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|
/*
* 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 2016, Blender Foundation.
*/
/** \file
* \ingroup DNA
*/
#pragma once
#include "DRW_render.h"
#include "BLI_bitmap.h"
#include "DNA_lightprobe_types.h"
#include "GPU_viewport.h"
#include "BKE_camera.h"
#ifdef __cplusplus
extern "C" {
#endif
struct EEVEE_ShadowCasterBuffer;
struct GPUFrameBuffer;
struct Object;
struct RenderLayer;
extern struct DrawEngineType draw_engine_eevee_type;
/* Minimum UBO is 16384 bytes */
#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
#define MAX_CASCADE_NUM 4
#define MAX_SHADOW 128 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
#define MAX_SHADOW_CASCADE 8
#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
#define MAX_BLOOM_STEP 16
#define MAX_AOVS 64
/* Special value chosen to not be altered by depth of field sample count. */
#define TAA_MAX_SAMPLE 10000926
// #define DEBUG_SHADOW_DISTRIBUTION
/* Only define one of these. */
// #define IRRADIANCE_SH_L2
#define IRRADIANCE_HL2
#define HAMMERSLEY_SIZE 1024
#if defined(IRRADIANCE_SH_L2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_HL2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
#endif
/* Macro causes over indentation. */
/* clang-format off */
#define SHADER_DEFINES \
"#define EEVEE_ENGINE\n" \
"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
"#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
"#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
SHADER_IRRADIANCE
/* clang-format on */
#define EEVEE_PROBE_MAX min_ii(MAX_PROBE, GPU_max_texture_layers() / 6)
#define EEVEE_VELOCITY_TILE_SIZE 32
#define USE_VOLUME_OPTI (GPU_shader_image_load_store_support())
#define SWAP_DOUBLE_BUFFERS() \
{ \
if (effects->swap_double_buffer) { \
SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->double_buffer_fb); \
SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->double_buffer_color_fb); \
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
effects->swap_double_buffer = false; \
} \
} \
((void)0)
#define SWAP_BUFFERS() \
{ \
if (effects->target_buffer == fbl->effect_color_fb) { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color_post; \
effects->target_buffer = fbl->main_color_fb; \
} \
else { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color; \
effects->target_buffer = fbl->effect_color_fb; \
} \
} \
((void)0)
#define SWAP_BUFFERS_TAA() \
{ \
if (effects->target_buffer == fbl->effect_color_fb) { \
SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->taa_history_fb); \
SWAP(struct GPUFrameBuffer *, fbl->effect_color_fb, fbl->taa_history_color_fb); \
SWAP(GPUTexture *, txl->color_post, txl->taa_history); \
effects->source_buffer = txl->taa_history; \
effects->target_buffer = fbl->effect_color_fb; \
} \
else { \
SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->taa_history_fb); \
SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->taa_history_color_fb); \
SWAP(GPUTexture *, txl->color, txl->taa_history); \
effects->source_buffer = txl->taa_history; \
effects->target_buffer = fbl->main_color_fb; \
} \
} \
((void)0)
BLI_INLINE bool eevee_hdri_preview_overlay_enabled(const View3D *v3d)
{
/* Only show the HDRI Preview in Shading Preview in the Viewport. */
if (v3d == NULL || v3d->shading.type != OB_MATERIAL) {
return false;
}
/* Only show the HDRI Preview when viewing the Combined render pass */
if (v3d->shading.render_pass != SCE_PASS_COMBINED) {
return false;
}
return ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV);
}
#define USE_SCENE_LIGHT(v3d) \
((!v3d) || \
((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) \
((v3d) && (((v3d->shading.type == OB_MATERIAL) && \
((v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0)) || \
((v3d->shading.type == OB_RENDER) && \
((v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0))))
#define MIN_CUBE_LOD_LEVEL 3
#define MAX_PLANAR_LOD_LEVEL 9
/* All the renderpasses that use the GPUMaterial for accumulation */
#define EEVEE_RENDERPASSES_MATERIAL \
(EEVEE_RENDER_PASS_EMIT | EEVEE_RENDER_PASS_DIFFUSE_COLOR | EEVEE_RENDER_PASS_DIFFUSE_LIGHT | \
EEVEE_RENDER_PASS_SPECULAR_COLOR | EEVEE_RENDER_PASS_SPECULAR_LIGHT | \
EEVEE_RENDER_PASS_ENVIRONMENT | EEVEE_RENDER_PASS_AOV)
#define EEVEE_AOV_HASH_ALL -1
#define EEVEE_AOV_HASH_COLOR_TYPE_MASK 1
#define MAX_CRYPTOMATTE_LAYERS 3
/* Material shader variations */
enum {
VAR_MAT_MESH = (1 << 0),
VAR_MAT_VOLUME = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
/* VAR_MAT_PROBE = (1 << 3), UNUSED */
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_LOOKDEV = (1 << 5),
VAR_MAT_HOLDOUT = (1 << 6),
VAR_MAT_HASH = (1 << 7),
VAR_MAT_DEPTH = (1 << 8),
VAR_MAT_REFRACT = (1 << 9),
VAR_WORLD_BACKGROUND = (1 << 10),
VAR_WORLD_PROBE = (1 << 11),
VAR_WORLD_VOLUME = (1 << 12),
VAR_DEFAULT = (1 << 13),
};
/* Material shader cache keys */
enum {
/* HACK: This assumes the struct GPUShader will never be smaller than our variations.
* This allow us to only keep one ghash and avoid bigger keys comparisons/hashing.
