/* * ***** 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_batch.h" #include "gpu_lamp_private.h" bool GPU_lamp_visible(GPULamp *lamp, Material *ma) { if (lamp->hide) return false; 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))) { if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size); lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5); lamp->fb = GPU_framebuffer_create(); GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, 0); GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0); lamp->blurfb = GPU_framebuffer_create(); GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, 0); if (!GPU_framebuffer_check_valid(lamp->fb, NULL) || !GPU_framebuffer_check_valid(lamp->blurfb, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } } else { lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); GPU_texture_bind(lamp->tex, 0); GPU_texture_compare_mode(lamp->tex, true); GPU_texture_filter_mode(lamp->tex, true); GPU_texture_unbind(lamp->tex); lamp->fb = GPU_framebuffer_create(); GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0); 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; for (link = ob->gpulamp.first; link; link = link->next) { lamp = link->data; 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 *UNUSED(lamp)) { return false; } 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_framebuffer_bind(lamp->fb); 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; } static void gpu_lamp_shadow_blur(GPULamp *lamp) { const float scaleh[2] = {1.0f / GPU_texture_width(lamp->blurtex), 0.0f}; const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(lamp->tex)}; GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR); if (!blur_shader) return; int tex_loc = GPU_shader_get_uniform(blur_shader, "textureSource"); int scale_loc = GPU_shader_get_uniform(blur_shader, "ScaleU"); glDisable(GL_DEPTH_TEST); GPU_shader_bind(blur_shader); /* Blurring horizontally */ GPU_framebuffer_bind(lamp->blurfb); GPU_texture_bind(lamp->tex, 0); GPU_shader_uniform_vector(blur_shader, scale_loc, 2, 1, scaleh); GPU_shader_uniform_texture(blur_shader, tex_loc, lamp->tex); GWN_draw_primitive(GL_TRIANGLES, 3); /* Blurring vertically */ GPU_framebuffer_bind(lamp->fb); GPU_texture_bind(lamp->blurtex, 0); GPU_shader_uniform_vector(blur_shader, scale_loc, 2, 1, scalev); GPU_shader_uniform_texture(blur_shader, tex_loc, lamp->blurtex); GWN_draw_primitive(GL_TRIANGLES, 3); } void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) { if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { GPU_shader_unbind(); gpu_lamp_shadow_blur(lamp); } 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; }