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|
/*
* 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 "DNA_world_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "BLI_dynstr.h"
#include "ED_screen.h"
#include "DRW_render.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_glew.h"
#include "DRW_render.h"
#include "eevee_engine.h"
#include "eevee_private.h"
/* TODO Option */
#define PROBE_RT_SIZE 512 /* Cube render target */
#define PROBE_OCTAHEDRON_SIZE 1024
#define IRRADIANCE_POOL_SIZE 1024
static struct {
struct GPUShader *probe_default_sh;
struct GPUShader *probe_filter_glossy_sh;
struct GPUShader *probe_filter_diffuse_sh;
struct GPUTexture *hammersley;
bool update_world;
bool world_ready_to_shade;
} e_data = {NULL}; /* Engine data */
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_fullscreen_vert_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_sampling_lib_glsl[];
extern GlobalsUboStorage ts;
/* *********** FUNCTIONS *********** */
/* Van der Corput sequence */
/* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
static float radical_inverse(int i) {
unsigned int bits = (unsigned int)i;
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return (float)bits * 2.3283064365386963e-10f;
}
static struct GPUTexture *create_hammersley_sample_texture(int samples)
{
struct GPUTexture *tex;
float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex");
int i;
for (i = 0; i < samples; i++) {
float phi = radical_inverse(i) * 2.0f * M_PI;
texels[i][0] = cosf(phi);
texels[i][1] = sinf(phi);
}
tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels);
MEM_freeN(texels);
return tex;
}
void EEVEE_lightprobes_init(EEVEE_SceneLayerData *sldata)
{
/* Shaders */
if (!e_data.probe_filter_glossy_sh) {
char *shader_str = NULL;
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_filter_glossy_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_filter_glossy_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str,
"#define HAMMERSLEY_SIZE 1024\n"
"#define NOISE_SIZE 64\n");
e_data.probe_default_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, datatoc_default_world_frag_glsl, NULL);
MEM_freeN(shader_str);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_filter_diffuse_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(
shader_str,
#if defined(IRRADIANCE_SH_L2)
"#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
"#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
"#define IRRADIANCE_HL2\n"
#endif
"#define HAMMERSLEY_SIZE 1024\n"
"#define NOISE_SIZE 64\n");
MEM_freeN(shader_str);
e_data.hammersley = create_hammersley_sample_texture(1024);
}
if (!sldata->probes) {
sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo");
sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightProbe) * MAX_PROBE, NULL);
sldata->grid_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightGrid) * MAX_GRID, NULL);
}
/* Setup Render Target Cubemap */
if (!sldata->probe_rt) {
sldata->probe_rt = DRW_texture_create_cube(PROBE_RT_SIZE, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
sldata->probe_depth_rt = DRW_texture_create_cube(PROBE_RT_SIZE, DRW_TEX_DEPTH_24, DRW_TEX_FILTER, NULL);
}
DRWFboTexture tex_probe[2] = {{&sldata->probe_depth_rt, DRW_TEX_DEPTH_24, DRW_TEX_FILTER},
{&sldata->probe_rt, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP}};
DRW_framebuffer_init(&sldata->probe_fb, &draw_engine_eevee_type, PROBE_RT_SIZE, PROBE_RT_SIZE, tex_probe, 2);
}
void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
pinfo->num_cube = 1; /* at least one for the world */
pinfo->num_grid = 0;
memset(pinfo->probes_cube_ref, 0, sizeof(pinfo->probes_cube_ref));
memset(pinfo->probes_grid_ref, 0, sizeof(pinfo->probes_grid_ref));
{
psl->probe_background = DRW_pass_create("World Probe Pass", DRW_STATE_WRITE_COLOR);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
World *wo = scene->world;
static int zero = 0;
float *col = ts.colorBackground;
if (wo) {
col = &wo->horr;
e_data.update_world = (wo->update_flag != 0);
wo->update_flag = 0;
if (wo->use_nodes && wo->nodetree) {
struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo);