* We combine the GPUShader pointer with the key. */
KEY_CULL = (1 << 0),
KEY_REFRACT = (1 << 1),
KEY_HAIR = (1 << 2),
KEY_SHADOW = (1 << 3),
};
/* SSR shader variations */
typedef enum EEVEE_SSRShaderOptions {
SSR_RESOLVE = (1 << 0),
SSR_FULL_TRACE = (1 << 1),
SSR_MAX_SHADER = (1 << 2),
} EEVEE_SSRShaderOptions;
/* DOF Gather pass shader variations */
typedef enum EEVEE_DofGatherPass {
DOF_GATHER_FOREGROUND = 0,
DOF_GATHER_BACKGROUND = 1,
DOF_GATHER_HOLEFILL = 2,
DOF_GATHER_MAX_PASS,
} EEVEE_DofGatherPass;
#define DOF_TILE_DIVISOR 16
#define DOF_BOKEH_LUT_SIZE 32
#define DOF_GATHER_RING_COUNT 5
#define DOF_DILATE_RING_COUNT 3
#define DOF_FAST_GATHER_COC_ERROR 0.05
#define DOF_SHADER_DEFINES \
"#define DOF_TILE_DIVISOR " STRINGIFY(DOF_TILE_DIVISOR) "\n" \
"#define DOF_BOKEH_LUT_SIZE " STRINGIFY(DOF_BOKEH_LUT_SIZE) "\n" \
"#define DOF_GATHER_RING_COUNT " STRINGIFY(DOF_GATHER_RING_COUNT) "\n" \
"#define DOF_DILATE_RING_COUNT " STRINGIFY(DOF_DILATE_RING_COUNT) "\n" \
"#define DOF_FAST_GATHER_COC_ERROR " STRINGIFY(DOF_FAST_GATHER_COC_ERROR) "\n"
/* ************ PROBE UBO ************* */
/* They are the same struct as their Cache siblings.
* typedef'ing just to keep the naming consistent with
* other eevee types. */
typedef LightProbeCache EEVEE_LightProbe;
typedef LightGridCache EEVEE_LightGrid;
typedef struct EEVEE_PlanarReflection {
float plane_equation[4];
float clip_vec_x[3], attenuation_scale;
float clip_vec_y[3], attenuation_bias;
float clip_edge_x_pos, clip_edge_x_neg;
float clip_edge_y_pos, clip_edge_y_neg;
float facing_scale, facing_bias, clipsta, pad;
float reflectionmat[4][4]; /* Used for sampling the texture. */
float mtx[4][4]; /* Not used in shader. TODO move elsewhere. */
} EEVEE_PlanarReflection;
/* --------------------------------------- */
typedef struct EEVEE_BoundBox {
float center[3], halfdim[3];
} EEVEE_BoundBox;
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_accum_pass;
/* Probes */
struct DRWPass *probe_background;
struct DRWPass *probe_glossy_compute;
struct DRWPass *probe_diffuse_compute;
struct DRWPass *probe_visibility_compute;
struct DRWPass *probe_grid_fill;
struct DRWPass *probe_display;
struct DRWPass *probe_planar_downsample_ps;
/* Effects */
struct DRWPass *ao_horizon_search;
struct DRWPass *ao_horizon_search_layer;
struct DRWPass *ao_horizon_debug;
struct DRWPass *ao_accum_ps;
struct DRWPass *mist_accum_ps;
struct DRWPass *motion_blur;
struct DRWPass *bloom_blit;
struct DRWPass *bloom_downsample_first;
struct DRWPass *bloom_downsample;
struct DRWPass *bloom_upsample;
struct DRWPass *bloom_resolve;
struct DRWPass *bloom_accum_ps;
struct DRWPass *dof_setup;
struct DRWPass *dof_flatten_tiles;
struct DRWPass *dof_dilate_tiles_minmax;
struct DRWPass *dof_dilate_tiles_minabs;
struct DRWPass *dof_reduce_copy;
struct DRWPass *dof_downsample;
struct DRWPass *dof_reduce;
struct DRWPass *dof_bokeh;
struct DRWPass *dof_gather_fg;
struct DRWPass *dof_gather_fg_holefill;
struct DRWPass *dof_gather_bg;
struct DRWPass *dof_scatter_fg;
struct DRWPass *dof_scatter_bg;
struct DRWPass *dof_filter;
struct DRWPass *dof_resolve;
struct DRWPass *volumetric_world_ps;
struct DRWPass *volumetric_objects_ps;
struct DRWPass *volumetric_scatter_ps;
struct DRWPass *volumetric_integration_ps;
struct DRWPass *volumetric_resolve_ps;
struct DRWPass *volumetric_accum_ps;
struct DRWPass *ssr_raytrace;
struct DRWPass *ssr_resolve;
struct DRWPass *sss_blur_ps;
struct DRWPass *sss_resolve_ps;
struct DRWPass *sss_translucency_ps;
struct DRWPass *color_downsample_ps;
struct DRWPass *color_downsample_cube_ps;
struct DRWPass *velocity_object;
struct DRWPass *velocity_hair;
struct DRWPass *velocity_resolve;
struct DRWPass *velocity_tiles_x;
struct DRWPass *velocity_tiles;
struct DRWPass *velocity_tiles_expand[2];
struct DRWPass *taa_resolve;
struct DRWPass *alpha_checker;
/* HiZ */
struct DRWPass *minz_downlevel_ps;
struct DRWPass *maxz_downlevel_ps;
struct DRWPass *minz_downdepth_ps;
struct DRWPass *maxz_downdepth_ps;
struct DRWPass *minz_downdepth_layer_ps;
struct DRWPass *maxz_downdepth_layer_ps;
struct DRWPass *minz_copydepth_ps;
struct DRWPass *maxz_copydepth_ps;
struct DRWPass *maxz_copydepth_layer_ps;
/* Renderpass Accumulation. */
struct DRWPass *material_accum_ps;
struct DRWPass *background_accum_ps;
struct DRWPass *cryptomatte_ps;
struct DRWPass *depth_ps;
struct DRWPass *depth_cull_ps;
struct DRWPass *depth_clip_ps;
struct DRWPass *depth_clip_cull_ps;
struct DRWPass *depth_refract_ps;
struct DRWPass *depth_refract_cull_ps;
struct DRWPass *depth_refract_clip_ps;
struct DRWPass *depth_refract_clip_cull_ps;
struct DRWPass *material_ps;
struct DRWPass *material_cull_ps;
struct DRWPass *material_refract_ps;
struct DRWPass *material_refract_cull_ps;
struct DRWPass *material_sss_ps;
struct DRWPass *material_sss_cull_ps;
struct DRWPass *transparent_pass;
struct DRWPass *background_ps;
struct DRWPass *update_noise_pass;
struct DRWPass *lookdev_glossy_pass;
struct DRWPass *lookdev_diffuse_pass;
struct DRWPass *renderpass_pass;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {
/* Effects */
struct GPUFrameBuffer *gtao_fb;
struct GPUFrameBuffer *gtao_debug_fb;
struct GPUFrameBuffer *downsample_fb;
struct GPUFrameBuffer *bloom_blit_fb;
struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
struct GPUFrameBuffer *bloom_pass_accum_fb;
struct GPUFrameBuffer *cryptomatte_fb;
struct GPUFrameBuffer *shadow_accum_fb;
struct GPUFrameBuffer *ssr_accum_fb;
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_blit_fb;
struct GPUFrameBuffer *sss_resolve_fb;
