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

eevee_shadows.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 6a98c3316f37dd77e7d5dd49a927d81917b7b5b5 (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
/*
 * 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 2019, Blender Foundation.
 */

/** \file
 * \ingroup EEVEE
 */

#include "BLI_string_utils.h"
#include "BLI_sys_types.h" /* bool */

#include "BKE_object.h"

#include "DEG_depsgraph_query.h"

#include "eevee_private.h"

#define SH_CASTER_ALLOC_CHUNK 32

void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh)
{
  evsh->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f;
  evsh->contact_bias = 0.05f * la->contact_bias;
  evsh->contact_thickness = la->contact_thickness;
}

void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata)
{
  const uint shadow_ubo_size = sizeof(EEVEE_Shadow) * MAX_SHADOW +
                               sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE +
                               sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;

  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

  if (!sldata->lights) {
    sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo");
    sldata->light_ubo = GPU_uniformbuf_create_ex(sizeof(EEVEE_Light) * MAX_LIGHT, NULL, "evLight");
    sldata->shadow_ubo = GPU_uniformbuf_create_ex(shadow_ubo_size, NULL, "evShadow");

    for (int i = 0; i < 2; i++) {
      sldata->shcasters_buffers[i].bbox = MEM_mallocN(
          sizeof(EEVEE_BoundBox) * SH_CASTER_ALLOC_CHUNK, __func__);
      sldata->shcasters_buffers[i].update = BLI_BITMAP_NEW(SH_CASTER_ALLOC_CHUNK, __func__);
      sldata->shcasters_buffers[i].alloc_count = SH_CASTER_ALLOC_CHUNK;
      sldata->shcasters_buffers[i].count = 0;
    }
    sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
    sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1];
  }

  /* Flip buffers */
  SWAP(EEVEE_ShadowCasterBuffer *,
       sldata->lights->shcaster_frontbuffer,
       sldata->lights->shcaster_backbuffer);

  int sh_cube_size = scene_eval->eevee.shadow_cube_size;
  int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
  const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
  sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;

  EEVEE_LightsInfo *linfo = sldata->lights;
  if ((linfo->shadow_cube_size != sh_cube_size) ||
      (linfo->shadow_high_bitdepth != sh_high_bitdepth)) {
    BLI_assert((sh_cube_size > 0) && (sh_cube_size <= 4096));
    DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
    CLAMP(sh_cube_size, 1, 4096);
  }

  if ((linfo->shadow_cascade_size != sh_cascade_size) ||
      (linfo->shadow_high_bitdepth != sh_high_bitdepth)) {
    BLI_assert((sh_cascade_size > 0) && (sh_cascade_size <= 4096));
    DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
    CLAMP(sh_cascade_size, 1, 4096);
  }

  linfo->shadow_high_bitdepth = sh_high_bitdepth;
  linfo->shadow_cube_size = sh_cube_size;
  linfo->shadow_cascade_size = sh_cascade_size;
}

void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_LightsInfo *linfo = sldata->lights;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_PassList *psl = vedata->psl;

  EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
  EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;

  frontbuffer->count = 0;
  linfo->num_cube_layer = 0;
  linfo->num_cascade_layer = 0;
  linfo->cube_len = linfo->cascade_len = linfo->shadow_len = 0;

  /* Shadow Casters: Reset flags. */
  BLI_bitmap_set_all(backbuffer->update, true, backbuffer->alloc_count);
  /* Is this one needed? */
  BLI_bitmap_set_all(frontbuffer->update, false, frontbuffer->alloc_count);

  INIT_MINMAX(linfo->shcaster_aabb.min, linfo->shcaster_aabb.max);

  {
    DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_SHADOW_OFFSET;
    DRW_PASS_CREATE(psl->shadow_pass, state);

    stl->g_data->shadow_shgrp = DRW_shgroup_create(EEVEE_shaders_shadow_sh_get(),
                                                   psl->shadow_pass);
  }
}

/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob)
{
  EEVEE_LightsInfo *linfo = sldata->lights;
  EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
  EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
  bool update = true;
  int id = frontbuffer->count;

  /* Make sure shadow_casters is big enough. */
  if (id >= frontbuffer->alloc_count) {
    /* Double capacity to prevent exponential slowdown. */
    frontbuffer->alloc_count *= 2;
    frontbuffer->bbox = MEM_reallocN(frontbuffer->bbox,
                                     sizeof(EEVEE_BoundBox) * frontbuffer->alloc_count);
    BLI_BITMAP_RESIZE(frontbuffer->update, frontbuffer->alloc_count);
  }

  if (ob->base_flag & BASE_FROM_DUPLI) {
    /* Duplis will always refresh the shadow-maps as if they were deleted each frame. */
    /* TODO(fclem): fix this. */
    update = true;
  }
  else {
    EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
    int past_id = oedata->shadow_caster_id;
    oedata->shadow_caster_id = id;
    /* Update flags in backbuffer. */
    if (past_id > -1 && past_id < backbuffer->count) {
      BLI_BITMAP_SET(backbuffer->update, past_id, oedata->need_update);
    }
    update = oedata->need_update;
    oedata->need_update = false;
  }

