This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/engines/eevee/eevee_private.h

1026 lines
38 KiB
C++
Raw Normal View History

/*
* 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
*/
2017-05-08 11:44:58 +10:00
#ifndef __EEVEE_PRIVATE_H__
#define __EEVEE_PRIVATE_H__
#include "DNA_lightprobe_types.h"
struct Object;
struct EEVEE_BoundSphere;
struct EEVEE_ShadowCasterBuffer;
struct RenderLayer;
struct RenderResult;
struct GPUFrameBuffer;
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 256 /* 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
/* Only define one of these. */
// #define IRRADIANCE_SH_L2
// #define IRRADIANCE_CUBEMAP
#define IRRADIANCE_HL2
#if defined(IRRADIANCE_SH_L2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
# define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
#endif
#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
#define SWAP_DOUBLE_BUFFERS() { \
if (effects->swap_double_buffer) { \
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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() { \
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
if (effects->target_buffer == fbl->effect_color_fb) { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color_post; \
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
effects->target_buffer = fbl->main_color_fb; \
} \
else { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color; \
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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)
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
2018-07-05 22:56:18 +02:00
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
#define OCTAHEDRAL_SIZE_FROM_CUBESIZE(cube_size) ((int)ceilf(sqrtf((cube_size * cube_size) * 6.0f)))
#define MIN_CUBE_LOD_LEVEL 3
#define MAX_PLANAR_LOD_LEVEL 9
/* World shader variations */
enum {
2017-07-05 22:16:48 +02:00
VAR_WORLD_BACKGROUND = 0,
VAR_WORLD_PROBE = 1,
VAR_WORLD_VOLUME = 2,
};
/* Material shader variations */
enum {
2018-05-25 08:06:36 +02:00
VAR_MAT_MESH = (1 << 0),
VAR_MAT_PROBE = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
VAR_MAT_FLAT = (1 << 3),
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_VSM = (1 << 5),
VAR_MAT_ESM = (1 << 6),
VAR_MAT_VOLUME = (1 << 7),
VAR_MAT_LOOKDEV = (1 << 8),
/* Max number of variation */
/* IMPORTANT : Leave it last and set
* it's value accordingly. */
2018-05-25 08:06:36 +02:00
VAR_MAT_MAX = (1 << 9),
/* These are options that are not counted in VAR_MAT_MAX
* because they are not cumulative with the others above. */
2018-05-25 08:06:36 +02:00
VAR_MAT_CLIP = (1 << 10),
VAR_MAT_HASH = (1 << 11),
VAR_MAT_MULT = (1 << 12),
VAR_MAT_SHADOW = (1 << 13),
VAR_MAT_REFRACT = (1 << 14),
VAR_MAT_SSS = (1 << 15),
VAR_MAT_TRANSLUC = (1 << 16),
VAR_MAT_SSSALBED = (1 << 17),
};
/* ************ 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_BoundSphere {
float center[3], radius;
} EEVEE_BoundSphere;
typedef struct EEVEE_BoundBox {
float center[3], halfdim[3];
} EEVEE_BoundBox;
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_cube_copy_pass;
struct DRWPass *shadow_cube_store_pass;
struct DRWPass *shadow_cube_store_high_pass;
struct DRWPass *shadow_cascade_copy_pass;
struct DRWPass *shadow_cascade_store_pass;
struct DRWPass *shadow_cascade_store_high_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;
2017-06-14 13:45:54 +02:00
struct DRWPass *probe_display;
struct DRWPass *probe_planar_downsample_ps;
/* Effects */
struct DRWPass *ao_horizon_search;
2018-01-09 19:01:24 +01:00
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;
2017-05-09 21:57:13 +02:00
struct DRWPass *dof_down;
struct DRWPass *dof_scatter;
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 *ssr_raytrace;
struct DRWPass *ssr_resolve;
struct DRWPass *sss_blur_ps;
struct DRWPass *sss_resolve_ps;
struct DRWPass *sss_accum_ps;
struct DRWPass *color_downsample_ps;
struct DRWPass *color_downsample_cube_ps;
struct DRWPass *velocity_resolve;
struct DRWPass *taa_resolve;
/* 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;
2018-09-11 16:15:34 +02:00
struct DRWPass *maxz_copydepth_layer_ps;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
struct DRWPass *depth_pass_clip;
struct DRWPass *depth_pass_clip_cull;
struct DRWPass *refract_depth_pass;
struct DRWPass *refract_depth_pass_cull;
struct DRWPass *refract_depth_pass_clip;
struct DRWPass *refract_depth_pass_clip_cull;
struct DRWPass *default_pass[VAR_MAT_MAX];
struct DRWPass *sss_pass;
struct DRWPass *material_pass;
struct DRWPass *refract_pass;
struct DRWPass *transparent_pass;
struct DRWPass *background_pass;
struct DRWPass *update_noise_pass;