struct GPUFrameBuffer *sss_clear_fb;
struct GPUFrameBuffer *sss_translucency_fb;
struct GPUFrameBuffer *sss_accum_fb;
struct GPUFrameBuffer *dof_setup_fb;
struct GPUFrameBuffer *dof_flatten_tiles_fb;
struct GPUFrameBuffer *dof_dilate_tiles_fb;
struct GPUFrameBuffer *dof_downsample_fb;
struct GPUFrameBuffer *dof_reduce_fb;
struct GPUFrameBuffer *dof_reduce_copy_fb;
struct GPUFrameBuffer *dof_bokeh_fb;
struct GPUFrameBuffer *dof_gather_fg_fb;
struct GPUFrameBuffer *dof_filter_fg_fb;
struct GPUFrameBuffer *dof_gather_fg_holefill_fb;
struct GPUFrameBuffer *dof_gather_bg_fb;
struct GPUFrameBuffer *dof_filter_bg_fb;
struct GPUFrameBuffer *dof_scatter_fg_fb;
struct GPUFrameBuffer *dof_scatter_bg_fb;
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *volumetric_scat_fb;
struct GPUFrameBuffer *volumetric_integ_fb;
struct GPUFrameBuffer *volumetric_accum_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *refract_fb;
struct GPUFrameBuffer *mist_accum_fb;
struct GPUFrameBuffer *material_accum_fb;
struct GPUFrameBuffer *renderpass_fb;
struct GPUFrameBuffer *ao_accum_fb;
struct GPUFrameBuffer *velocity_resolve_fb;
struct GPUFrameBuffer *velocity_fb;
struct GPUFrameBuffer *velocity_tiles_fb[2];
struct GPUFrameBuffer *update_noise_fb;
struct GPUFrameBuffer *planarref_fb;
struct GPUFrameBuffer *planar_downsample_fb;
struct GPUFrameBuffer *main_fb;
struct GPUFrameBuffer *main_color_fb;
struct GPUFrameBuffer *effect_fb;
struct GPUFrameBuffer *effect_color_fb;
struct GPUFrameBuffer *double_buffer_fb;
struct GPUFrameBuffer *double_buffer_color_fb;
struct GPUFrameBuffer *double_buffer_depth_fb;
struct GPUFrameBuffer *taa_history_fb;
struct GPUFrameBuffer *taa_history_color_fb;
} EEVEE_FramebufferList;
typedef struct EEVEE_TextureList {
/* Effects */
struct GPUTexture *color_post; /* R16_G16_B16 */
struct GPUTexture *mist_accum;
struct GPUTexture *ao_accum;
struct GPUTexture *sss_accum;
struct GPUTexture *env_accum;
struct GPUTexture *diff_color_accum;
struct GPUTexture *diff_light_accum;
struct GPUTexture *spec_color_accum;
struct GPUTexture *spec_light_accum;
struct GPUTexture *aov_surface_accum[MAX_AOVS];
struct GPUTexture *emit_accum;
struct GPUTexture *bloom_accum;
struct GPUTexture *ssr_accum;
struct GPUTexture *shadow_accum;
struct GPUTexture *cryptomatte;
struct GPUTexture *refract_color;
struct GPUTexture *taa_history;
/* Could not be pool texture because of mipmapping. */
struct GPUTexture *dof_reduced_color;
struct GPUTexture *dof_reduced_coc;
struct GPUTexture *volume_prop_scattering;
struct GPUTexture *volume_prop_extinction;
struct GPUTexture *volume_prop_emission;
struct GPUTexture *volume_prop_phase;
struct GPUTexture *volume_scatter;
struct GPUTexture *volume_transmit;
struct GPUTexture *volume_scatter_history;
struct GPUTexture *volume_transmit_history;
struct GPUTexture *volume_scatter_accum;
struct GPUTexture *volume_transmittance_accum;
struct GPUTexture *lookdev_grid_tx;
struct GPUTexture *lookdev_cube_tx;
struct GPUTexture *planar_pool;
struct GPUTexture *planar_depth;
struct GPUTexture *maxzbuffer;
struct GPUTexture *renderpass;
struct GPUTexture *color; /* R16_G16_B16 */
struct GPUTexture *color_double_buffer;
struct GPUTexture *depth_double_buffer;
} EEVEE_TextureList;
typedef struct EEVEE_StorageList {
/* Effects */
struct EEVEE_EffectsInfo *effects;
struct EEVEE_PrivateData *g_data;
struct LightCache *lookdev_lightcache;
EEVEE_LightProbe *lookdev_cube_data;
EEVEE_LightGrid *lookdev_grid_data;
LightCacheTexture *lookdev_cube_mips;
} EEVEE_StorageList;
/* ************ RENDERPASS UBO ************* */
typedef struct EEVEE_RenderPassData {
int renderPassDiffuse;
int renderPassDiffuseLight;
int renderPassGlossy;
int renderPassGlossyLight;
int renderPassEmit;
int renderPassSSSColor;
int renderPassEnvironment;
int renderPassAOV;
int renderPassAOVActive;
int _pad[3];
} EEVEE_RenderPassData;
/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
float position[3], invsqrdist;
float color[3], spec;
float spotsize, spotblend, radius, shadow_id;
float rightvec[3], sizex;
float upvec[3], sizey;
float forwardvec[3], light_type;
} EEVEE_Light;
/* Special type for elliptic area lights, matches lamps_lib.glsl */
#define LAMPTYPE_AREA_ELLIPSE 100.0f
typedef struct EEVEE_Shadow {
float near, far, bias, type_data_id;
float contact_dist, contact_bias, contact_spread, contact_thickness;
} EEVEE_Shadow;
typedef struct EEVEE_ShadowCube {
float shadowmat[4][4];
float position[3], _pad0[1];
} EEVEE_ShadowCube;
typedef struct EEVEE_ShadowCascade {
/* World->Light->NDC->Tex : used for sampling the shadow map. */
float shadowmat[MAX_CASCADE_NUM][4][4];
float split_start[4];
float split_end[4];
float shadow_vec[3], tex_id;
} EEVEE_ShadowCascade;
typedef struct EEVEE_ShadowCascadeRender {
/* World->Light->NDC : used for rendering the shadow map. */
float projmat[MAX_CASCADE_NUM][4][4];
float viewmat[4][4], viewinv[4][4];
float radius[MAX_CASCADE_NUM];
float original_bias;
float cascade_max_dist;
float cascade_exponent;
float cascade_fade;
int cascade_count;
} EEVEE_ShadowCascadeRender;
BLI_STATIC_ASSERT_ALIGN(EEVEE_Light, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_Shadow, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCube, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCascade, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_RenderPassData, 16)
BLI_STATIC_ASSERT(sizeof(EEVEE_Shadow) * MAX_SHADOW +
sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE +
sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE <
16384,
"Shadow UBO is too big!!!")