grp = DRW_shgroup_material_instance_create(gpumat, psl->probe_background, geom);
if (grp) {
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
else {
/* Shader failed : pink background */
static float pink[3] = {1.0f, 0.0f, 1.0f};
col = pink;
}
}
}
/* Fallback if shader fails or if not using nodetree. */
if (grp == NULL) {
grp = DRW_shgroup_instance_create(e_data.probe_default_sh, psl->probe_background, geom);
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
}
{
psl->probe_meshes = DRW_pass_create("LightProbe Meshes", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
}
{
psl->probe_glossy_compute = DRW_pass_create("LightProbe Glossy Compute", DRW_STATE_WRITE_COLOR);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_filter_glossy_sh, psl->probe_glossy_compute, geom);
DRW_shgroup_uniform_float(grp, "sampleCount", &sldata->probes->samples_ct, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &sldata->probes->invsamples_ct, 1);
DRW_shgroup_uniform_float(grp, "roughnessSquared", &sldata->probes->roughness, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &sldata->probes->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lodmax, 1);
DRW_shgroup_uniform_float(grp, "texelSize", &sldata->probes->texel_size, 1);
DRW_shgroup_uniform_float(grp, "paddingSize", &sldata->probes->padding_size, 1);
DRW_shgroup_uniform_int(grp, "Layer", &sldata->probes->layer, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
// DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
DRW_shgroup_call_dynamic_add_empty(grp);
}
{
psl->probe_diffuse_compute = DRW_pass_create("LightProbe Diffuse Compute", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_diffuse_sh, psl->probe_diffuse_compute);
#ifdef IRRADIANCE_SH_L2
DRW_shgroup_uniform_int(grp, "probeSize", &sldata->probes->shres, 1);
#else
DRW_shgroup_uniform_float(grp, "sampleCount", &sldata->probes->samples_ct, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &sldata->probes->invsamples_ct, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &sldata->probes->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lodmax, 1);
#endif
DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
}
void EEVEE_lightprobes_cache_add(EEVEE_SceneLayerData *sldata, Object *ob)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
LightProbe *probe = (LightProbe *)ob->data;
/* Step 1 find all lamps in the scene and setup them */
if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) ||
(probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE))
{
printf("Too much probes in the scene !!!\n");
return;
}
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) {
ped->need_update = true;
}
if (e_data.update_world) {
ped->need_update = true;
}
if (probe->type == LIGHTPROBE_TYPE_CUBE) {
pinfo->probes_cube_ref[pinfo->num_cube] = ob;
pinfo->num_cube++;
}
else { /* GRID */
pinfo->probes_grid_ref[pinfo->num_grid] = ob;
pinfo->num_grid++;
}
}
static void EEVEE_lightprobes_updates(EEVEE_SceneLayerData *sldata)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
LightProbe *probe = (LightProbe *)ob->data;
EEVEE_LightProbe *eprobe = &pinfo->probe_data[i];
/* Update transforms */
copy_v3_v3(eprobe->position, ob->obmat[3]);
/* Attenuation */
eprobe->attenuation_type = probe->attenuation_type;
eprobe->attenuation_fac = 1.0f / max_ff(1e-8f, probe->falloff);
unit_m4(eprobe->attenuationmat);
scale_m4_fl(eprobe->attenuationmat, probe->distinf);
mul_m4_m4m4(eprobe->attenuationmat, ob->obmat, eprobe->attenuationmat);
invert_m4(eprobe->attenuationmat);
/* Parallax */
float dist;
if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
eprobe->parallax_type = probe->parallax_type;
dist = probe->distpar;
}
else {
eprobe->parallax_type = probe->attenuation_type;
dist = probe->distinf;
}
unit_m4(eprobe->parallaxmat);
scale_m4_fl(eprobe->parallaxmat, dist);
mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat);
invert_m4(eprobe->parallaxmat);
}
int offset = 1; /* to account for the world probe */
for (int i = 0; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