  if (update) {
    BLI_BITMAP_ENABLE(frontbuffer->update, id);
  }

  /* Update World AABB in frontbuffer. */
  BoundBox *bb = BKE_object_boundbox_get(ob);
  float min[3], max[3];
  INIT_MINMAX(min, max);
  for (int i = 0; i < 8; i++) {
    float vec[3];
    copy_v3_v3(vec, bb->vec[i]);
    mul_m4_v3(ob->obmat, vec);
    minmax_v3v3_v3(min, max, vec);
  }

  EEVEE_BoundBox *aabb = &frontbuffer->bbox[id];
  /* Note that `*aabb` has not been initialized yet. */
  add_v3_v3v3(aabb->center, min, max);
  mul_v3_fl(aabb->center, 0.5f);
  sub_v3_v3v3(aabb->halfdim, aabb->center, max);

  aabb->halfdim[0] = fabsf(aabb->halfdim[0]);
  aabb->halfdim[1] = fabsf(aabb->halfdim[1]);
  aabb->halfdim[2] = fabsf(aabb->halfdim[2]);

  minmax_v3v3_v3(linfo->shcaster_aabb.min, linfo->shcaster_aabb.max, min);
  minmax_v3v3_v3(linfo->shcaster_aabb.min, linfo->shcaster_aabb.max, max);

  frontbuffer->count++;
}

/* Used for checking if object is inside the shadow volume. */
static bool sphere_bbox_intersect(const BoundSphere *bs, const EEVEE_BoundBox *bb)
{
  /* We are testing using a rougher AABB vs AABB test instead of full AABB vs Sphere. */
  /* TODO test speed with AABB vs Sphere. */
  bool x = fabsf(bb->center[0] - bs->center[0]) <= (bb->halfdim[0] + bs->radius);
  bool y = fabsf(bb->center[1] - bs->center[1]) <= (bb->halfdim[1] + bs->radius);
  bool z = fabsf(bb->center[2] - bs->center[2]) <= (bb->halfdim[2] + bs->radius);

  return x && y && z;
}

void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;
  EEVEE_LightsInfo *linfo = sldata->lights;
  EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
  EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;

  eGPUTextureFormat shadow_pool_format = (linfo->shadow_high_bitdepth) ? GPU_DEPTH_COMPONENT24 :
                                                                         GPU_DEPTH_COMPONENT16;
  /* Setup enough layers. */
  /* Free textures if number mismatch. */
  if (linfo->num_cube_layer != linfo->cache_num_cube_layer) {
    DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
    linfo->cache_num_cube_layer = linfo->num_cube_layer;
    /* Update all lights. */
    BLI_bitmap_set_all(&linfo->sh_cube_update[0], true, MAX_LIGHT);
  }

  if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) {
    DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
    linfo->cache_num_cascade_layer = linfo->num_cascade_layer;
  }

  if (!sldata->shadow_cube_pool) {
    sldata->shadow_cube_pool = DRW_texture_create_2d_array(linfo->shadow_cube_size,
                                                           linfo->shadow_cube_size,
                                                           max_ii(1, linfo->num_cube_layer * 6),
                                                           shadow_pool_format,
                                                           DRW_TEX_FILTER | DRW_TEX_COMPARE,
                                                           NULL);
  }

  if (!sldata->shadow_cascade_pool) {
    sldata->shadow_cascade_pool = DRW_texture_create_2d_array(linfo->shadow_cascade_size,
                                                              linfo->shadow_cascade_size,
                                                              max_ii(1, linfo->num_cascade_layer),
                                                              shadow_pool_format,
                                                              DRW_TEX_FILTER | DRW_TEX_COMPARE,
                                                              NULL);
  }

  if (sldata->shadow_fb == NULL) {
    sldata->shadow_fb = GPU_framebuffer_create("shadow_fb");
  }

  /* Gather all light own update bits. to avoid costly intersection check.  */
  for (int j = 0; j < linfo->cube_len; j++) {
    const EEVEE_Light *evli = linfo->light_data + linfo->shadow_cube_light_indices[j];
    /* Setup shadow cube in UBO and tag for update if necessary. */
    if (EEVEE_shadows_cube_setup(linfo, evli, effects->taa_current_sample - 1)) {
      BLI_BITMAP_ENABLE(&linfo->sh_cube_update[0], j);
    }
  }

