Welcome to mirror list, hosted at ThFree Co, Russian Federation.

eevee_lightprobe.cc « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 4426fcaa4ad757d97fdbb202b1a14ae1490ea2ad (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
/*
 * 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 2018, Blender Foundation.
 */

/** \file
 * \ingroup eevee
 */

#include "BLI_rect.h"
#include "BLI_span.hh"
#include "DNA_defaults.h"
#include "DNA_lightprobe_types.h"

#include "eevee_camera.hh"
#include "eevee_instance.hh"

namespace blender::eevee {

void LightProbeModule::init()
{
  SceneEEVEE &sce_eevee = inst_.scene->eevee;

  lightcache_ = static_cast<LightCache *>(sce_eevee.light_cache_data);

  bool use_lookdev = inst_.use_studio_light();
  if (!use_lookdev && lightcache_ && lightcache_->load()) {
    MEM_delete(lightcache_lookdev_);
  }
  else {
    if (lightcache_ && (lightcache_->flag & LIGHTCACHE_NOT_USABLE)) {
      BLI_snprintf(
          inst_.info, sizeof(inst_.info), "Error: LightCache cannot be loaded on this GPU");
    }

    if (lightcache_lookdev_ == nullptr) {
      int cube_len = 1;
      int grid_len = 1;
      int irr_samples_len = 1;

      int3 irr_size;
      LightCache::irradiance_cache_size_get(
          sce_eevee.gi_visibility_resolution, irr_samples_len, irr_size);

      lightcache_lookdev_ = new LightCache(cube_len,
                                           grid_len,
                                           sce_eevee.gi_cubemap_resolution,
                                           sce_eevee.gi_visibility_resolution,
                                           irr_size);
    }
    lightcache_ = lightcache_lookdev_;
  }

  for (DRWView *&view : face_view_) {
    view = nullptr;
  }

  if (info_data_.cubes_info.display_size != sce_eevee.gi_cubemap_draw_size ||
      info_data_.grids_info.display_size != sce_eevee.gi_irradiance_draw_size ||
      info_data_.grids_info.irradiance_smooth != square_f(sce_eevee.gi_irradiance_smoothing)) {
    /* TODO(fclem) reset on scene update instead. */
    inst_.sampling.reset();
  }

  info_data_.cubes_info.display_size = sce_eevee.gi_cubemap_draw_size;
  info_data_.grids_info.display_size = sce_eevee.gi_irradiance_draw_size;
  info_data_.grids_info.irradiance_smooth = square_f(sce_eevee.gi_irradiance_smoothing);
  info_data_.grids_info.irradiance_cells_per_row = lightcache_->irradiance_cells_per_row_get();
  info_data_.grids_info.visibility_size = lightcache_->vis_res;
  info_data_.grids_info.visibility_cells_per_row = lightcache_->grid_tx.tex_size[0] /
                                                   info_data_.grids_info.visibility_size;
  info_data_.grids_info.visibility_cells_per_layer =
      (lightcache_->grid_tx.tex_size[1] / info_data_.grids_info.visibility_size) *
      info_data_.grids_info.visibility_cells_per_row;

  glossy_clamp_ = sce_eevee.gi_glossy_clamp;
  filter_quality_ = clamp_f(sce_eevee.gi_filter_quality, 1.0f, 8.0f);
}

void LightProbeModule::begin_sync()
{
  {
    cube_downsample_ps_ = DRW_pass_create("Downsample.Cube", DRW_STATE_WRITE_COLOR);

    GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_FILTER_DOWNSAMPLE_CUBE);
    DRWShadingGroup *grp = DRW_shgroup_create(sh, cube_downsample_ps_);
    DRW_shgroup_uniform_texture_ref(grp, "input_tx", &cube_downsample_input_tx_);
    DRW_shgroup_uniform_block(grp, "filter_buf", filter_data_);
    DRW_shgroup_call_procedural_triangles(grp, nullptr, 6);
  }
  {
    filter_glossy_ps_ = DRW_pass_create("Filter.GlossyMip", DRW_STATE_WRITE_COLOR);

    GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_FILTER_GLOSSY);
    DRWShadingGroup *grp = DRW_shgroup_create(sh, filter_glossy_ps_);
    DRW_shgroup_uniform_texture_ref(grp, "radiance_tx", &cube_downsample_input_tx_);
    DRW_shgroup_uniform_block(grp, "filter_buf", filter_data_);
    DRW_shgroup_call_procedural_triangles(grp, nullptr, 6);
  }
  {
    filter_diffuse_ps_ = DRW_pass_create("Filter.Diffuse", DRW_STATE_WRITE_COLOR);

    GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_FILTER_DIFFUSE);
    DRWShadingGroup *grp = DRW_shgroup_create(sh, filter_diffuse_ps_);
    DRW_shgroup_uniform_texture_ref(grp, "radiance_tx", &cube_downsample_input_tx_);
    DRW_shgroup_uniform_block(grp, "filter_buf", filter_data_);
    DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
  }
  {
    filter_visibility_ps_ = DRW_pass_create("Filter.Visibility", DRW_STATE_WRITE_COLOR);

    GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_FILTER_VISIBILITY);
    DRWShadingGroup *grp = DRW_shgroup_create(sh, filter_visibility_ps_);
    DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &cube_downsample_input_tx_);
    DRW_shgroup_uniform_block(grp, "filter_buf", filter_data_);
    DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
  }

  display_ps_ = nullptr;

  if ((inst_.v3d != nullptr) && ((inst_.v3d->flag2 & V3D_HIDE_OVERLAYS) == 0)) {
    if (inst_.scene->eevee.flag & (SCE_EEVEE_SHOW_CUBEMAPS | SCE_EEVEE_SHOW_IRRADIANCE)) {
      DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
      display_ps_ = DRW_pass_create("LightProbe.Display", state);
    }

    if (inst_.scene->eevee.flag & SCE_EEVEE_SHOW_CUBEMAPS) {
      if (lightcache_->cube_len > 1) {
        GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_DISPLAY_CUBEMAP);
        DRWShadingGroup *grp = DRW_shgroup_create(sh, display_ps_);
        DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", cube_tx_ref_get());
        DRW_shgroup_uniform_block(grp, "cubes_buf", cube_ubo_get());
        DRW_shgroup_uniform_block(grp, "probes_buf", info_ubo_get());

        uint cubemap_count = 0;
        /* Skip world. */
        for (auto cube_id : IndexRange(1, lightcache_->cube_len - 1)) {
          const LightProbeCache &cube = lightcache_->cube_data[cube_id];
          /* Note: only works because probes are rendered in sequential order. */
          if (cube.is_ready) {
            cubemap_count++;
          }
        }
        if (cubemap_count > 0) {
          DRW_shgroup_call_procedural_triangles(grp, nullptr, cubemap_count * 2);
        }
      }
    }

    if (inst_.scene->eevee.flag & SCE_EEVEE_SHOW_IRRADIANCE) {
      if (lightcache_->grid_len > 1) {
        GPUShader *sh = inst_.shaders.static_shader_get(LIGHTPROBE_DISPLAY_IRRADIANCE);
        DRWShadingGroup *grp = DRW_shgroup_create(sh, display_ps_);
        DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", grid_tx_ref_get());
        DRW_shgroup_uniform_block(grp, "grids_buf", grid_ubo_get());
        DRW_shgroup_uniform_block(grp, "probes_buf", info_ubo_get());

