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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_private.h
* \ingroup DNA
*/
struct Object;
/* Minimum UBO is 16384 bytes */
#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
#define MAX_SHADOW_CUBE 42 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
#define MAX_SHADOW_MAP 64
#define MAX_SHADOW_CASCADE 8
#define MAX_CASCADE_NUM 4
typedef struct EEVEE_PassList {
struct DRWPass *shadow_pass;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
struct DRWPass *pass;
struct DRWPass *tonemap;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *main; /* HDR */
struct GPUFrameBuffer *shadow_cube_fb;
struct GPUFrameBuffer *shadow_map_fb;
struct GPUFrameBuffer *shadow_cascade_fb;
} EEVEE_FramebufferList;
typedef struct EEVEE_TextureList {
struct GPUTexture *color; /* R11_G11_B10 */
struct GPUTexture *shadow_depth_cube_pool;
struct GPUTexture *shadow_depth_map_pool;
struct GPUTexture *shadow_depth_cascade_pool;
} EEVEE_TextureList;
typedef struct EEVEE_StorageList {
/* Lamps */
/* XXX this should be per-scenelayer and not per_viewport */
struct EEVEE_LampsInfo *lamps;
struct GPUUniformBuffer *light_ubo;
struct GPUUniformBuffer *shadow_ubo;
struct g_data *g_data;
} EEVEE_StorageList;
/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
float position[3], dist;
float color[3], spec;
float spotsize, spotblend, radius, shadowid;
float rightvec[3], sizex;
float upvec[3], sizey;
float forwardvec[3], lamptype;
} EEVEE_Light;
typedef struct EEVEE_ShadowCube {
float near, far, bias, pad;
} EEVEE_ShadowCube;
typedef struct EEVEE_ShadowMap {
float shadowmat[4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
float near, far, bias, pad;
} EEVEE_ShadowMap;
typedef struct EEVEE_ShadowCascade {
float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
float bias, count, pad[2];
float near[MAX_CASCADE_NUM];
float far[MAX_CASCADE_NUM];
} EEVEE_ShadowCascade;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
/* For rendering shadows */
float shadowmat[4][4];
int layer;
int num_light, cache_num_light;
int num_cube, cache_num_cube;
int num_map, cache_num_map;
int num_cascade, cache_num_cascade;
/* List of lights in the scene. */
struct Object *light_ref[MAX_LIGHT];
struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
struct Object *shadow_map_ref[MAX_SHADOW_MAP];
struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
/* UBO Storage : data used by UBO */
struct EEVEE_Light light_data[MAX_LIGHT];
struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
struct EEVEE_ShadowMap shadow_map_data[MAX_SHADOW_MAP];
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
} EEVEE_LampsInfo;
/* *********************************** */
typedef struct EEVEE_Data {
void *engine_type;
EEVEE_FramebufferList *fbl;
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
} EEVEE_Data;
/* Keep it sync with MAX_LAMP_DATA */
typedef struct EEVEE_LampEngineData {
void *sto;
void *pad;
} EEVEE_LampEngineData;
typedef struct g_data{
struct DRWShadingGroup *default_lit_grp;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_select;
struct DRWShadingGroup *depth_shgrp_active;
struct DRWShadingGroup *depth_shgrp_cull;
struct DRWShadingGroup *depth_shgrp_cull_select;
struct DRWShadingGroup *depth_shgrp_cull_active;
struct ListBase lamps; /* Lamps gathered during cache iteration */
} g_data; /* Transient data */
/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_StorageList *stl);
void EEVEE_lights_cache_init(EEVEE_StorageList *stl);
void EEVEE_lights_cache_add(EEVEE_StorageList *stl, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, EEVEE_FramebufferList *fbl);
void EEVEE_lights_update(EEVEE_StorageList *stl);
void EEVEE_draw_shadows(EEVEE_Data *vedata);
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