/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2019 Blender Foundation. */ /** \file * \ingroup EEVEE */ #include "eevee_private.h" void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, Object *ob) { if (linfo->cube_len >= MAX_SHADOW_CUBE) { return; } const Light *la = (Light *)ob->data; EEVEE_Shadow *sh_data = linfo->shadow_data + linfo->shadow_len; /* Always update dupli lights as EEVEE_LightEngineData is not saved. * Same issue with dupli shadow casters. */ bool update = (ob->base_flag & BASE_FROM_DUPLI) != 0; if (!update) { EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); if (led->need_update) { update = true; led->need_update = false; } } if (update) { BLI_BITMAP_ENABLE(&linfo->sh_cube_update[0], linfo->cube_len); } sh_data->near = max_ff(la->clipsta, 1e-8f); sh_data->bias = max_ff(la->bias * 0.05f, 0.0f); eevee_contact_shadow_setup(la, sh_data); /* Saving light bounds for later. */ BoundSphere *cube_bound = linfo->shadow_bounds + linfo->cube_len; copy_v3_v3(cube_bound->center, evli->position); cube_bound->radius = sqrt(1.0f / evli->invsqrdist); linfo->shadow_cube_light_indices[linfo->cube_len] = linfo->num_light; evli->shadow_id = linfo->shadow_len++; sh_data->type_data_id = linfo->cube_len++; /* Same as linfo->cube_len, no need to save. */ linfo->num_cube_layer++; } static void shadow_cube_random_position_set(const EEVEE_Light *evli, int sample_ofs, float ws_sample_pos[3]) { float jitter[3]; #ifdef DEBUG_SHADOW_DISTRIBUTION int i = 0; start: #else int i = sample_ofs; #endif switch ((int)evli->light_type) { case LA_AREA: EEVEE_sample_rectangle(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter); break; case (int)LAMPTYPE_AREA_ELLIPSE: EEVEE_sample_ellipse(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter); break; default: EEVEE_sample_ball(i, evli->radius, jitter); } #ifdef DEBUG_SHADOW_DISTRIBUTION float p[3]; add_v3_v3v3(p, jitter, ws_sample_pos); DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f}); if (i++ < sample_ofs) { goto start; } #endif add_v3_v3(ws_sample_pos, jitter); } bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs) { EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id; EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + (int)shdw_data->type_data_id; eevee_light_matrix_get(evli, cube_data->shadowmat); shdw_data->far = max_ff(sqrt(1.0f / evli->invsqrdist), 3e-4); shdw_data->near = min_ff(shdw_data->near, shdw_data->far - 1e-4); bool update = false; if (linfo->soft_shadows) { shadow_cube_random_position_set(evli, sample_ofs, cube_data->shadowmat[3]); /* Update if position changes (avoid infinite update if soft shadows does not move). * Other changes are caught by depsgraph tagging. This one is for update between samples. */ update = !compare_v3v3(cube_data->shadowmat[3], cube_data->position, 1e-10f); /** * Anti-Aliasing jitter: Add random rotation. * * The 2.0 factor is because texel angular size is not even across the cube-map, * so we make the rotation range a bit bigger. * This will not blur the shadow even if the spread is too big since we are just * rotating the shadow cube-map. * Note that this may be a rough approximation an may not converge to a perfectly * smooth shadow (because sample distribution is quite non-uniform) but is enough * in practice. */ /* NOTE: this has implication for spotlight rendering optimization * (see EEVEE_shadows_draw_cubemap). */ float angular_texel_size = 2.0f * DEG2RADF(90) / (float)linfo->shadow_cube_size; EEVEE_random_rotation_m4(sample_ofs, angular_texel_size, cube_data->shadowmat); } copy_v3_v3(cube_data->position, cube_data->shadowmat[3]); invert_m4(cube_data->shadowmat); return update; } static void eevee_ensure_cube_views( float near, float far, int cube_res, const float viewmat[4][4], DRWView *view[6]) { float winmat[4][4]; float side = near; /* TODO: shadow-cube array. */ if (true) { /* This half texel offset is used to ensure correct filtering between faces. */ /* FIXME: This exhibit float precision issue with lower cube_res. * But it seems to be caused by the perspective_m4. */ side *= ((float)cube_res + 1.0f) / (float)(cube_res); } perspective_m4(winmat, -side, side, -side, side, near, far); for (int i = 0; i < 6; i++) { float tmp[4][4]; mul_m4_m4m4(tmp, cubefacemat[i], viewmat); if (view[i] == NULL) { view[i] = DRW_view_create(tmp, winmat, NULL, NULL, NULL); } else { DRW_view_update(view[i], tmp, winmat, NULL, NULL); } } } /* Does a spot angle fits a single cubeface. */ static bool spot_angle_fit_single_face(const EEVEE_Light *evli) { /* alpha = spot/cone half angle. */ /* beta = scaled spot/cone half angle. */ float cos_alpha = evli->spotsize; float sin_alpha = sqrtf(max_ff(0.0f, 1.0f - cos_alpha * cos_alpha)); float cos_beta = min_ff(cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizex), cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizey)); /* Don't use 45 degrees because AA jitter can offset the face. */ return cos_beta > cosf(DEG2RADF(42.0f)); } void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_PrivateData *g_data = stl->g_data; EEVEE_LightsInfo *linfo = sldata->lights; EEVEE_Light *evli = linfo->light_data + linfo->shadow_cube_light_indices[cube_index]; EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id; EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + (int)shdw_data->type_data_id; eevee_ensure_cube_views(shdw_data->near, shdw_data->far, linfo->shadow_cube_size, cube_data->shadowmat, g_data->cube_views); /* Render shadow cube */ /* Render 6 faces separately: seems to be faster for the general case. * The only time it's more beneficial is when the CPU culling overhead * outweigh the instancing overhead. which is rarely the case. */ for (int j = 0; j < 6; j++) { /* Optimization: Only render the needed faces. */ /* Skip all but -Z face. */ if (evli->light_type == LA_SPOT && j != 5 && spot_angle_fit_single_face(evli)) { continue; } /* Skip +Z face. */ if (evli->light_type != LA_LOCAL && j == 4) { continue; } /* TODO(fclem): some cube sides can be invisible in the main views. Cull them. */ // if (frustum_intersect(g_data->cube_views[j], main_view)) // continue; DRW_view_set_active(g_data->cube_views[j]); int layer = cube_index * 6 + j; GPU_framebuffer_texture_layer_attach(sldata->shadow_fb, sldata->shadow_cube_pool, 0, layer, 0); GPU_framebuffer_bind(sldata->shadow_fb); GPU_framebuffer_clear_depth(sldata->shadow_fb, 1.0f); DRW_draw_pass(psl->shadow_pass); } BLI_BITMAP_SET(&linfo->sh_cube_update[0], cube_index, false); }