LightProbe *probe = (LightProbe *)ob->data;
EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
egrid->offset = offset;
/* Set offset for the next grid */
offset += probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z;
/* Update transforms */
float tmp[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 2.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 2.0f, 0.0f},
{-1.0f, -1.0f, -1.0f, 1.0f}
};
float tmp_grid_mat[4][4] = {
{1.0f / (float)(probe->grid_resolution_x + 1), 0.0f, 0.0f, 0.0f},
{0.0f, 1.0f / (float)(probe->grid_resolution_y + 1), 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f / (float)(probe->grid_resolution_z + 1), 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}
};
mul_m4_m4m4(tmp, tmp, tmp_grid_mat);
mul_m4_m4m4(egrid->mat, ob->obmat, tmp);
invert_m4(egrid->mat);
float one_div_res[3];
one_div_res[0] = 2.0f / (float)(probe->grid_resolution_x + 1);
one_div_res[1] = 2.0f / (float)(probe->grid_resolution_y + 1);
one_div_res[2] = 2.0f / (float)(probe->grid_resolution_z + 1);
/* First cell. */
copy_v3_v3(egrid->corner, one_div_res);
add_v3_fl(egrid->corner, -1.0f);
mul_m4_v3(ob->obmat, egrid->corner);
/* Opposite neighbor cell. */
copy_v3_fl3(egrid->increment_x, one_div_res[0], 0.0f, 0.0f);
add_v3_v3(egrid->increment_x, one_div_res);
add_v3_fl(egrid->increment_x, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_x);
sub_v3_v3(egrid->increment_x, egrid->corner);
copy_v3_fl3(egrid->increment_y, 0.0f, one_div_res[1], 0.0f);
add_v3_v3(egrid->increment_y, one_div_res);
add_v3_fl(egrid->increment_y, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_y);
sub_v3_v3(egrid->increment_y, egrid->corner);
copy_v3_fl3(egrid->increment_z, 0.0f, 0.0f, one_div_res[2]);
add_v3_v3(egrid->increment_z, one_div_res);
add_v3_fl(egrid->increment_z, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_z);
sub_v3_v3(egrid->increment_z, egrid->corner);
copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x);
}
pinfo->num_render_grid = pinfo->num_grid;
}
void EEVEE_lightprobes_cache_finish(EEVEE_SceneLayerData *sldata)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
/* Setup enough layers. */
/* Free textures if number mismatch. */
if (pinfo->num_cube != pinfo->cache_num_cube) {
DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
}
if (!sldata->probe_pool) {
sldata->probe_pool = DRW_texture_create_2D_array(PROBE_OCTAHEDRON_SIZE, PROBE_OCTAHEDRON_SIZE, max_ff(1, pinfo->num_cube),
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
if (sldata->probe_filter_fb) {
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
/* Tag probes to refresh */
e_data.update_world = true;
e_data.world_ready_to_shade = false;
pinfo->num_render_cube = 0;
pinfo->update_flag |= PROBE_UPDATE_CUBE;
pinfo->cache_num_cube = pinfo->num_cube;
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->need_update = true;
ped->ready_to_shade = false;
}
}
DRWFboTexture tex_filter = {&sldata->probe_pool, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&sldata->probe_filter_fb, &draw_engine_eevee_type, PROBE_OCTAHEDRON_SIZE, PROBE_OCTAHEDRON_SIZE, &tex_filter, 1);
/* TODO Allocate bigger storage if needed. */
if (!sldata->irradiance_pool) {
sldata->irradiance_pool = DRW_texture_create_2D(IRRADIANCE_POOL_SIZE, IRRADIANCE_POOL_SIZE, DRW_TEX_RGBA_16, DRW_TEX_FILTER, NULL);
pinfo->num_render_grid = 0;
}
EEVEE_lightprobes_updates(sldata);
DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
}
/* Glossy filter probe_rt to probe_pool at index probe_idx */
static void glossy_filter_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
/* 2 - Let gpu create Mipmaps for Filtered Importance Sampling. */
/* Bind next framebuffer to be able to gen. mips for probe_rt. */
DRW_framebuffer_bind(sldata->probe_filter_fb);
DRW_texture_generate_mipmaps(sldata->probe_rt);
/* 3 - Render to probe array to the specified layer, do prefiltering. */
/* Detach to rebind the right mipmap. */
DRW_framebuffer_texture_detach(sldata->probe_pool);
float mipsize = PROBE_OCTAHEDRON_SIZE;
const int maxlevel = (int)floorf(log2f(PROBE_OCTAHEDRON_SIZE));
const int min_lod_level = 3;