  /* TODO(fclem): This part can be slow, optimize it. */
  EEVEE_BoundBox *bbox = backbuffer->bbox;
  BoundSphere *bsphere = linfo->shadow_bounds;
  /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */
  for (int i = 0; i < backbuffer->count; i++) {
    /* If the shadow-caster has been deleted or updated. */
    if (BLI_BITMAP_TEST(backbuffer->update, i)) {
      for (int j = 0; j < linfo->cube_len; j++) {
        if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) {
          if (sphere_bbox_intersect(&bsphere[j], &bbox[i])) {
            BLI_BITMAP_ENABLE(&linfo->sh_cube_update[0], j);
          }
        }
      }
    }
  }
  /* Search for updates in current shadow casters. */
  bbox = frontbuffer->bbox;
  for (int i = 0; i < frontbuffer->count; i++) {
    /* If the shadow-caster has been updated. */
    if (BLI_BITMAP_TEST(frontbuffer->update, i)) {
      for (int j = 0; j < linfo->cube_len; j++) {
        if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) {
          if (sphere_bbox_intersect(&bsphere[j], &bbox[i])) {
            BLI_BITMAP_ENABLE(&linfo->sh_cube_update[0], j);
          }
        }
      }
    }
  }

  /* Resize shcasters buffers if too big. */
  if (frontbuffer->alloc_count - frontbuffer->count > SH_CASTER_ALLOC_CHUNK) {
    frontbuffer->alloc_count = (frontbuffer->count / SH_CASTER_ALLOC_CHUNK) *
                               SH_CASTER_ALLOC_CHUNK;
    frontbuffer->alloc_count += (frontbuffer->count % SH_CASTER_ALLOC_CHUNK != 0) ?
                                    SH_CASTER_ALLOC_CHUNK :
                                    0;
    frontbuffer->bbox = MEM_reallocN(frontbuffer->bbox,
                                     sizeof(EEVEE_BoundBox) * frontbuffer->alloc_count);
    BLI_BITMAP_RESIZE(frontbuffer->update, frontbuffer->alloc_count);
  }
}

/* this refresh lights shadow buffers */
void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWView *view)
{
  EEVEE_LightsInfo *linfo = sldata->lights;

  int saved_ray_type = sldata->common_data.ray_type;

  /* Precompute all shadow/view test before rendering and trashing the culling cache. */
  BLI_bitmap *cube_visible = BLI_BITMAP_NEW_ALLOCA(MAX_SHADOW_CUBE);
  bool any_visible = linfo->cascade_len > 0;
  for (int cube = 0; cube < linfo->cube_len; cube++) {
    if (DRW_culling_sphere_test(view, linfo->shadow_bounds + cube)) {
      BLI_BITMAP_ENABLE(cube_visible, cube);
      any_visible = true;
    }
  }

  if (any_visible) {
    sldata->common_data.ray_type = EEVEE_RAY_SHADOW;
    GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
  }

  DRW_stats_group_start("Cube Shadow Maps");
  {
    for (int cube = 0; cube < linfo->cube_len; cube++) {
      if (BLI_BITMAP_TEST(cube_visible, cube) && BLI_BITMAP_TEST(linfo->sh_cube_update, cube)) {
        EEVEE_shadows_draw_cubemap(sldata, vedata, cube);
      }
    }
  }
  DRW_stats_group_end();

  DRW_stats_group_start("Cascaded Shadow Maps");
  {
    for (int cascade = 0; cascade < linfo->cascade_len; cascade++) {
      EEVEE_shadows_draw_cascades(sldata, vedata, view, cascade);
    }
  }
  DRW_stats_group_end();

  DRW_view_set_active(view);

  GPU_uniformbuf_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */

  if (any_visible) {
    sldata->common_data.ray_type = saved_ray_type;
    GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
  }
}

/* -------------------------------------------------------------------- */
/** \name Render Passes
 * \{ */

void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata,
                              EEVEE_Data *vedata,
                              uint UNUSED(tot_samples))
{
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_PassList *psl = vedata->psl;
  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();

  /* Create FrameBuffer. */
  const eGPUTextureFormat texture_format = GPU_R32F;
  DRW_texture_ensure_fullscreen_2d(&txl->shadow_accum, texture_format, 0);

  GPU_framebuffer_ensure_config(&fbl->shadow_accum_fb,
                                {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->shadow_accum)});

  /* Create Pass and shgroup. */
  DRW_PASS_CREATE(psl->shadow_accum_pass,
                  DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ADD_FULL);
  DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_shadow_accum_sh_get(),
                                            psl->shadow_accum_pass);
  DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
  DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
  DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
  DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
  DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
  DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
  DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
  DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
  DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
  DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
  DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);

  DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}

void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_EffectsInfo *effects = vedata->stl->effects;

  if (fbl->shadow_accum_fb != NULL) {
    GPU_framebuffer_bind(fbl->shadow_accum_fb);

    /* Clear texture. */
    if (effects->taa_current_sample == 1) {
      const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
      GPU_framebuffer_clear_color(fbl->shadow_accum_fb, clear);
    }

    DRW_draw_pass(psl->shadow_accum_pass);

    /* Restore */
    GPU_framebuffer_bind(fbl->main_fb);
  }
}

/** \} */