2018-05-25 08:06:36 +02:00
struct DRWPass *lookdev_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];
2017-10-07 15:57:14 +11:00
struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_blit_fb;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUFrameBuffer *sss_resolve_fb;
struct GPUFrameBuffer *sss_clear_fb;
struct GPUFrameBuffer *sss_accum_fb;
2017-05-09 21:57:13 +02:00
struct GPUFrameBuffer *dof_down_fb;
struct GPUFrameBuffer *dof_scatter_fb;
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *volumetric_scat_fb;
struct GPUFrameBuffer *volumetric_integ_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *refract_fb;
struct GPUFrameBuffer *mist_accum_fb;
struct GPUFrameBuffer *ao_accum_fb;
struct GPUFrameBuffer *velocity_resolve_fb;
struct GPUFrameBuffer *update_noise_fb;
struct GPUFrameBuffer *planarref_fb;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUFrameBuffer *planar_downsample_fb;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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_dir_accum;
struct GPUTexture *sss_col_accum;
struct GPUTexture *refract_color;
struct GPUTexture *taa_history;
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_transmittance;
struct GPUTexture *volume_scatter_history;
struct GPUTexture *volume_transmittance_history;
struct GPUTexture *lookdev_grid_tx;
struct GPUTexture *lookdev_cube_tx;
struct GPUTexture *planar_pool;
struct GPUTexture *planar_depth;
struct GPUTexture *maxzbuffer;
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;
/* ************ 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;
/* Special type for elliptic area lamps, matches lamps_lib.glsl */
#define LAMPTYPE_AREA_ELLIPSE 100.0f
typedef struct EEVEE_Shadow {
float near, far, bias, exp;
Eevee : SSS : Add Translucency support. This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
float shadow_start, data_start, multi_shadow_count, shadow_blur;
float contact_dist, contact_bias, contact_spread, contact_thickness;
} EEVEE_Shadow;
typedef struct EEVEE_ShadowCube {
float position[3], pad;
} EEVEE_ShadowCube;
typedef struct EEVEE_ShadowCascade {
float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
float split_start[4];
float split_end[4];
} EEVEE_ShadowCascade;
typedef struct EEVEE_ShadowRender {
float position[3], pad;
float cube_texel_size;
float stored_texel_size;
float clip_near;
float clip_far;
int shadow_samples_len;
float shadow_samples_len_inv;
} EEVEE_ShadowRender;
/* This is just a really long bitflag with special function to access it. */
#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8)
typedef struct EEVEE_LightBits {
uchar fields[MAX_LIGHTBITS_FIELDS];
} EEVEE_LightBits;
typedef struct EEVEE_ShadowCaster {
struct EEVEE_LightBits bits;
struct EEVEE_BoundBox bbox;
} EEVEE_ShadowCaster;
typedef struct EEVEE_ShadowCasterBuffer {
struct EEVEE_ShadowCaster *shadow_casters;
char *flags;
2018-05-11 07:48:52 +02:00
uint alloc_count;
uint count;
} EEVEE_ShadowCasterBuffer;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
int num_light, cache_num_light;
int num_cube_layer, cache_num_cube_layer;
int num_cascade_layer, cache_num_cascade_layer;
int gpu_cube_len, gpu_cascade_len, gpu_shadow_len;
int cpu_cube_len, cpu_cascade_len;
int update_flag;
int shadow_cube_size, shadow_cascade_size, shadow_method;
bool shadow_high_bitdepth;
int shadow_cube_store_size;
int current_shadow_cascade;
int current_shadow_face;
2018-05-11 07:48:52 +02:00
uint shadow_instance_count;
float filter_size;
/* List of lights in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
struct Object *light_ref[MAX_LIGHT];
struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
/* UBO Storage : data used by UBO */
struct EEVEE_Light light_data[MAX_LIGHT];
struct EEVEE_ShadowRender shadow_render_data;
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];
/* Lights tracking */
int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
2018-09-19 18:19:49 +02:00
struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
} EEVEE_LampsInfo;
/* EEVEE_LampsInfo->shadow_casters_flag */
enum {
SHADOW_CASTER_PRUNED = (1 << 0),
SHADOW_CASTER_UPDATED = (1 << 1),
};
/* EEVEE_LampsInfo->update_flag */
enum {
LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};
/* ************ PROBE DATA ************* */
2018-04-28 09:01:34 +02:00
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 lodfactor;
float lod_rt_max, lod_cube_max, lod_planar_max;
float visibility_range;
float visibility_blur;
float intensity_fac;
int shres;
2018-05-25 08:06:36 +02:00
int studiolight_index;
float studiolight_rot_z;
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,
};