        /* Skip world. */
        for (auto grid_id : IndexRange(1, lightcache_->grid_len - 1)) {
          const LightGridCache &grid = lightcache_->grid_data[grid_id];
          if (grid.is_ready) {
            DRWShadingGroup *grp_sub = DRW_shgroup_create_sub(grp);
            DRW_shgroup_uniform_int_copy(grp_sub, "grid_id", grid_id);
            uint sample_count = grid.resolution[0] * grid.resolution[1] * grid.resolution[2];
            DRW_shgroup_call_procedural_triangles(grp_sub, nullptr, sample_count * 2);
          }
        }
      }
    }
  }
}

void LightProbeModule::end_sync()
{
  if (lightcache_->flag & LIGHTCACHE_UPDATE_WORLD) {
    cubemap_prepare(float3(0.0f), 0.01f, 1.0f, true);
  }
}

void LightProbeModule::cubemap_prepare(float3 position,
                                       float near,
                                       float far,
                                       bool background_only)
{
  SceneEEVEE &sce_eevee = inst_.scene->eevee;
  int cube_res = sce_eevee.gi_cubemap_resolution;
  int cube_mip_count = (int)log2_ceil_u(cube_res);

  float4x4 viewmat = float4x4::identity();
  negate_v3_v3(viewmat[3], position);

  /* TODO(fclem) We might want to have theses as temporary textures. */
  cube_depth_tx_.ensure_cube(GPU_DEPTH24_STENCIL8, cube_res, nullptr, cube_mip_count);
  cube_color_tx_.ensure_cube(GPU_RGBA16F, cube_res, nullptr, cube_mip_count);
  GPU_texture_mipmap_mode(cube_color_tx_, true, true);

  cube_downsample_fb_.ensure(GPU_ATTACHMENT_TEXTURE(cube_depth_tx_),
                             GPU_ATTACHMENT_TEXTURE(cube_color_tx_));

  filter_cube_fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(lightcache_->cube_tx.tex));
  filter_grid_fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(lightcache_->grid_tx.tex));

  float4x4 winmat;
  cubeface_winmat_get(winmat, near, far);

  for (auto i : IndexRange(ARRAY_SIZE(probe_views_))) {
    probe_views_[i].sync(cube_color_tx_, cube_depth_tx_, winmat, viewmat, background_only);
  }
}

void LightProbeModule::cubemap_render(void)
{
  DRW_stats_group_start("Cubemap Render");
  for (auto i : IndexRange(ARRAY_SIZE(probe_views_))) {
    probe_views_[i].render();
  }
  DRW_stats_group_end();

  /* Update mipchain. */
  filter_data_.target_layer = 0;
  filter_data_.push_update();
  cube_downsample_input_tx_ = cube_color_tx_;

  DRW_stats_group_start("Cubemap Downsample");
  GPU_framebuffer_recursive_downsample(cube_downsample_fb_, 7, cube_downsample_cb, this);
  DRW_stats_group_end();
}

void LightProbeModule::filter_glossy(int cube_index, float intensity)
{
  DRW_stats_group_start("Filter.Glossy");

  filter_data_.instensity_fac = intensity;
  filter_data_.target_layer = cube_index * 6;

  int level_max = lightcache_->mips_len;
  for (int level = 0; level <= level_max; level++) {
    filter_data_.luma_max = (glossy_clamp_ > 0.0f) ? glossy_clamp_ : 1e16f;
    /* Disney Roughness. */
    filter_data_.roughness = square_f(level / (float)level_max);
    /* Distribute Roughness across lod more evenly. */
    filter_data_.roughness = square_f(filter_data_.roughness);
    /* Avoid artifacts. */
    filter_data_.roughness = clamp_f(filter_data_.roughness, 1e-4f, 0.9999f);
    /* Variable sample count and bias to make first levels faster. */
    switch (level) {
      case 0:
        filter_data_.sample_count = 1.0f;
        filter_data_.lod_bias = -1.0f;
        break;
      case 1:
        filter_data_.sample_count = filter_quality_ * 32.0f;
        filter_data_.lod_bias = 1.0f;
        break;
      case 2:
        filter_data_.sample_count = filter_quality_ * 40.0f;
        filter_data_.lod_bias = 2.0f;
        break;
      case 3:
        filter_data_.sample_count = filter_quality_ * 64.0f;
        filter_data_.lod_bias = 2.0f;
        break;
      default:
        filter_data_.sample_count = filter_quality_ * 128.0f;
        filter_data_.lod_bias = 2.0f;
        break;
    }
    /* Add automatic LOD bias (based on target size). */
    filter_data_.lod_bias += lod_bias_from_cubemap();

    filter_data_.push_update();

    filter_cube_fb_.ensure(GPU_ATTACHMENT_NONE,
                           GPU_ATTACHMENT_TEXTURE_MIP(lightcache_->cube_tx.tex, level));
    GPU_framebuffer_bind(filter_cube_fb_);
    DRW_draw_pass(filter_glossy_ps_);
  }