for (int i = 0; i < maxlevel - min_lod_level; i++) {
float bias = (i == 0) ? 0.0f : 1.0f;
pinfo->texel_size = 1.0f / mipsize;
pinfo->padding_size = powf(2.0f, (float)(maxlevel - min_lod_level - 1 - i));
/* XXX : WHY THE HECK DO WE NEED THIS ??? */
/* padding is incorrect without this! float precision issue? */
if (pinfo->padding_size > 32) {
pinfo->padding_size += 5;
}
if (pinfo->padding_size > 16) {
pinfo->padding_size += 4;
}
else if (pinfo->padding_size > 8) {
pinfo->padding_size += 2;
}
else if (pinfo->padding_size > 4) {
pinfo->padding_size += 1;
}
pinfo->layer = probe_idx;
pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
pinfo->roughness *= pinfo->roughness; /* Disney Roughness */
pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */
CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */
#if 1 /* Variable Sample count (fast) */
switch (i) {
case 0: pinfo->samples_ct = 1.0f; break;
case 1: pinfo->samples_ct = 16.0f; break;
case 2: pinfo->samples_ct = 32.0f; break;
case 3: pinfo->samples_ct = 64.0f; break;
default: pinfo->samples_ct = 128.0f; break;
}
#else /* Constant Sample count (slow) */
pinfo->samples_ct = 1024.0f;
#endif
pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
pinfo->lodfactor = bias + 0.5f * log((float)(PROBE_RT_SIZE * PROBE_RT_SIZE) * pinfo->invsamples_ct) / log(2);
pinfo->lodmax = floorf(log2f(PROBE_RT_SIZE)) - 2.0f;
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, i);
DRW_framebuffer_viewport_size(sldata->probe_filter_fb, 0, 0, mipsize, mipsize);
DRW_draw_pass(psl->probe_glossy_compute);
DRW_framebuffer_texture_detach(sldata->probe_pool);
mipsize /= 2;
CLAMP_MIN(mipsize, 1);
}
/* For shading, save max level of the octahedron map */
pinfo->lodmax = (float)(maxlevel - min_lod_level) - 1.0f;
/* reattach to have a valid framebuffer. */
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
/* Diffuse filter probe_rt to irradiance_pool at index probe_idx */
static void diffuse_filter_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int cell_idx)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
/* TODO do things properly */
float lodmax = pinfo->lodmax;
/* 4 - Compute spherical harmonics */
/* Tweaking parameters to balance perf. vs precision */
DRW_framebuffer_bind(sldata->probe_filter_fb);
DRW_texture_generate_mipmaps(sldata->probe_rt);
/* Bind the right texture layer (one layer per irradiance grid) */
DRW_framebuffer_texture_detach(sldata->probe_pool);
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_pool, 0, 0);
/* find cell position on the virtual 3D texture */
/* NOTE : Keep in sync with load_irradiance_cell() */
#if defined(IRRADIANCE_SH_L2)
int size[2] = {3, 3};
#elif defined(IRRADIANCE_CUBEMAP)
int size[2] = {8, 8};
pinfo->samples_ct = 1024.0f;
#elif defined(IRRADIANCE_HL2)
int size[2] = {3, 2};
pinfo->samples_ct = 1024.0f;
#endif
int cell_per_row = IRRADIANCE_POOL_SIZE / size[0];
int x = size[0] * (cell_idx % cell_per_row);
int y = size[1] * (cell_idx / cell_per_row);
#ifndef IRRADIANCE_SH_L2
const float bias = 0.0f;
pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
pinfo->lodfactor = bias + 0.5f * log((float)(PROBE_RT_SIZE * PROBE_RT_SIZE) * pinfo->invsamples_ct) / log(2);
pinfo->lodmax = floorf(log2f(PROBE_RT_SIZE)) - 2.0f;
#else
pinfo->shres = 32; /* Less texture fetches & reduce branches */
pinfo->lodmax = 2.0f; /* Improve cache reuse */
#endif
DRW_framebuffer_viewport_size(sldata->probe_filter_fb, x, y, size[0], size[1]);
DRW_draw_pass(psl->probe_diffuse_compute);
/* reattach to have a valid framebuffer. */
DRW_framebuffer_texture_detach(sldata->irradiance_pool);
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
/* restore */
pinfo->lodmax = lodmax;
}
/* Render the scene to the probe_rt texture. */
static void render_scene_to_probe(
EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl,
const float pos[3], float clipsta, float clipend)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
float winmat[4][4], posmat[4][4];
unit_m4(posmat);
/* Move to capture position */
negate_v3_v3(posmat[3], pos);
/* 1 - Render to each cubeface individually.