typedef struct EEVEE_ShadowCasterBuffer {
struct EEVEE_BoundBox *bbox;
BLI_bitmap *update;
uint alloc_count;
uint count;
} EEVEE_ShadowCasterBuffer;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LightsInfo {
int num_light, cache_num_light;
int num_cube_layer, cache_num_cube_layer;
int num_cascade_layer, cache_num_cascade_layer;
int cube_len, cascade_len, shadow_len;
int shadow_cube_size, shadow_cascade_size;
bool shadow_high_bitdepth, soft_shadows;
/* UBO Storage : data used by UBO */
struct EEVEE_Light light_data[MAX_LIGHT];
struct EEVEE_Shadow shadow_data[MAX_SHADOW];
struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
/* Additional rendering info for cascade. */
struct EEVEE_ShadowCascadeRender shadow_cascade_render[MAX_SHADOW_CASCADE];
/* Back index in light_data. */
uchar shadow_cube_light_indices[MAX_SHADOW_CUBE];
uchar shadow_cascade_light_indices[MAX_SHADOW_CASCADE];
/* Update bitmap. */
BLI_bitmap sh_cube_update[BLI_BITMAP_SIZE(MAX_SHADOW_CUBE)];
/* Lights tracking */
struct BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
/* List of bbox and update bitmap. Double buffered. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer, *shcaster_backbuffer;
/* AABB of all shadow casters combined. */
struct {
float min[3], max[3];
} shcaster_aabb;
} EEVEE_LightsInfo;
/* ************ PROBE DATA ************* */
typedef struct EEVEE_LightProbeVisTest {
struct Collection *collection; /* Skip test if NULL */
bool invert;
bool cached; /* Reuse last test results */
} EEVEE_LightProbeVisTest;
typedef struct EEVEE_LightProbesInfo {
int num_cube, cache_num_cube;
int num_grid, cache_num_grid;
int num_planar, cache_num_planar;
int total_irradiance_samples; /* Total for all grids */
int cache_irradiance_size[3];
int update_flag;
int updated_bounce;
int num_bounce;
int cubemap_res;
/* Update */
bool do_cube_update;
bool do_grid_update;
/* For rendering probes */
float probemat[6][4][4];
int layer;
float texel_size;
float padding_size;
float samples_len;
float samples_len_inv;
float near_clip;
float far_clip;
float roughness;
float firefly_fac;
float lodfactor;
float lod_rt_max, lod_cube_max, lod_planar_max;
float visibility_range;
float visibility_blur;
float intensity_fac;
int shres;
EEVEE_LightProbeVisTest planar_vis_tests[MAX_PLANAR];
/* UBO Storage : data used by UBO */
EEVEE_LightProbe probe_data[MAX_PROBE];
EEVEE_LightGrid grid_data[MAX_GRID];
EEVEE_PlanarReflection planar_data[MAX_PLANAR];
/* Probe Visibility Collection */
EEVEE_LightProbeVisTest vis_data;
} EEVEE_LightProbesInfo;
/* EEVEE_LightProbesInfo->update_flag */
enum {
PROBE_UPDATE_CUBE = (1 << 0),
PROBE_UPDATE_GRID = (1 << 1),
PROBE_UPDATE_ALL = 0xFFFFFF,
};
/* ************** MOTION BLUR ************ */
#define MB_PREV 0
#define MB_NEXT 1
#define MB_CURR 2
typedef struct EEVEE_MotionBlurData {
struct GHash *object;
struct GHash *geom;
struct {
float viewmat[4][4];
float persmat[4][4];
float persinv[4][4];
} camera[3];
DRWShadingGroup *hair_grp;
} EEVEE_MotionBlurData;
typedef struct EEVEE_ObjectKey {
/** Object or source object for duplis */
struct Object *ob;
/** Parent object for duplis */
struct Object *parent;
/** Dupli objects recursive unique identifier */
int id[8]; /* MAX_DUPLI_RECUR */
} EEVEE_ObjectKey;
typedef struct EEVEE_ObjectMotionData {
float obmat[3][4][4];
} EEVEE_ObjectMotionData;
typedef enum eEEVEEMotionData {
EEVEE_MOTION_DATA_MESH = 0,
EEVEE_MOTION_DATA_HAIR,
} eEEVEEMotionData;
typedef struct EEVEE_HairMotionData {
/** Needs to be first to ensure casting. */
eEEVEEMotionData type;
int use_deform;
/** Allocator will alloc enough slot for all particle systems. Or 1 if it's a hair object. */
int psys_len;
struct {
struct GPUVertBuf *hair_pos[2]; /* Position buffer for time = t +/- step. */
struct GPUTexture *hair_pos_tx[2]; /* Buffer Texture of the corresponding VBO. */
} psys[0];
} EEVEE_HairMotionData;
typedef struct EEVEE_GeometryMotionData {
/** Needs to be first to ensure casting. */
eEEVEEMotionData type;
/** To disable deform mb if vertcount mismatch. */
int use_deform;
struct GPUBatch *batch; /* Batch for time = t. */
struct GPUVertBuf *vbo[2]; /* Vbo for time = t +/- step. */
} EEVEE_GeometryMotionData;
/* ************ EFFECTS DATA ************* */
typedef enum EEVEE_EffectsFlag {
EFFECT_MOTION_BLUR = (1 << 0),
EFFECT_BLOOM = (1 << 1),
EFFECT_DOF = (1 << 2),
EFFECT_VOLUMETRIC = (1 << 3),
EFFECT_SSR = (1 << 4),
EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
EFFECT_REFRACT = (1 << 6),
EFFECT_GTAO = (1 << 7),
EFFECT_TAA = (1 << 8),
EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
EFFECT_SSS = (1 << 11),
EFFECT_VELOCITY_BUFFER = (1 << 12), /* Not really an effect but a feature */
EFFECT_TAA_REPROJECT = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
} EEVEE_EffectsFlag;
typedef struct EEVEE_EffectsInfo {
EEVEE_EffectsFlag enabled_effects;
bool swap_double_buffer;
/* SSSS */
