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

eevee_shadows_cascade.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 22ee821933cf36b3ec9357800c18701e2d9e3123 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
/*
 * 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_rect.h"
#include "BLI_sys_types.h" /* bool */

#include "BKE_object.h"

#include "eevee_private.h"

#include "BLI_rand.h" /* needs to be after for some reason. */

void EEVEE_shadows_cascade_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, Object *ob)
{
  if (linfo->cascade_len >= MAX_SHADOW_CASCADE) {
    return;
  }

  const Light *la = (Light *)ob->data;
  EEVEE_Shadow *sh_data = linfo->shadow_data + linfo->shadow_len;
  EEVEE_ShadowCascade *csm_data = linfo->shadow_cascade_data + linfo->cascade_len;
  EEVEE_ShadowCascadeRender *csm_render = linfo->shadow_cascade_render + linfo->cascade_len;

  eevee_contact_shadow_setup(la, sh_data);

  linfo->shadow_cascade_light_indices[linfo->cascade_len] = linfo->num_light;
  evli->shadow_id = linfo->shadow_len++;
  sh_data->type_data_id = linfo->cascade_len++;
  csm_data->tex_id = linfo->num_cascade_layer;
  csm_render->cascade_fade = la->cascade_fade;
  csm_render->cascade_count = la->cascade_count;
  csm_render->cascade_exponent = la->cascade_exponent;
  csm_render->cascade_max_dist = la->cascade_max_dist;
  csm_render->original_bias = max_ff(la->bias, 0.0f);

  linfo->num_cascade_layer += la->cascade_count;
}

static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int sample_ofs)
{
  float jitter[3];
#ifndef DEBUG_SHADOW_DISTRIBUTION
  EEVEE_sample_ellipse(sample_ofs, mat[0], mat[1], radius, radius, jitter);
#else
  for (int i = 0; i <= sample_ofs; i++) {
    EEVEE_sample_ellipse(i, mat[0], mat[1], radius, radius, jitter);
    float p[3];
    add_v3_v3v3(p, jitter, mat[2]);
    DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f});
  }
#endif
  add_v3_v3(mat[2], jitter);
  orthogonalize_m4(mat, 2);
}

static double round_to_digits(double value, int digits)
{
  double factor = pow(10.0, digits - ceil(log10(fabs(value))));
  return round(value * factor) / factor;
}

static void frustum_min_bounding_sphere(const float corners[8][3],
                                        float r_center[3],
                                        float *r_radius)
{
#if 0 /* Simple solution but waste too much space. */
  float minvec[3], maxvec[3];

  /* compute the bounding box */
  INIT_MINMAX(minvec, maxvec);
  for (int i = 0; i < 8; i++) {
    minmax_v3v3_v3(minvec, maxvec, corners[i]);
  }

  /* compute the bounding sphere of this box */
  r_radius = len_v3v3(minvec, maxvec) * 0.5f;
  add_v3_v3v3(r_center, minvec, maxvec);
  mul_v3_fl(r_center, 0.5f);
#else
  /* Find averaged center. */
  zero_v3(r_center);
  for (int i = 0; i < 8; i++) {
    add_v3_v3(r_center, corners[i]);
  }
  mul_v3_fl(r_center, 1.0f / 8.0f);

  /* Search the largest distance from the sphere center. */
  *r_radius = 0.0f;
  for (int i = 0; i < 8; i++) {
    float rad = len_squared_v3v3(corners[i], r_center);
    if (rad > *r_radius) {
      *r_radius = rad;
    }
  }

  /* TODO: try to reduce the radius further by moving the center.
   * Remember we need a __stable__ solution! */

  /* Try to reduce float imprecision leading to shimmering. */
  *r_radius = (float)round_to_digits(sqrtf(*r_radius), 3);
#endif
}

static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
                                       EEVEE_Light *evli,
                                       DRWView *view,
                                       float view_near,
                                       float view_far,
                                       int sample_ofs)
{
  EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id;
  EEVEE_ShadowCascade *csm_data = linfo->shadow_cascade_data + (int)shdw_data->type_data_id;
  EEVEE_ShadowCascadeRender *csm_render = linfo->shadow_cascade_render +
                                          (int)shdw_data->type_data_id;
  int cascade_nbr = csm_render->cascade_count;
  float cascade_fade = csm_render->cascade_fade;
  float cascade_max_dist = csm_render->cascade_max_dist;
  float cascade_exponent = csm_render->cascade_exponent;

  float jitter_ofs[2];
  double ht_point[2];
  double ht_offset[2] = {0.0, 0.0};
  const uint ht_primes[2] = {2, 3};

  BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point);

  /* Not really sure why we need 4.0 factor here. */
  jitter_ofs[0] = (ht_point[0] * 2.0 - 1.0) * 4.0 / linfo->shadow_cascade_size;
  jitter_ofs[1] = (ht_point[1] * 2.0 - 1.0) * 4.0 / linfo->shadow_cascade_size;

  /* Camera Matrices */
  float persinv[4][4], vp_projmat[4][4];
  DRW_view_persmat_get(view, persinv, true);
  DRW_view_winmat_get(view, vp_projmat, false);
  bool is_persp = DRW_view_is_persp_get(view);

  /* obmat = Object Space > World Space */
  /* viewmat = World Space > View Space */
  float(*viewmat)[4] = csm_render->viewmat;
  eevee_light_matrix_get(evli, viewmat);
  /* At this point, viewmat == normalize_m4(obmat) */

  if (linfo->soft_shadows) {
    shadow_cascade_random_matrix_set(viewmat, evli->radius, sample_ofs);
  }

  copy_m4_m4(csm_render->viewinv, viewmat);
  invert_m4(viewmat);

  copy_v3_v3(csm_data->shadow_vec, csm_render->viewinv[2]);

  /* Compute near and far value based on all shadow casters cumulated AABBs. */
  float sh_near = -1.0e30f, sh_far = 1.0e30f;
  BoundBox shcaster_bounds;
  BKE_boundbox_init_from_minmax(
      &shcaster_bounds, linfo->shcaster_aabb.min, linfo->shcaster_aabb.max);
#ifdef DEBUG_CSM
  float dbg_col1[4] = {1.0f, 0.5f, 0.6f, 1.0f};
  DRW_debug_bbox(&shcaster_bounds, dbg_col1);
#endif
  for (int i = 0; i < 8; i++) {
    mul_m4_v3(viewmat, shcaster_bounds.vec[i]);
    sh_near = max_ff(sh_near, shcaster_bounds.vec[i][2]);
    sh_far = min_ff(sh_far, shcaster_bounds.vec[i][2]);
  }
#ifdef DEBUG_CSM
  float dbg_col2[4] = {0.5f, 1.0f, 0.6f, 1.0f};
  float pts[2][3] = {{0.0, 0.0, sh_near}, {0.0, 0.0, sh_far}};
  mul_m4_v3(csm_render->viewinv, pts[0]);
  mul_m4_v3(csm_render->viewinv, pts[1]);
  DRW_debug_sphere(pts[0], 1.0f, dbg_col1);
  DRW_debug_sphere(pts[1], 1.0f, dbg_col2);
#endif
  /* The rest of the function is assuming inverted Z. */
  /* Add a little bias to avoid invalid matrices. */
  sh_far = -(sh_far - 1e-3);
  sh_near = -sh_near;

  /* The technique consists into splitting
   * the view frustum into several sub-frustum
   * that are individually receiving one shadow map */

  float csm_start, csm_end;

  if (is_persp) {
    csm_start = view_near;
    csm_end = max_ff(view_far, -cascade_max_dist);
    /* Avoid artifacts */
    csm_end = min_ff(view_near, csm_end);
  }
  else {
    csm_start = -view_far;
    csm_end = view_far;
  }

  /* init near/far */
  for (int c = 0; c < MAX_CASCADE_NUM; c++) {
    csm_data->split_start[c] = csm_end;
    csm_data->split_end[c] = csm_end;
  }

  /* Compute split planes */
  float splits_start_ndc[MAX_CASCADE_NUM];
  float splits_end_ndc[MAX_CASCADE_NUM];