* We do this instead of using geometry shader because a) it's faster,
* b) it's easier than fixing the nodetree shaders (for view dependant effects). */
pinfo->layer = 0;
perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
/* Detach to rebind the right cubeface. */
DRW_framebuffer_bind(sldata->probe_fb);
DRW_framebuffer_texture_detach(sldata->probe_rt);
DRW_framebuffer_texture_detach(sldata->probe_depth_rt);
for (int i = 0; i < 6; ++i) {
float viewmat[4][4], persmat[4][4];
float viewinv[4][4], persinv[4][4];
DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0);
DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_depth_rt, 0, i, 0);
DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, PROBE_RT_SIZE, PROBE_RT_SIZE);
float clear[4] = {1.0f, 0.0f, 0.0f, 1.0f};
DRW_framebuffer_clear(true, true, false, clear, 1.0);
/* Setup custom matrices */
mul_m4_m4m4(viewmat, cubefacemat[i], posmat);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
invert_m4_m4(viewinv, viewmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_draw_pass(psl->background_pass);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Shading pass */
DRW_draw_pass(psl->default_pass);
DRW_draw_pass(psl->default_flat_pass);
DRW_draw_pass(psl->material_pass);
DRW_framebuffer_texture_detach(sldata->probe_rt);
DRW_framebuffer_texture_detach(sldata->probe_depth_rt);
}
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0);
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_depth_rt, 0, 0);
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEW);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
}
static void render_world_to_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
/* 1 - Render to cubemap target using geometry shader. */
/* For world probe, we don't need to clear since we render the background directly. */
pinfo->layer = 0;
DRW_framebuffer_bind(sldata->probe_fb);
DRW_draw_pass(psl->probe_background);
}
static void update_irradiance_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
EEVEE_LightGrid *egrid = &pinfo->grid_data[probe_idx];
Object *ob = pinfo->probes_grid_ref[probe_idx];
LightProbe *prb = (LightProbe *)ob->data;
/* Temporary Remove all grids */
int tmp_num_render_grid = pinfo->num_render_grid;
int tmp_num_render_cube = pinfo->num_render_cube;
pinfo->num_render_grid = 0;
pinfo->num_render_cube = 0;
/* Render a cubemap and compute irradiance for every point inside the irradiance grid */
for (int i = 0; i < egrid->resolution[0]; ++i) {
for (int j = 0; j < egrid->resolution[1]; ++j) {
for (int k = 0; k < egrid->resolution[2]; ++k) {
float pos[3], tmp[3];
int cell = egrid->offset + k + j * egrid->resolution[2] + i * egrid->resolution[2] * egrid->resolution[1];
/* Compute world position of the sample */
copy_v3_v3(pos, egrid->corner);
mul_v3_v3fl(tmp, egrid->increment_x, (float)i);
add_v3_v3(pos, tmp);
mul_v3_v3fl(tmp, egrid->increment_y, (float)j);
add_v3_v3(pos, tmp);
mul_v3_v3fl(tmp, egrid->increment_z, (float)k);
add_v3_v3(pos, tmp);
/* TODO Remove specular */
render_scene_to_probe(sldata, psl, pos, prb->clipsta, prb->clipend);
/* TODO Do not update texture while rendering but write to CPU memory (or another buffer).
* This will allow "multiple bounces" computation. */
diffuse_filter_probe(sldata, psl, cell);
}
}
}
/* Restore */
pinfo->num_render_grid = tmp_num_render_grid;
pinfo->num_render_cube = tmp_num_render_cube;
/* TODO save in DNA / blendfile */
}
void EEVEE_lightprobes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
/* Render world in priority */
if (e_data.update_world) {
render_world_to_probe(sldata, psl);
glossy_filter_probe(sldata, psl, 0);
diffuse_filter_probe(sldata, psl, 0);
e_data.update_world = false;
if (!e_data.world_ready_to_shade) {
e_data.world_ready_to_shade = true;
pinfo->num_render_cube = 1;
}
DRW_viewport_request_redraw();
}
else if (true) { /* TODO if at least one probe needs refresh */
if (draw_ctx->evil_C != NULL) {
/* Only compute probes if not navigating or in playback */
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
if (((rv3d->rflag & RV3D_NAVIGATING) != 0) || ED_screen_animation_no_scrub(wm) != NULL) {
return;
}
}
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if (ped->need_update) {
LightProbe *prb = (LightProbe *)ob->data;
render_scene_to_probe(sldata, psl, ob->obmat[3], prb->clipsta, prb->clipend);
glossy_filter_probe(sldata, psl, i);
ped->need_update = false;
if (!ped->ready_to_shade) {
pinfo->num_render_cube++;
ped->ready_to_shade = true;
}
DRW_viewport_request_redraw();
/* Only do one probe per frame */
break;
}
}
for (int i = 0; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if (ped->need_update) {
update_irradiance_probe(sldata, psl, i);
ped->need_update = false;
if (!ped->ready_to_shade) {
pinfo->num_render_grid++;
ped->ready_to_shade = true;
}
DRW_viewport_request_redraw();
/* Only do one probe per frame */
break;
}
}
}
}
void EEVEE_lightprobes_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
}
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