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/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_private.h
* \ingroup DNA
*/
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#ifndef __EEVEE_PRIVATE_H__
#define __EEVEE_PRIVATE_H__
struct Object;
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) { \
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
effects->swap_double_buffer = false; \
} \
} ((void)0)
#define SWAP_BUFFERS() { \
if (effects->target_buffer != fbl->main) { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color_post; \
effects->target_buffer = fbl->main; \
} \
else { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color; \
effects->target_buffer = fbl->effect_fb; \
} \
} ((void)0)
/* World shader variations */
enum {
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VAR_WORLD_BACKGROUND = 0,
VAR_WORLD_PROBE = 1,
VAR_WORLD_VOLUME = 2,
};
/* Material shader variations */
enum {
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),
/* Max number of variation */
/* IMPORTANT : Leave it last and set
* it's value accordingly. */
VAR_MAT_MAX = (1 << 7),
/* These are options that are not counted in VAR_MAT_MAX
* because they are not cumulative with the others above. */
VAR_MAT_CLIP = (1 << 8),
VAR_MAT_HASH = (1 << 9),
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
VAR_MAT_REFRACT = (1 << 12),
VAR_MAT_VOLUME = (1 << 13),
VAR_MAT_SSS = (1 << 14),
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).
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VAR_MAT_TRANSLUC = (1 << 15),
VAR_MAT_SSSALBED = (1 << 16),
};
/* Shadow Technique */
enum {
SHADOW_ESM = 1,
SHADOW_VSM = 2,
SHADOW_METHOD_MAX = 3,
};
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_cube_pass;
struct DRWPass *shadow_cube_copy_pass;
struct DRWPass *shadow_cube_store_pass;
struct DRWPass *shadow_cascade_pass;
struct DRWPass *shadow_cascade_copy_pass;
struct DRWPass *shadow_cascade_store_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;
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struct DRWPass *probe_display;
struct DRWPass *probe_planar_downsample_ps;
/* Effects */
struct DRWPass *ao_horizon_search;
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struct DRWPass *ao_horizon_search_layer;
struct DRWPass *ao_horizon_debug;
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;
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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 *color_downsample_ps;
struct DRWPass *color_downsample_cube_ps;
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;
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;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {
/* Effects */
struct GPUFrameBuffer *gtao_fb;
struct GPUFrameBuffer *gtao_debug_fb;
struct GPUFrameBuffer *downsample_fb;
struct GPUFrameBuffer *effect_fb;
struct GPUFrameBuffer *bloom_blit_fb;
struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
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struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_clear_fb;
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struct GPUFrameBuffer *dof_down_fb;
struct GPUFrameBuffer *dof_scatter_far_fb;
struct GPUFrameBuffer *dof_scatter_near_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 *planarref_fb;
struct GPUFrameBuffer *main;
struct GPUFrameBuffer *double_buffer;
struct GPUFrameBuffer *depth_double_buffer_fb;
} EEVEE_FramebufferList;
typedef struct EEVEE_TextureList {
/* Effects */
struct GPUTexture *color_post; /* R16_G16_B16 */
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struct GPUTexture *dof_down_near; /* R16_G16_B16_A16 */
struct GPUTexture *dof_down_far; /* R16_G16_B16_A16 */
struct GPUTexture *dof_coc; /* R16_G16 */
struct GPUTexture *dof_near_blur; /* R16_G16_B16_A16 */
struct GPUTexture *dof_far_blur; /* R16_G16_B16_A16 */
struct GPUTexture *bloom_blit; /* R16_G16_B16 */
struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
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struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */
struct GPUTexture *ssr_normal_input;
struct GPUTexture *ssr_specrough_input;
struct GPUTexture *refract_color;
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 *planar_pool;
struct GPUTexture *planar_depth;
struct GPUTexture *gtao_horizons;
struct GPUTexture *sss_data;
struct GPUTexture *sss_albedo;
struct GPUTexture *sss_blur;
struct GPUTexture *sss_stencil;
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;
} EEVEE_StorageList;
/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
float position[3], dist;
float color[3], spec;
float spotsize, spotblend, radius, shadowid;
float rightvec[3], sizex;
float upvec[3], sizey;
float forwardvec[3], lamptype;
} EEVEE_Light;
typedef struct EEVEE_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).