  {
    /* Nearest plane */
    float p[4] = {1.0f, 1.0f, csm_start, 1.0f};
    /* TODO: we don't need full m4 multiply here */
    mul_m4_v4(vp_projmat, p);
    splits_start_ndc[0] = p[2];
    if (is_persp) {
      splits_start_ndc[0] /= p[3];
    }
  }

  {
    /* Farthest plane */
    float p[4] = {1.0f, 1.0f, csm_end, 1.0f};
    /* TODO: we don't need full m4 multiply here */
    mul_m4_v4(vp_projmat, p);
    splits_end_ndc[cascade_nbr - 1] = p[2];
    if (is_persp) {
      splits_end_ndc[cascade_nbr - 1] /= p[3];
    }
  }

  csm_data->split_start[0] = csm_start;
  csm_data->split_end[cascade_nbr - 1] = csm_end;

  for (int c = 1; c < cascade_nbr; c++) {
    /* View Space */
    float linear_split = interpf(csm_end, csm_start, c / (float)cascade_nbr);
    float exp_split = csm_start * powf(csm_end / csm_start, c / (float)cascade_nbr);

    if (is_persp) {
      csm_data->split_start[c] = interpf(exp_split, linear_split, cascade_exponent);
    }
    else {
      csm_data->split_start[c] = linear_split;
    }
    csm_data->split_end[c - 1] = csm_data->split_start[c];

    /* Add some overlap for smooth transition */
    csm_data->split_start[c] = interpf((c > 1) ? csm_data->split_end[c - 2] :
                                                 csm_data->split_start[0],
                                       csm_data->split_end[c - 1],
                                       cascade_fade);

    /* NDC Space */
    {
      float p[4] = {1.0f, 1.0f, csm_data->split_start[c], 1.0f};
      /* TODO: we don't need full m4 multiply here */
      mul_m4_v4(vp_projmat, p);
      splits_start_ndc[c] = p[2];

      if (is_persp) {
        splits_start_ndc[c] /= p[3];
      }
    }

    {
      float p[4] = {1.0f, 1.0f, csm_data->split_end[c - 1], 1.0f};
      /* TODO: we don't need full m4 multiply here */
      mul_m4_v4(vp_projmat, p);
      splits_end_ndc[c - 1] = p[2];

      if (is_persp) {
        splits_end_ndc[c - 1] /= p[3];
      }
    }
  }

  /* Set last cascade split fade distance into the first split_start. */
  float prev_split = (cascade_nbr > 1) ? csm_data->split_end[cascade_nbr - 2] :
                                         csm_data->split_start[0];
  csm_data->split_start[0] = interpf(
      prev_split, csm_data->split_end[cascade_nbr - 1], cascade_fade);

  /* For each cascade */
  for (int c = 0; c < cascade_nbr; c++) {
    float(*projmat)[4] = csm_render->projmat[c];
    /* Given 8 frustum corners */
    float corners[8][3] = {
        /* Near Cap */
        {1.0f, -1.0f, splits_start_ndc[c]},
        {-1.0f, -1.0f, splits_start_ndc[c]},
        {-1.0f, 1.0f, splits_start_ndc[c]},
        {1.0f, 1.0f, splits_start_ndc[c]},
        /* Far Cap */
        {1.0f, -1.0f, splits_end_ndc[c]},
        {-1.0f, -1.0f, splits_end_ndc[c]},
        {-1.0f, 1.0f, splits_end_ndc[c]},
        {1.0f, 1.0f, splits_end_ndc[c]},
    };

    /* Transform them into world space */
    for (int i = 0; i < 8; i++) {
      mul_project_m4_v3(persinv, corners[i]);
    }

    float center[3];
    frustum_min_bounding_sphere(corners, center, &(csm_render->radius[c]));

#ifdef DEBUG_CSM
    float dbg_col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
    if (c < 3) {
      dbg_col[c] = 1.0f;
    }
    DRW_debug_bbox((BoundBox *)&corners, dbg_col);
    DRW_debug_sphere(center, csm_render->radius[c], dbg_col);
#endif

    /* Project into light-space. */
    mul_m4_v3(viewmat, center);