/* ************ 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;
bool sss_separate_albedo;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUTexture *sss_data; /* Textures from pool */
struct GPUTexture *sss_albedo;
struct GPUTexture *sss_blur;
struct GPUTexture *sss_stencil;
/* Volumetrics */
int volume_current_sample;
/* SSR */
2017-07-21 15:06:29 +02:00
bool reflection_trace_full;
bool ssr_was_persp;
int ssr_neighbor_ofs;
int ssr_halfres_ofs[2];
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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 prev_drw_support;
float prev_drw_persmat[4][4];
float overide_persmat[4][4];
float overide_persinv[4][4];
float overide_winmat[4][4];
float overide_wininv[4][4];
/* Ambient Occlusion */
2018-01-09 19:01:24 +01:00
int ao_depth_layer;
struct GPUTexture *ao_src_depth; /* pointer copy */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUTexture *gtao_horizons; /* Textures from pool */
struct GPUTexture *gtao_horizons_debug;
/* Motion Blur */
float current_ndc_to_world[4][4];
float past_world_to_ndc[4][4];
int motion_blur_samples;
/* Velocity Pass */
float velocity_curr_persinv[4][4];
float velocity_past_persmat[4][4];
struct GPUTexture *velocity_tx; /* Texture from pool */
2017-05-09 21:57:13 +02:00
/* Depth Of Field */
float dof_near_far[2];
float dof_params[3];
float dof_bokeh[4];
float dof_bokeh_sides[4];
2017-05-09 21:57:13 +02:00
int dof_target_size[2];
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUTexture *dof_down_near; /* Textures from pool */
struct GPUTexture *dof_down_far;
struct GPUTexture *dof_coc;
struct GPUTexture *dof_blur;
struct GPUTexture *dof_blur_alpha;
/* Other */
float prev_persmat[4][4];
/* 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];
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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; /* Framebuffer with final_tx as attachement. */
} EEVEE_EffectsInfo;
/* ***************** COMMON DATA **************** */
/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
/* !! CAUTION !!
2018-07-03 09:08:00 +02:00
* - [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 view_vecs[2][4]; /* vec4[2] */
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[2], pad7[2]; /* vec2 */
/* -- 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 */
/* SubSurface Scattering */
float sss_jitter_threshold; /* float */
int sss_toggle; /* bool */
/* Specular */
int spec_toggle; /* bool */
/* Lamps */
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_lod_cube_max; /* float */
float prb_lod_planar_max; /* float */
2018-09-11 16:15:34 +02:00
/* Misc */
int hiz_mip_offset; /* int */
} EEVEE_CommonUniformBuffer;
/* ***************** CLIP PLANES DATA **************** */
typedef struct EEVEE_ClipPlanesUniformBuffer {
float clip_planes[1][4]; /* must be less than MAX_CLIP_PLANES */
} EEVEE_ClipPlanesUniformBuffer;
/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
/* Lamps */
struct EEVEE_LampsInfo *lamps;
struct GPUUniformBuffer *light_ubo;
struct GPUUniformBuffer *shadow_ubo;
struct GPUUniformBuffer *shadow_render_ubo;
struct GPUUniformBuffer *shadow_samples_ubo;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUFrameBuffer *shadow_cube_target_fb;
struct GPUFrameBuffer *shadow_cube_store_fb;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
struct GPUFrameBuffer *shadow_cascade_target_fb;
struct GPUFrameBuffer *shadow_cascade_store_fb;
struct GPUTexture *shadow_cube_target;
struct GPUTexture *shadow_cube_blur;
struct GPUTexture *shadow_cascade_target;
struct GPUTexture *shadow_cascade_blur;
struct GPUTexture *shadow_cube_pool;
struct GPUTexture *shadow_cascade_pool;
struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
/* Probes */
struct EEVEE_LightProbesInfo *probes;
struct GPUUniformBuffer *probe_ubo;
struct GPUUniformBuffer *grid_ubo;
struct GPUUniformBuffer *planar_ubo;
/* Common Uniform Buffer */
struct EEVEE_CommonUniformBuffer common_data;
struct GPUUniformBuffer *common_ubo;
struct EEVEE_ClipPlanesUniformBuffer clip_data;
struct GPUUniformBuffer *clip_ubo;
struct LightCache *fallback_lightcache;
} EEVEE_ViewLayerData;
/* ************ OBJECT DATA ************ */
typedef struct EEVEE_LightData {
short light_id, shadow_id;
} EEVEE_LightData;
typedef struct EEVEE_ShadowCubeData {
short light_id, shadow_id, cube_id, layer_id;
} EEVEE_ShadowCubeData;
typedef struct EEVEE_ShadowCascadeData {
short light_id, shadow_id, cascade_id, layer_id;
float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->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];
} EEVEE_ShadowCascadeData;
/* Theses are the structs stored inside Objects.