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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 shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustum for cubemap shadow */
float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
float position[3], pad;
float cube_texel_size;
float stored_texel_size;
float clip_near;
float clip_far;
int shadow_samples_ct;
float shadow_inv_samples_ct;
} EEVEE_ShadowRender;
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/* ************ VOLUME DATA ************ */
typedef struct EEVEE_VolumetricsInfo {
float integration_step_count, shadow_step_count, sample_distribution, light_clamp;
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float integration_start, integration_end;
float depth_param[3], history_alpha;
bool use_lights, use_volume_shadows;
int froxel_tex_size[3];
float inv_tex_size[3];
float volume_coord_scale[2];
float jitter[3];
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} EEVEE_VolumetricsInfo;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
int num_light, cache_num_light;
int num_layer, cache_num_layer;
int gpu_cube_ct, gpu_cascade_ct, gpu_shadow_ct;
int cpu_cube_ct, cpu_cascade_ct;
int update_flag;
int shadow_size, shadow_method;
bool shadow_high_bitdepth;
int shadow_cube_target_size;
int current_shadow_cascade;
int current_shadow_face;
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];
} EEVEE_LampsInfo;
/* EEVEE_LampsInfo->update_flag */
enum {
LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};
/* ************ PROBE UBO ************* */
typedef struct EEVEE_LightProbe {
float position[3], parallax_type;
float attenuation_fac;
float attenuation_type;
float pad3[2];
float attenuationmat[4][4];
float parallaxmat[4][4];
} EEVEE_LightProbe;
typedef struct EEVEE_LightGrid {
float mat[4][4];
int resolution[3], offset;
float corner[3], attenuation_scale;
float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
float increment_y[3], level_bias;
float increment_z[3], pad4;
float visibility_bias, visibility_bleed, visibility_range, pad5;
} 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, pad[2];
float reflectionmat[4][4];
} EEVEE_PlanarReflection;
/* ************ PROBE DATA ************* */
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;
int target_size;
int irradiance_vis_size;
int grid_initialized;
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/* Actual number of probes that have datas. */
int num_render_cube;
int num_render_grid;
/* For rendering probes */
float probemat[6][4][4];
int layer;
float texel_size;
float padding_size;
float samples_ct;
float invsamples_ct;
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;
int shres;
int shnbr;
int specular_toggle;
int ssr_toggle;
int sss_toggle;
/* List of probes in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
struct Object *probes_cube_ref[MAX_PROBE];
struct Object *probes_grid_ref[MAX_GRID];
struct Object *probes_planar_ref[MAX_PLANAR];
/* UBO Storage : data used by UBO */
struct EEVEE_LightProbe probe_data[MAX_PROBE];
struct EEVEE_LightGrid grid_data[MAX_GRID];
struct EEVEE_PlanarReflection planar_data[MAX_PLANAR];
} EEVEE_LightProbesInfo;
/* EEVEE_LightProbesInfo->update_flag */
enum {
PROBE_UPDATE_CUBE = (1 << 0),
PROBE_UPDATE_GRID = (1 << 1),
PROBE_UPDATE_ALL = 0xFFFFFF,
};
/* ************ EFFECTS DATA ************* */
typedef struct EEVEE_EffectsInfo {
int enabled_effects;
bool swap_double_buffer;
/* SSSS */
int sss_sample_count;
float sss_jitter_threshold;
bool sss_separate_albedo;
/* Volumetrics */
bool use_volumetrics;
int volume_current_sample;
/* SSR */
bool use_ssr;
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bool reflection_trace_full;
bool ssr_use_normalization;
int ssr_ray_count;
float ssr_firefly_fac;
float ssr_border_fac;
float ssr_max_roughness;
float ssr_quality;
float ssr_thickness;
float ssr_pixelsize[2];
/* Temporal Anti Aliasing */
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 */
bool use_ao, use_bent_normals;
float ao_dist, ao_samples, ao_factor, ao_samples_inv;
float ao_offset, ao_bounce_fac, ao_quality, ao_settings;
float ao_sample_nbr;
int ao_texsize[2], hori_tex_layers;
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int ao_depth_layer;
struct GPUTexture *ao_src_depth; /* pointer copy */
/* Motion Blur */
float current_ndc_to_world[4][4];
float past_world_to_ndc[4][4];
float tmp_mat[4][4];
int motion_blur_samples;
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/* Depth Of Field */
float dof_near_far[2];
float dof_params[3];
float dof_bokeh[4];
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float dof_layer_select[2];
int dof_target_size[2];
/* Bloom */
int bloom_iteration_ct;
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];
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 */
} EEVEE_EffectsInfo;
enum {
EFFECT_MOTION_BLUR = (1 << 0),
EFFECT_BLOOM = (1 << 1),
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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),
};
/* ************** 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;
struct GPUFrameBuffer *shadow_target_fb;
struct GPUFrameBuffer *shadow_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_pool;
struct ListBase shadow_casters; /* Shadow casters gathered during cache iteration */
/* Probes */