int sss_sample_count;
int sss_surface_count;
struct GPUTexture *sss_irradiance; /* Textures from pool */
struct GPUTexture *sss_radius;
struct GPUTexture *sss_albedo;
struct GPUTexture *sss_blur;
struct GPUTexture *sss_stencil;
/* Volumetrics */
int volume_current_sample;
struct GPUTexture *volume_scatter;
struct GPUTexture *volume_transmit;
/* SSR */
bool reflection_trace_full;
bool ssr_was_persp;
bool ssr_was_valid_double_buffer;
int ssr_neighbor_ofs;
int ssr_halfres_ofs[2];
struct GPUTexture *ssr_normal_input; /* Textures from pool */
struct GPUTexture *ssr_specrough_input;
struct GPUTexture *ssr_hit_output;
struct GPUTexture *ssr_pdf_output;
/* Temporal Anti Aliasing */
int taa_reproject_sample;
int taa_current_sample;
int taa_render_sample;
int taa_total_sample;
float taa_alpha;
bool bypass_drawing;
bool prev_drw_support;
bool prev_is_navigating;
float prev_drw_persmat[4][4]; /* Used for checking view validity and reprojection. */
struct DRWView *taa_view;
/* Ambient Occlusion */
int ao_depth_layer;
struct GPUTexture *ao_src_depth; /* pointer copy */
struct GPUTexture *gtao_horizons; /* Textures from pool */
struct GPUTexture *gtao_horizons_renderpass; /* Texture when rendering render pass */
struct GPUTexture *gtao_horizons_debug;
/* Motion Blur */
float current_ndc_to_world[4][4];
float current_world_to_ndc[4][4];
float current_world_to_view[4][4];
float past_world_to_ndc[4][4];
float past_world_to_view[4][4];
CameraParams past_cam_params;
CameraParams current_cam_params;
char motion_blur_step; /* Which step we are evaluating. */
int motion_blur_max; /* Maximum distance in pixels a motion-blurred pixel can cover. */
float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */
bool cam_params_init;
/* TODO(fclem): Only used in render mode for now.
* This is because we are missing a per scene persistent place to hold this. */
struct EEVEE_MotionBlurData motion_blur;
/* Velocity Pass */
struct GPUTexture *velocity_tx; /* Texture from pool */
struct GPUTexture *velocity_tiles_x_tx;
struct GPUTexture *velocity_tiles_tx;
/* Depth Of Field */
float dof_jitter_radius;
float dof_jitter_blades;
float dof_jitter_focus;
int dof_jitter_ring_count;
float dof_coc_params[2], dof_coc_near_dist, dof_coc_far_dist;
float dof_bokeh_blades, dof_bokeh_rotation, dof_bokeh_aniso[2], dof_bokeh_max_size;
float dof_bokeh_aniso_inv[2];
float dof_scatter_color_threshold;
float dof_scatter_coc_threshold;
float dof_scatter_neighbor_max_color;
float dof_fx_max_coc;
float dof_denoise_factor;
int dof_dilate_slight_focus;
int dof_dilate_ring_count;
int dof_dilate_ring_width_multiplier;
int dof_reduce_steps;
bool dof_hq_slight_focus;
eGPUTextureFormat dof_color_format;
struct GPUTexture *dof_bg_color_tx; /* All textures from pool... */
struct GPUTexture *dof_bg_occlusion_tx;
struct GPUTexture *dof_bg_weight_tx;
struct GPUTexture *dof_bokeh_gather_lut_tx;
struct GPUTexture *dof_bokeh_scatter_lut_tx;
struct GPUTexture *dof_bokeh_resolve_lut_tx;
struct GPUTexture *dof_coc_dilated_tiles_bg_tx;
struct GPUTexture *dof_coc_dilated_tiles_fg_tx;
struct GPUTexture *dof_coc_tiles_bg_tx;
struct GPUTexture *dof_coc_tiles_fg_tx;
struct GPUTexture *dof_downsample_tx;
struct GPUTexture *dof_fg_color_tx;
struct GPUTexture *dof_fg_occlusion_tx;
struct GPUTexture *dof_fg_weight_tx;
struct GPUTexture *dof_fg_holefill_color_tx;
struct GPUTexture *dof_fg_holefill_weight_tx;
struct GPUTexture *dof_half_res_coc_tx;
struct GPUTexture *dof_half_res_color_tx;
struct GPUTexture *dof_scatter_src_tx;
struct GPUTexture *dof_reduce_input_coc_tx; /* Just references to actual textures. */
struct GPUTexture *dof_reduce_input_color_tx;
/* Alpha Checker */
float color_checker_dark[4];
float color_checker_light[4];
/* Other */
float prev_persmat[4][4];
/* Lookdev */
int sphere_size;
eDRWLevelOfDetail sphere_lod;
int anchor[2];
struct DRWView *lookdev_view;
/* Bloom */
int bloom_iteration_len;
float source_texel_size[2];
float blit_texel_size[2];
float downsamp_texel_size[MAX_BLOOM_STEP][2];
float bloom_color[3];
float bloom_clamp;
float bloom_sample_scale;
float bloom_curve_threshold[4];
float unf_source_texel_size[2];
struct GPUTexture *bloom_blit; /* Textures from pool */
struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP];
struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1];
struct GPUTexture *unf_source_buffer; /* pointer copy */
struct GPUTexture *unf_base_buffer; /* pointer copy */
/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
struct GPUTexture *source_buffer; /* latest updated texture */
struct GPUFrameBuffer *target_buffer; /* next target to render to */
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
struct GPUFrameBuffer *final_fb; /* Frame-buffer with final_tx as attachment. */
} EEVEE_EffectsInfo;
/* ***************** COMMON DATA **************** */
/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
/* !! CAUTION !!
* - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
* - Make sure that [i]vec4 start at a multiple of 16 bytes.
* - Arrays of vec2/vec3 are padded as arrays of vec4.
* - sizeof(bool) == sizeof(int) in GLSL so use int in C */
typedef struct EEVEE_CommonUniformBuffer {
float prev_persmat[4][4]; /* mat4 */
float mip_ratio[10][4]; /* vec2[10] */
/* Ambient Occlusion */
/* -- 16 byte aligned -- */
float ao_dist, pad1, ao_factor, pad2; /* vec4 */
float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
/* Volumetric */
/* -- 16 byte aligned -- */
int vol_tex_size[3], pad3; /* ivec3 */
float vol_depth_param[3], pad4; /* vec3 */
float vol_inv_tex_size[3], pad5; /* vec3 */
float vol_jitter[3], pad6; /* vec3 */
float vol_coord_scale[4]; /* vec4 */
/* -- 16 byte aligned -- */
float vol_history_alpha; /* float */
float vol_light_clamp; /* float */
float vol_shadow_steps; /* float */
int vol_use_lights; /* bool */
/* Screen Space Reflections */
/* -- 16 byte aligned -- */
float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
float ssr_border_fac; /* float */
float ssr_max_roughness; /* float */
float ssr_firefly_fac; /* float */
float ssr_brdf_bias; /* float */
int ssr_toggle; /* bool */
int ssrefract_toggle; /* bool */
/* SubSurface Scattering */
float sss_jitter_threshold; /* float */
int sss_toggle; /* bool */
/* Specular */
int spec_toggle; /* bool */
/* Lights */
int la_num_light; /* int */
/* Probes */
int prb_num_planar; /* int */
int prb_num_render_cube; /* int */
int prb_num_render_grid; /* int */
int prb_irradiance_vis_size; /* int */
float prb_irradiance_smooth; /* float */
float prb_lod_cube_max; /* float */
float prb_lod_planar_max; /* float */
/* Misc */
int hiz_mip_offset; /* int */
int ray_type; /* int */
float ray_depth; /* float */
float alpha_hash_offset; /* float */
float alpha_hash_scale; /* float */
float pad7; /* float */
float pad8; /* float */
} EEVEE_CommonUniformBuffer;
BLI_STATIC_ASSERT_ALIGN(EEVEE_CommonUniformBuffer, 16)
/* ray_type (keep in sync with rayType) */
#define EEVEE_RAY_CAMERA 0
#define EEVEE_RAY_SHADOW 1
#define EEVEE_RAY_DIFFUSE 2
#define EEVEE_RAY_GLOSSY 3
/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
/* Lights */
struct EEVEE_LightsInfo *lights;
struct GPUUniformBuf *light_ubo;
struct GPUUniformBuf *shadow_ubo;
struct GPUUniformBuf *shadow_samples_ubo;
struct GPUFrameBuffer *shadow_fb;
struct GPUTexture *shadow_cube_pool;
struct GPUTexture *shadow_cascade_pool;
struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
/* Probes */
struct EEVEE_LightProbesInfo *probes;
struct GPUUniformBuf *probe_ubo;
struct GPUUniformBuf *grid_ubo;
struct GPUUniformBuf *planar_ubo;
/* Material Render passes */
struct {
struct GPUUniformBuf *combined;
struct GPUUniformBuf *environment;
struct GPUUniformBuf *diff_color;
struct GPUUniformBuf *diff_light;
struct GPUUniformBuf *spec_color;
struct GPUUniformBuf *spec_light;
struct GPUUniformBuf *emit;
struct GPUUniformBuf *aovs[MAX_AOVS];
} renderpass_ubo;
/* Common Uniform Buffer */
struct EEVEE_CommonUniformBuffer common_data;
struct GPUUniformBuf *common_ubo;
struct LightCache *fallback_lightcache;
struct BLI_memblock *material_cache;
} EEVEE_ViewLayerData;
/* ************ OBJECT DATA ************ */
/* These are the structs stored inside Objects.