* It works with even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LampEngineData {
DrawData dd;
bool need_update;
/* This needs to be out of the union to avoid undefined behaviour. */
short prev_cube_shadow_id;
union {
struct EEVEE_LightData ld;
struct EEVEE_ShadowCubeData scd;
struct EEVEE_ShadowCascadeData scad;
} data;
} EEVEE_LampEngineData;
typedef struct EEVEE_LightProbeEngineData {
DrawData dd;
2017-06-08 21:48:50 +02:00
bool need_update;
} EEVEE_LightProbeEngineData;
2017-06-08 21:48:50 +02:00
typedef struct EEVEE_ObjectEngineData {
DrawData dd;
Object *ob; /* self reference */
EEVEE_LightProbeVisTest *test_data;
bool ob_vis, ob_vis_dirty;
bool need_update;
2018-05-11 07:48:52 +02:00
uint shadow_caster_id;
} EEVEE_ObjectEngineData;
typedef struct EEVEE_WorldEngineData {
DrawData dd;
} EEVEE_WorldEngineData;
/* *********************************** */
typedef struct EEVEE_Data {
void *engine_type;
EEVEE_FramebufferList *fbl;
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
} EEVEE_Data;
typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_cull;
struct DRWShadingGroup *depth_shgrp_clip;
struct DRWShadingGroup *depth_shgrp_clip_cull;
struct DRWShadingGroup *refract_depth_shgrp;
struct DRWShadingGroup *refract_depth_shgrp_cull;
struct DRWShadingGroup *refract_depth_shgrp_clip;
struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
struct DRWShadingGroup *cube_display_shgrp;
struct DRWShadingGroup *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 persmat[4][4], persinv[4][4];
float viewmat[4][4], viewinv[4][4];
float winmat[4][4], wininv[4][4];
float studiolight_matrix[3][3];
/* Mist Settings */
float mist_start, mist_inv_dist, mist_falloff;
/* Color Management */
bool use_color_view_settings;
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
void EEVEE_view_layer_data_free(void *sldata);
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_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);
/* eevee_materials.c */
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, 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_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow);
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma, EEVEE_Data *vedata,
Eevee : SSS : Add Translucency support. This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method);
struct GPUMaterial *EEVEE_material_mesh_volume_get(
struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_depth_get(
struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
void EEVEE_materials_free(void);
void EEVEE_draw_default_passes(EEVEE_PassList *psl);
2018-02-03 23:45:53 +01:00
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
2017-09-12 15:06:07 +02:00
void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct GPUBatch *geom, Object *ob);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
struct GPUMaterial *gpumat, struct GPUBatch *geom, struct Object *ob,
float *alpha_threshold);
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_update(EEVEE_ViewLayerData *sldata);
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_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);
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 *prb_data, int *offset);
void EEVEE_lightprobes_cube_data_from_object(Object *ob, EEVEE_LightProbe *prb_data);
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);
void EEVEE_depth_of_field_free(void);
/* 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_free(void);
/* eevee_occlusion.c */
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
2018-01-09 19:01:24 +01:00
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_screen_raytrace_free(void);
/* eevee_subsurface.c */
int EEVEE_subsurface_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);
void EEVEE_subsurface_add_pass(
2018-05-11 07:48:52 +02:00
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile);
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);
void EEVEE_subsurface_free(void);
/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
void EEVEE_motion_blur_free(void);
/* 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);
void EEVEE_mist_free(void);
/* eevee_temporal_sampling.c */
void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_matrices_calc(
EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2]);
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
void EEVEE_temporal_sampling_free(void);
/* eevee_volumes.c */
int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
2018-05-11 07:48:52 +02:00
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_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_resolve(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_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
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_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_free(void);
/* eevee_render.c */
void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
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 *render_layer, const struct rcti *rect);
void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
2018-05-25 08:06:36 +02:00
/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, struct World *world, EEVEE_LightProbesInfo *pinfo);
2018-05-25 08:06:36 +02:00
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);
/** eevee_engine.c */
void EEVEE_cache_populate(void *vedata, Object *ob);
/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
2017-07-13 12:18:39 +02:00
{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}
};
/* Cubemap Matrices */
static const float cubefacemat[6][4][4] = {
/* Pos X */
2017-07-13 12:18:39 +02:00
{{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 */
2017-07-13 12:18:39 +02:00
{{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 */
2017-07-13 12:18:39 +02:00
{{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 */
2017-07-13 12:18:39 +02:00
{{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 */
2017-07-13 12:18:39 +02:00
{{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 */
2017-07-13 12:18:39 +02:00
{{-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}},
};
2017-05-08 11:44:58 +10:00
#endif /* __EEVEE_PRIVATE_H__ */