struct EEVEE_LightProbesInfo *probes;
struct GPUUniformBuffer *probe_ubo;
struct GPUUniformBuffer *grid_ubo;
struct GPUUniformBuffer *planar_ubo;
struct GPUFrameBuffer *probe_fb;
struct GPUFrameBuffer *probe_filter_fb;
struct GPUTexture *probe_rt;
struct GPUTexture *probe_depth_rt;
struct GPUTexture *probe_pool;
struct GPUTexture *irradiance_pool;
struct GPUTexture *irradiance_rt;
struct ListBase probe_queue; /* List of probes to update */
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/* Volumetrics */
struct EEVEE_VolumetricsInfo *volumetrics;
} EEVEE_ViewLayerData;
/* ************ OBJECT DATA ************ */
typedef struct EEVEE_LampEngineData {
bool need_update;
struct ListBase shadow_caster_list;
void *storage; /* either EEVEE_LightData, EEVEE_ShadowCubeData, EEVEE_ShadowCascadeData */
} EEVEE_LampEngineData;
typedef struct EEVEE_LightProbeEngineData {
/* NOTE: need_full_update is set by dependency graph when the probe or it's
* object is updated. This triggers full probe update, including it's
* "progressive" GI refresh.
*
* need_update is always set to truth when need_full_update is tagged, but
* might also be forced to be kept truth during GI refresh stages.
*
* TODO(sergey): Is there a way to avoid two flags here, or at least make
* it more clear what's going on here?
*/
bool need_full_update;
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bool need_update;
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bool ready_to_shade;
int updated_cells;
int updated_lvl;
int num_cell;
int max_lvl;
int probe_id; /* Only used for display data */
float probe_size; /* Only used for display data */
/* For planar reflection rendering */
float viewmat[4][4];
float persmat[4][4];
float planer_eq_offset[4];
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struct ListBase captured_object_list;
} EEVEE_LightProbeEngineData;
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typedef struct EEVEE_ObjectEngineData {
bool need_update;
} EEVEE_ObjectEngineData;
/* *********************************** */
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 DRWShadingGroup *planar_downsample;
struct GHash *material_hash;
struct GHash *hair_material_hash;
struct GPUTexture *minzbuffer;
struct GPUTexture *ssr_hit_output[4];
struct GPUTexture *gtao_horizons_debug;
float background_alpha; /* TODO find a better place for this. */
float viewvecs[2][4];
/* For planar probes */
float texel_size[2];
/* To correct mip level texel mis-alignement */
float mip_ratio[10][2]; /* TODO put in a UBO */
/* For double buffering */
bool view_updated;
bool valid_double_buffer;
float prev_persmat[4][4];
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
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_materials.c */
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_StorageList *stl);
void EEVEE_materials_cache_init(EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob);
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).
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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);
void EEVEE_update_util_texture(float offset);
/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
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void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
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struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,
float (*obmat)[4], float *alpha_threshold);
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 */
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, 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_free(void);
/* eevee_depth_of_field.c */
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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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_add_pass(EEVEE_Data *vedata, unsigned int 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_free(void);
/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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_temporal_sampling.c */
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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);
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);
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);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_Data *vedata);
void EEVEE_effects_free(void);
/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
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{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 */
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{{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 */
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{{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 */
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{{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 */
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{{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 */
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{{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 */
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{{-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}},
};
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#endif /* __EEVEE_PRIVATE_H__ */