* It works even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LightEngineData {
DrawData dd;
bool need_update;
} EEVEE_LightEngineData;
typedef struct EEVEE_LightProbeEngineData {
DrawData dd;
bool need_update;
} EEVEE_LightProbeEngineData;
typedef struct EEVEE_ObjectEngineData {
DrawData dd;
Object *ob; /* self reference */
EEVEE_LightProbeVisTest *test_data;
bool ob_vis, ob_vis_dirty;
bool need_update;
bool geom_update;
uint shadow_caster_id;
} EEVEE_ObjectEngineData;
typedef struct EEVEE_WorldEngineData {
DrawData dd;
} EEVEE_WorldEngineData;
typedef struct EEVEE_CryptomatteSample {
float hash;
float weight;
} EEVEE_CryptomatteSample;
/* *********************************** */
typedef struct EEVEE_Data {
void *engine_type;
EEVEE_FramebufferList *fbl;
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
char info[GPU_INFO_SIZE];
} EEVEE_Data;
typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *shadow_accum_shgrp;
struct DRWCallBuffer *planar_display_shgrp;
struct GHash *material_hash;
float background_alpha; /* TODO find a better place for this. */
/* Chosen lightcache: can come from Lookdev or the viewlayer. */
struct LightCache *light_cache;
/* For planar probes */
float planar_texel_size[2];
/* For double buffering */
bool view_updated;
bool valid_double_buffer;
bool valid_taa_history;
/* Render Matrices */
float studiolight_matrix[3][3];
float overscan, overscan_pixels;
float camtexcofac[4];
float size_orig[2];
/* Cached original camera when rendering for motion blur (see T79637). */
struct Object *cam_original_ob;
/* Mist Settings */
float mist_start, mist_inv_dist, mist_falloff;
/* Color Management */
bool use_color_render_settings;
/* Compiling shaders count. This is to track if a shader has finished compiling. */
int queued_shaders_count;
int queued_shaders_count_prev;
/* LookDev Settings */
int studiolight_index;
float studiolight_rot_z;
float studiolight_intensity;
int studiolight_cubemap_res;
float studiolight_glossy_clamp;
float studiolight_filter_quality;
/* Renderpasses */
/* Bitmask containing the active render_passes */
eViewLayerEEVEEPassType render_passes;
int aov_hash;
int num_aovs_used;
struct CryptomatteSession *cryptomatte_session;
bool cryptomatte_accurate_mode;
EEVEE_CryptomatteSample *cryptomatte_accum_buffer;
float *cryptomatte_download_buffer;
/* Uniform references that are referenced inside the `renderpass_pass`. They are updated
* to reuse the drawing pass and the shading group. */
int renderpass_type;
int renderpass_postprocess;
int renderpass_current_sample;
GPUTexture *renderpass_input;
GPUTexture *renderpass_col_input;
GPUTexture *renderpass_light_input;
GPUTexture *renderpass_transmittance_input;
/* Renderpass ubo reference used by material pass. */
struct GPUUniformBuf *renderpass_ubo;
/** For rendering shadows. */
struct DRWView *cube_views[6];
/** For rendering probes. */
struct DRWView *bake_views[6];
/** Same as bake_views but does not generate culling infos. */
struct DRWView *world_views[6];
/** For rendering planar reflections. */
struct DRWView *planar_views[MAX_PLANAR];
int render_timesteps;
int render_sample_count_per_timestep;
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
void EEVEE_motion_blur_data_init(EEVEE_MotionBlurData *mb);
void EEVEE_motion_blur_data_free(EEVEE_MotionBlurData *mb);
void EEVEE_view_layer_data_free(void *storage);
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData *mb,
Object *ob,
bool hair);
EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb,
Object *ob);
EEVEE_HairMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb, Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob);
EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob);
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);
void eevee_id_update(void *vedata, ID *id);
/* eevee_materials.c */
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
EEVEE_StorageList *stl,
EEVEE_FramebufferList *fbl);
void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob,
bool *cast_shadow);
void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob,
bool *cast_shadow);
void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob,
bool *cast_shadow);
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_materials_free(void);
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
void EEVEE_material_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
struct GPUMaterial *gpumat,
EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
const int *ssr_id,
const float *refract_depth,
bool use_ssrefraction,
bool use_alpha_blend);
/* eevee_lights.c */
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_shadows.c */
void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh);
void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata);
void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs);
void EEVEE_shadows_cascade_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct DRWView *view);
void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index);
void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
DRWView *view,
int cascade_index);
void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_sampling.c */
void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3]);
void EEVEE_sample_rectangle(int sample_ofs,
const float x_axis[3],
const float y_axis[3],
float size_x,
float size_y,
float rsample[3]);
void EEVEE_sample_ellipse(int sample_ofs,
const float x_axis[3],
const float y_axis[3],
float size_x,
float size_y,
float rsample[3]);
void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]);
/* eevee_shaders.c */
void EEVEE_shaders_lightprobe_shaders_init(void);
void EEVEE_shaders_material_shaders_init(void);
struct DRWShaderLibrary *EEVEE_shader_lib_get(void);
struct GPUShader *EEVEE_shaders_bloom_blit_get(bool high_quality);
struct GPUShader *EEVEE_shaders_bloom_downsample_get(bool high_quality);
struct GPUShader *EEVEE_shaders_bloom_upsample_get(bool high_quality);
struct GPUShader *EEVEE_shaders_bloom_resolve_get(bool high_quality);
struct GPUShader *EEVEE_shaders_depth_of_field_bokeh_get(void);
struct GPUShader *EEVEE_shaders_depth_of_field_setup_get(void);
struct GPUShader *EEVEE_shaders_depth_of_field_flatten_tiles_get(void);
struct GPUShader *EEVEE_shaders_depth_of_field_dilate_tiles_get(bool pass);
struct GPUShader *EEVEE_shaders_depth_of_field_downsample_get(void);
struct GPUShader *EEVEE_shaders_depth_of_field_reduce_get(bool is_copy_pass);
struct GPUShader *EEVEE_shaders_depth_of_field_gather_get(EEVEE_DofGatherPass pass, bool bokeh_tx);
struct GPUShader *EEVEE_shaders_depth_of_field_filter_get(void);
struct GPUShader *EEVEE_shaders_depth_of_field_scatter_get(bool is_foreground, bool bokeh_tx);
struct GPUShader *EEVEE_shaders_depth_of_field_resolve_get(bool use_bokeh_tx, bool use_hq_gather);
struct GPUShader *EEVEE_shaders_effect_downsample_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_downsample_cube_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_minz_downlevel_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_maxz_downlevel_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_minz_downdepth_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_maxz_downdepth_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_minz_downdepth_layer_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_maxz_downdepth_layer_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_maxz_copydepth_layer_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_minz_copydepth_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_maxz_copydepth_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_mist_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_motion_blur_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_motion_blur_object_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_motion_blur_hair_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_expand_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_ambient_occlusion_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_ambient_occlusion_layer_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_ambient_occlusion_debug_sh_get(void);
struct GPUShader *EEVEE_shaders_effect_screen_raytrace_sh_get(EEVEE_SSRShaderOptions options);
struct GPUShader *EEVEE_shaders_renderpasses_post_process_sh_get(void);
struct GPUShader *EEVEE_shaders_cryptomatte_sh_get(bool is_hair);
struct GPUShader *EEVEE_shaders_shadow_sh_get(void);
struct GPUShader *EEVEE_shaders_shadow_accum_sh_get(void);
struct GPUShader *EEVEE_shaders_subsurface_first_pass_sh_get(void);
struct GPUShader *EEVEE_shaders_subsurface_second_pass_sh_get(void);
struct GPUShader *EEVEE_shaders_subsurface_translucency_sh_get(void);
