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/**
* Virtual shadowmapping: Depth buffer scanning.
* We iterate through the visible lights at each scene pixel depth in order to tag only the visible
* shadow pages.
*/
#pragma BLENDER_REQUIRE(common_intersection_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_culling_iter_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_shadow_lib.glsl)
void tag_tilemap(uint l_idx, vec3 P, float dist_to_cam, const bool is_directional)
{
LightData light = lights[l_idx];
ShadowData shadow = light.shadow_data;
if (light.shadow_id == LIGHT_NO_SHADOW) {
return;
}
int lod = 0;
ivec2 tile_co;
int tilemap_index = shadow.tilemap_index;
if (is_directional) {
int clipmap_lod = shadow_directional_clipmap_level(shadow, dist_to_cam);
int clipmap_lod_relative = clipmap_lod - shadow.clipmap_lod_min;
/* Compute how many time we need to subdivide. */
float clipmap_res_mul = float(1 << (shadow.clipmap_lod_max - clipmap_lod));
/* Compute offset of the clipmap from the largest LOD. */
vec2 clipmap_offset = vec2(abs(shadow.base_offset) >> clipmap_lod_relative) *
sign(shadow.base_offset);
/* [-SHADOW_TILEMAP_RES/2..SHADOW_TILEMAP_RES/2] range for highest LOD. */
vec3 lP = transform_point(shadow.mat, P);
tile_co = ivec2(floor(lP.xy * clipmap_res_mul - clipmap_offset)) + SHADOW_TILEMAP_RES / 2;
tile_co = clamp(tile_co, ivec2(0), ivec2(SHADOW_TILEMAP_RES - 1));
tilemap_index += clipmap_lod_relative;
tilemap_index = clamp(tilemap_index, shadow.tilemap_index, shadow.tilemap_last);
}
else {
vec3 lL = light_world_to_local(light, P - light._position);
float dist_to_light = length(lL);
if (dist_to_light > light.influence_radius_max) {
return;
}
/* How much a shadow map pixel covers a final image pixel. */
float footprint_ratio = dist_to_light * (tilemap_pixel_radius * screen_pixel_radius_inv);
/* Project the radius to the screen. 1 unit away from the camera the same way
* pixel_world_radius_inv was computed. Not needed in orthographic mode. */
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
if (is_persp) {
footprint_ratio /= dist_to_cam;
}
lod = int(ceil(-log2(footprint_ratio)));
lod = clamp(lod, 0, SHADOW_TILEMAP_LOD);
int face_id = shadow_punctual_face_index_get(lL);
lL = shadow_punctual_local_position_to_face_local(face_id, lL);
uint lod_res = uint(SHADOW_TILEMAP_RES) >> uint(lod);
tile_co = ivec2(((lL.xy / abs(lL.z)) * 0.5 + 0.5) * float(lod_res));
tile_co = clamp(tile_co, ivec2(0), ivec2(lod_res - 1));
tilemap_index += face_id;
}
const uint flag = SHADOW_TILE_IS_USED;
shadow_tile_set_flag(tilemaps_img, tile_co, lod, tilemap_index, flag);
}
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
ivec2 tex_size = textureSize(depth_tx, 0).xy;
if (!in_range_inclusive(texel, ivec2(0), ivec2(tex_size - 1))) {
return;
}
float depth = texelFetch(depth_tx, texel, 0).r;
vec2 uv = vec2(texel) / vec2(tex_size);
vec3 vP = get_view_space_from_depth(uv, depth);
vec3 P = transform_point(ViewMatrixInverse, vP);
if (depth == 1.0) {
return;
}
float dist_to_cam = length(vP);
LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_culling, l_idx) {
tag_tilemap(l_idx, P, dist_to_cam, true);
}
LIGHT_FOREACH_END
LIGHT_FOREACH_BEGIN_LOCAL (
light_culling, lights_zbins, lights_culling_words, gl_GlobalInvocationID.xy, vP.z, l_idx) {
tag_tilemap(l_idx, P, dist_to_cam, false);
}
LIGHT_FOREACH_END
}
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