  DRW_stats_group_end();
}

void LightProbeModule::filter_diffuse(int sample_index, float intensity)
{
  filter_data_.instensity_fac = intensity;
  filter_data_.target_layer = 0;
  filter_data_.luma_max = 1e16f;
  filter_data_.sample_count = 1024.0f;
  filter_data_.lod_bias = lod_bias_from_cubemap();

  filter_data_.push_update();

  int2 extent = int2(3, 2);
  int2 offset = extent;
  offset.x *= sample_index % info_data_.grids_info.irradiance_cells_per_row;
  offset.y *= sample_index / info_data_.grids_info.irradiance_cells_per_row;

  GPU_framebuffer_bind(filter_grid_fb_);
  GPU_framebuffer_viewport_set(filter_grid_fb_, UNPACK2(offset), UNPACK2(extent));
  DRW_draw_pass(filter_diffuse_ps_);
  GPU_framebuffer_viewport_reset(filter_grid_fb_);
}

void LightProbeModule::filter_visibility(int sample_index,
                                         float visibility_blur,
                                         float visibility_range)
{
  int2 extent = int2(info_data_.grids_info.visibility_size);
  int2 offset = extent;
  offset.x *= sample_index % info_data_.grids_info.visibility_cells_per_row;
  offset.y *= (sample_index / info_data_.grids_info.visibility_cells_per_row) %
              info_data_.grids_info.visibility_cells_per_layer;

  filter_data_.target_layer = 1 + sample_index / info_data_.grids_info.visibility_cells_per_layer;
  filter_data_.sample_count = 512.0f; /* TODO refine */
  filter_data_.visibility_blur = visibility_blur;
  filter_data_.visibility_range = visibility_range;

  filter_data_.push_update();

  GPU_framebuffer_bind(filter_grid_fb_);
  GPU_framebuffer_viewport_set(filter_grid_fb_, UNPACK2(offset), UNPACK2(extent));
  DRW_draw_pass(filter_visibility_ps_);
  GPU_framebuffer_viewport_reset(filter_grid_fb_);
}

void LightProbeModule::update_world_cache()
{
  DRW_stats_group_start("LightProbe.world");

  const DRWView *view_active = DRW_view_get_active();

  cubemap_render();

  filter_diffuse(0, 1.0f);

  if ((lightcache_->flag & LIGHTCACHE_NO_REFLECTION) == 0) {
    /* TODO(fclem) Change ray type. */
    /* OPTI(fclem) Only re-render if there is a light path node in the world material. */
    // cubemap_render();

    filter_glossy(0, 1.0f);
  }

  if (view_active != nullptr) {
    DRW_view_set_active(view_active);
  }

  DRW_stats_group_end();
}

/* Ensure a temporary cache the same size at the target lightcache exists. */
LightCache *LightProbeModule::baking_cache_get(void)
{
  if (lightcache_baking_ == nullptr) {
    lightcache_baking_ = new LightCache(lightcache_->cube_len,
                                        lightcache_->grid_len,
                                        lightcache_->cube_tx.tex_size[0],
                                        lightcache_->vis_res,
                                        lightcache_->grid_tx.tex_size);

    if (lightcache_baking_->flag != LIGHTCACHE_INVALID) {
      LightCache &lcache_src = *lightcache_;
      LightCache &lcache = *lightcache_baking_;
      /* Copy cache structure. */
      memcpy(lcache.cube_data, lcache_src.cube_data, lcache.cube_len * sizeof(*lcache.cube_data));
      memcpy(lcache.grid_data, lcache_src.grid_data, lcache.grid_len * sizeof(*lcache.grid_data));