    /* Snap projection center to nearest texel to cancel shimmering. */
    float shadow_origin[2], shadow_texco[2];
    /* Light to texture space. */
    mul_v2_v2fl(
        shadow_origin, center, linfo->shadow_cascade_size / (2.0f * csm_render->radius[c]));

    /* Find the nearest texel. */
    shadow_texco[0] = roundf(shadow_origin[0]);
    shadow_texco[1] = roundf(shadow_origin[1]);

    /* Compute offset. */
    sub_v2_v2(shadow_texco, shadow_origin);
    /* Texture to light space. */
    mul_v2_fl(shadow_texco, (2.0f * csm_render->radius[c]) / linfo->shadow_cascade_size);

    /* Apply offset. */
    add_v2_v2(center, shadow_texco);

    /* Expand the projection to cover frustum range */
    rctf rect_cascade;
    BLI_rctf_init_pt_radius(&rect_cascade, center, csm_render->radius[c]);
    orthographic_m4(projmat,
                    rect_cascade.xmin,
                    rect_cascade.xmax,
                    rect_cascade.ymin,
                    rect_cascade.ymax,
                    sh_near,
                    sh_far);

    /* Anti-Aliasing */
    if (linfo->soft_shadows) {
      add_v2_v2(projmat[3], jitter_ofs);
    }

    float viewprojmat[4][4];
    mul_m4_m4m4(viewprojmat, projmat, viewmat);
    mul_m4_m4m4(csm_data->shadowmat[c], texcomat, viewprojmat);

#ifdef DEBUG_CSM
    DRW_debug_m4_as_bbox(viewprojmat, dbg_col, true);
#endif
  }

  /* Bias is in clip-space, divide by range. */
  shdw_data->bias = csm_render->original_bias * 0.05f / fabsf(sh_far - sh_near);
  shdw_data->near = sh_near;
  shdw_data->far = sh_far;
}

static void eevee_ensure_cascade_views(EEVEE_ShadowCascadeRender *csm_render,
                                       DRWView *view[MAX_CASCADE_NUM])
{
  for (int i = 0; i < csm_render->cascade_count; i++) {
    if (view[i] == NULL) {
      view[i] = DRW_view_create(csm_render->viewmat, csm_render->projmat[i], NULL, NULL, NULL);
    }
    else {
      DRW_view_update(view[i], csm_render->viewmat, csm_render->projmat[i], NULL, NULL);
    }
  }
}

void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata,
                                 EEVEE_Data *vedata,
                                 DRWView *view,
                                 int cascade_index)
{
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;
  EEVEE_PrivateData *g_data = stl->g_data;
  EEVEE_LightsInfo *linfo = sldata->lights;

  EEVEE_Light *evli = linfo->light_data + linfo->shadow_cascade_light_indices[cascade_index];
  EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id;
  EEVEE_ShadowCascade *csm_data = linfo->shadow_cascade_data + (int)shdw_data->type_data_id;
  EEVEE_ShadowCascadeRender *csm_render = linfo->shadow_cascade_render +
                                          (int)shdw_data->type_data_id;

  float near = DRW_view_near_distance_get(view);
  float far = DRW_view_far_distance_get(view);

  eevee_shadow_cascade_setup(linfo, evli, view, near, far, effects->taa_current_sample - 1);

  /* Meh, Reusing the cube views. */
  BLI_assert(MAX_CASCADE_NUM <= 6);
  eevee_ensure_cascade_views(csm_render, g_data->cube_views);

  /* Render shadow cascades */
  /* Render cascade separately: seems to be faster for the general case.
   * The only time it's more beneficial is when the CPU culling overhead
   * outweigh the instancing overhead. which is rarely the case. */
  for (int j = 0; j < csm_render->cascade_count; j++) {
    DRW_view_set_active(g_data->cube_views[j]);
    int layer = csm_data->tex_id + j;
    GPU_framebuffer_texture_layer_attach(
        sldata->shadow_fb, sldata->shadow_cascade_pool, 0, layer, 0);
    GPU_framebuffer_bind(sldata->shadow_fb);
    GPU_framebuffer_clear_depth(sldata->shadow_fb, 1.0f);
    DRW_draw_pass(psl->shadow_pass);
  }
}