struct GPUShader *EEVEE_shaders_volumes_clear_sh_get(void);
struct GPUShader *EEVEE_shaders_volumes_scatter_sh_get(void);
struct GPUShader *EEVEE_shaders_volumes_scatter_with_lights_sh_get(void);
struct GPUShader *EEVEE_shaders_volumes_integration_sh_get(void);
struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum);
struct GPUShader *EEVEE_shaders_volumes_accum_sh_get(void);
struct GPUShader *EEVEE_shaders_ggx_lut_sh_get(void);
struct GPUShader *EEVEE_shaders_ggx_refraction_lut_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void);
struct GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void);
struct GPUShader *EEVEE_shaders_studiolight_background_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
struct GPUShader *EEVEE_shaders_update_noise_sh_get(void);
struct GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void);
struct GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects);
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma);
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo);
Material *EEVEE_material_default_diffuse_get(void);
Material *EEVEE_material_default_glossy_get(void);
Material *EEVEE_material_default_error_get(void);
World *EEVEE_world_default_get(void);
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options);
struct GPUMaterial *EEVEE_material_get(
EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options);
void EEVEE_shaders_free(void);
/* eevee_lightprobes.c */
bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data);
void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob);
void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_free(void);
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
GPUTexture *rt_color,
GPUTexture *rt_depth);
void EEVEE_lightbake_render_world(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUFrameBuffer *face_fb[6]);
void EEVEE_lightbake_render_scene(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUFrameBuffer *face_fb[6],
const float pos[3],
float near_clip,
float far_clip);
void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
struct GPUFrameBuffer *fb,
int probe_idx,
float intensity,
int maxlevel,
float filter_quality,
float firefly_fac);
void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
struct GPUFrameBuffer *fb,
int grid_offset,
float intensity);
void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_depth,
struct GPUFrameBuffer *fb,
int grid_offset,
float clipsta,
float clipend,
float vis_range,
float vis_blur,
int vis_size);
void EEVEE_lightprobes_grid_data_from_object(Object *ob, EEVEE_LightGrid *egrid, int *offset);
void EEVEE_lightprobes_cube_data_from_object(Object *ob, EEVEE_LightProbe *eprobe);
void EEVEE_lightprobes_planar_data_from_object(Object *ob,
EEVEE_PlanarReflection *eplanar,
EEVEE_LightProbeVisTest *vis_test);
/* eevee_depth_of_field.c */
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
bool EEVEE_depth_of_field_jitter_get(EEVEE_EffectsInfo *effects,
float r_jitter[2],
float *r_focus_distance);
int EEVEE_depth_of_field_sample_count_get(EEVEE_EffectsInfo *effects,
int sample_count,
int *r_ring_count);
/* eevee_bloom.c */
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_draw(EEVEE_Data *vedata);
void EEVEE_bloom_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_bloom_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_cryptomatte.c */
void EEVEE_cryptomatte_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_cryptomatte_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
int tot_samples);
void EEVEE_cryptomatte_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_cryptomatte_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob);
void EEVEE_cryptomatte_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_cryptomatte_particle_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob);
void EEVEE_cryptomatte_object_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob);
void EEVEE_cryptomatte_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_cryptomatte_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
void EEVEE_cryptomatte_render_result(struct RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata);
void EEVEE_cryptomatte_store_metadata(EEVEE_Data *vedata, struct RenderResult *render_result);
void EEVEE_cryptomatte_free(EEVEE_Data *vedata);
/* eevee_occlusion.c */
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
uint tot_samples);
void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *depth_src,
int layer);
void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_free(void);
/* eevee_screen_raytrace.c */
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_reflection_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
uint tot_samples);
void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_subsurface.c */
void EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
uint tot_samples);
void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Material *ma,
DRWShadingGroup *shgrp,
struct GPUMaterial *gpumat);
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_step_set(EEVEE_Data *vedata, int step);
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob);
void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Object *ob,
struct ParticleSystem *psys,
struct ModifierData *md);
void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata);
void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata);
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
/* eevee_mist.c */
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_renderpasses.c */
void EEVEE_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
uint tot_samples);
void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
bool post_effect);
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
eViewLayerEEVEEPassType renderpass_type,
int aov_index);
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov);
/* eevee_temporal_sampling.c */
void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
void EEVEE_temporal_sampling_create_view(EEVEE_Data *vedata);
int EEVEE_temporal_sampling_sample_count_get(const Scene *scene, const EEVEE_StorageList *stl);
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_offset_calc(const double ht_point[2],
const float filter_size,
float r_offset[2]);
void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const double ht_point[2]);
void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata);
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
/* eevee_volumes.c */
void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample);
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct Scene *scene,
Object *ob);
void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);
/* eevee_effects.c */
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Object *camera,
const bool minimal);
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_render.c */
bool EEVEE_render_init(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_view_sync(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_modules_init(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_render_cache(void *vedata,
struct Object *ob,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_draw(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct RenderLayer *rl,
const struct rcti *rect);
void EEVEE_render_read_result(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct RenderLayer *rl,
const rcti *rect);
void EEVEE_render_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
/** eevee_lookdev.c */
void EEVEE_lookdev_init(EEVEE_Data *vedata);
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
DRWPass *pass,
EEVEE_LightProbesInfo *pinfo,
DRWShadingGroup **r_shgrp);
void EEVEE_lookdev_draw(EEVEE_Data *vedata);
/** eevee_engine.c */
void EEVEE_cache_populate(void *vedata, Object *ob);
/** eevee_lut_gen.c */
float *EEVEE_lut_update_ggx_brdf(int lut_size);
float *EEVEE_lut_update_ggx_btdf(int lut_size, int lut_depth);
/* Shadow Matrix */
static const float texcomat[4][4] = {
/* From NDC to TexCo */
{0.5f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.5f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.5f, 0.0f},
{0.5f, 0.5f, 0.5f, 1.0f},
};
/* Cube-map Matrices */
static const float cubefacemat[6][4][4] = {
/* Pos X */
{{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg X */
{{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Pos Y */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg Y */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Pos Z */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg Z */
{{-1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
};
#ifdef __cplusplus
}
#endif
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