } printf("}"); MEM_freeN(texels); MEM_freeN(data); return tex; } static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) { struct GPUTexture *tex; struct GPUTexture *hammersley = create_hammersley_sample_texture(8192); struct GPUFrameBuffer *fb = NULL; static float samples_len = 8192.0f; static float a2 = 0.0f; static float inv_samples_len = 1.0f / 8192.0f; DRWShaderLibrary *lib = EEVEE_shader_lib_get(); struct GPUShader *sh = DRW_shader_create_fullscreen_with_shaderlib( datatoc_btdf_lut_frag_glsl, lib, "#define HAMMERSLEY_SIZE 8192\n"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_float(grp, "a2", &a2, 1); DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley); DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex); struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call(grp, geom, NULL); float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); tex = DRW_texture_create_2d(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER}; GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); GPU_framebuffer_bind(fb); float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut"); float inc = 1.0f / 31.0f; float roughness = 1e-8f - inc; FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w"); fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n"); do { roughness += inc; CLAMP(roughness, 1e-4f, 1.0f); a2 = powf(roughness, 4.0f); DRW_draw_pass(pass); GPU_framebuffer_read_data(0, 0, w, h, 3, 0, data); #if 1 fprintf(f, "\t{\n\t\t"); for (int i = 0; i < w * h * 3; i += 3) { fprintf(f, "%ff,", data[i]); if (((i / 3) + 1) % 12 == 0) { fprintf(f, "\n\t\t"); } else { fprintf(f, " "); } } fprintf(f, "\n\t},\n"); #else for (int i = 0; i < w * h * 3; i += 3) { if (data[i] < 0.01) { printf(" "); } else if (data[i] < 0.3) { printf("."); } else if (data[i] < 0.6) { printf("+"); } else if (data[i] < 0.9) { printf("%%"); } else { printf("#"); } if ((i / 3 + 1) % 64 == 0) { printf("\n"); } } #endif } while (roughness < 1.0f); fprintf(f, "\n};\n"); fclose(f); MEM_freeN(texels); MEM_freeN(data); return tex; }