      /* Make grids renderable. */
      for (LightGridCache &grid : MutableSpan(lcache.grid_data, lcache.grid_len)) {
        grid.is_ready = 1;
      }
      /* Avoid sampling further than mip 0. Mips > 0 being undefined. */
      lcache.mips_len = 0;
      lcache.flag |= LIGHTCACHE_NO_REFLECTION;

      /* Init to black. */
      uint data_cube = 0;
      uchar data_grid[4] = {0, 0, 0, 0};
      GPU_texture_clear(lcache.cube_tx.tex, GPU_DATA_10_11_11_REV, &data_cube);
      GPU_texture_clear(lcache.grid_tx.tex, GPU_DATA_UBYTE, &data_grid);
    }
  }
  return lightcache_baking_;
}

void LightProbeModule::bake(Depsgraph *depsgraph,
                            int type,
                            int index,
                            int bounce,
                            const float position[3],
                            const LightProbe *probe,
                            float visibility_range)
{
  rcti rect;
  BLI_rcti_init(&rect, 0, 0, 1, 1);

  /* Disable screenspace effects. */
  SceneEEVEE &sce_eevee = DEG_get_evaluated_scene(depsgraph)->eevee;
  sce_eevee.flag &= ~(SCE_EEVEE_GTAO_ENABLED | SCE_EEVEE_RAYTRACING_ENABLED);

  inst_.init(int2(1), &rect, nullptr, depsgraph, probe);
  inst_.sampling.reset();
  inst_.render_sync();
  inst_.sampling.step();

  float near = (probe) ? probe->clipsta : 0.1f;
  float far = (probe) ? probe->clipend : 1.0f;
  float intensity = (probe) ? probe->intensity : 1.0f;

  bool background_only = (probe == nullptr);
  cubemap_prepare(position, near, far, background_only);

  if (type == LIGHTPROBE_TYPE_CUBE && probe != nullptr) {
    /* Reflections cubemaps are rendered after all irradiance bounces.
     * Swap to get the final irradiance in lightcache_baking_. */
    swap_irradiance_cache();
  }

  /* Render using the previous bounce to light the scene. */
  lightcache_ = baking_cache_get();

  cubemap_render();

  /* Filter on the original cache. */
  lightcache_ = reinterpret_cast<LightCache *>(sce_eevee.light_cache_data);

  if (type == LIGHTPROBE_TYPE_CUBE) {
    filter_glossy(index, intensity);
    /* Swap back final irradiance to lightcache_. */
    if (probe != nullptr) {
      swap_irradiance_cache();
    }
  }
  else {
    filter_diffuse(index, intensity);
    if (probe && bounce < 2) {
      /* No need to filter visibility after 2nd bounce since both lightcache_ and
       * lightcache_baking_ will have correct visibility grid. */
      filter_visibility(index, probe->vis_blur, visibility_range);
    }
  }
}

/* Push world probe to first grid and cubemap slots. */
void LightProbeModule::sync_world(const DRWView *view)
{
  BoundSphere view_bounds = DRW_view_frustum_bsphere_get(view);
  /* Playing safe. The fake grid needs to be bigger than the frustum. */
  view_bounds.radius = clamp_f(view_bounds.radius * 2.0, 0.0f, FLT_MAX);

  CubemapData &cube = cube_data_[0];
  GridData &grid = grid_data_[0];

  scale_m4_fl(grid.local_mat.ptr(), view_bounds.radius);
  negate_v3_v3(grid.local_mat[3], view_bounds.center);
  cube.parallax_mat = cube.influence_mat = grid.local_mat;

  grid.resolution = int3(1);
  grid.offset = 0;
  grid.level_skip = 1;
  grid.attenuation_bias = 0.001f;
  grid.attenuation_scale = 1.0f;
  grid.visibility_range = 1.0f;
  grid.visibility_bleed = 0.001f;
  grid.visibility_bias = 0.0f;
  grid.increment_x = float3(0.0f);
  grid.increment_y = float3(0.0f);
  grid.increment_z = float3(0.0f);
  grid.corner = float3(0.0f);

  cube._parallax_type = CUBEMAP_SHAPE_SPHERE;
  cube._layer = 0.0;
}

void LightProbeModule::sync_grid(const DRWView *UNUSED(view),
                                 const LightGridCache &grid_cache,
                                 int grid_index)
{
  /* Skip the world probe. */
  if (grid_index == 0 || grid_cache.is_ready != 1) {
    return;
  }
  GridData &grid = grid_data_[info_data_.grids_info.grid_count];
  copy_m4_m4(grid.local_mat.ptr(), grid_cache.mat);
  grid.resolution = int3(grid_cache.resolution);
  grid.offset = grid_cache.offset;
  grid.level_skip = grid_cache.level_bias;
  grid.attenuation_bias = grid_cache.attenuation_bias;
  grid.attenuation_scale = grid_cache.attenuation_scale;
  grid.visibility_range = grid_cache.visibility_range;
  grid.visibility_bleed = grid_cache.visibility_bleed;
  grid.visibility_bias = grid_cache.visibility_bias;
  grid.increment_x = float3(grid_cache.increment_x);
  grid.increment_y = float3(grid_cache.increment_y);
  grid.increment_z = float3(grid_cache.increment_z);
  grid.corner = float3(grid_cache.corner);

  info_data_.grids_info.grid_count++;
}

void LightProbeModule::sync_cubemap(const DRWView *UNUSED(view),
                                    const LightProbeCache &cube_cache,
                                    int cube_index)
{
  /* Skip the world probe. */
  if (cube_index == 0 || cube_cache.is_ready != 1) {
    return;
  }
  CubemapData &cube = cube_data_[info_data_.cubes_info.cube_count];
  copy_m4_m4(cube.parallax_mat.ptr(), cube_cache.parallaxmat);
  copy_m4_m4(cube.influence_mat.ptr(), cube_cache.attenuationmat);
  cube._attenuation_factor = cube_cache.attenuation_fac;
  cube._attenuation_type = cube_cache.attenuation_type;
  cube._parallax_type = cube_cache.parallax_type;
  cube._layer = cube_index;
  cube._world_position_x = cube_cache.position[0];
  cube._world_position_y = cube_cache.position[1];
  cube._world_position_z = cube_cache.position[2];

  info_data_.cubes_info.cube_count++;
}

/* Only enables world light probe if extent is invalid (no culling possible). */
void LightProbeModule::set_view(const DRWView *view, const int2 extent)
{
  if (lightcache_->flag & LIGHTCACHE_UPDATE_WORLD) {
    /* Set before update to avoid infinite recursion. */
    lightcache_->flag &= ~LIGHTCACHE_UPDATE_WORLD;
    update_world_cache();
  }

  /* Only sync when setting the view. This way we can cull probes not in frustum. */
  /* TODO(fclem) implement culling. But needs to fix display when not all probes are present. */
  info_data_.grids_info.grid_count = 1;
  info_data_.cubes_info.cube_count = 1;

  sync_world(view);
  /* Only world if extent is 0. */
  if (extent.x > 0) {
    for (auto i : IndexRange(lightcache_->grid_len)) {
      sync_grid(view, lightcache_->grid_data[i], i);
    }
    for (auto i : IndexRange(lightcache_->cube_len)) {
      sync_cubemap(view, lightcache_->cube_data[i], i);
    }
  }

  info_data_.cubes_info.roughness_max_lod = lightcache_->mips_len;
  inst_.lookdev.rotation_get(info_data_.cubes_info.lookdev_rotation);
  inst_.lookdev.rotation_get(info_data_.grids_info.lookdev_rotation);

  active_grid_tx_ = lightcache_->grid_tx.tex;
  active_cube_tx_ = lightcache_->cube_tx.tex;

  info_data_.push_update();
  grid_data_.push_update();
  cube_data_.push_update();
}

void LightProbeModule::draw_cache_display(void)
{
  /* Only draws something if enabled. */
  DRW_draw_pass(display_ps_);
}

}  // namespace blender::eevee