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blender-archive/source/blender/draw/engines/eevee/eevee_lights.c

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/*
* 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.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup DNA
*/
#include "BLI_sys_types.h" /* bool */
#include "BKE_object.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
/* Reconstruct local obmat from EEVEE_light. (normalized) */
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4])
{
copy_v3_v3(r_mat[0], evli->rightvec);
copy_v3_v3(r_mat[1], evli->upvec);
negate_v3_v3(r_mat[2], evli->forwardvec);
copy_v3_v3(r_mat[3], evli->position);
r_mat[0][3] = 0.0f;
r_mat[1][3] = 0.0f;
r_mat[2][3] = 0.0f;
r_mat[3][3] = 1.0f;
}
static float light_attenuation_radius_get(const Light *la, float light_threshold)
{
if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
}
/* Compute max light power. */
float power = max_fff(la->r, la->g, la->b);
power *= fabsf(la->energy / 100.0f);
power *= max_ff(1.0f, la->spec_fac);
/* Compute the distance (using the inverse square law)
* at which the light power reaches the light_threshold. */
float distance = sqrtf(max_ff(1e-16, power / max_ff(1e-16, light_threshold)));
return distance;
}
static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, const float scale[3])
{
if (la->type == LA_SPOT) {
/* Spot size & blend */
evli->sizex = scale[0] / scale[2];
evli->sizey = scale[1] / scale[2];
evli->spotsize = cosf(la->spotsize * 0.5f);
evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
evli->radius = max_ff(0.001f, la->area_size);
}
else if (la->type == LA_AREA) {
evli->sizex = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
evli->sizey = max_ff(0.003f, la->area_sizey * scale[1] * 0.5f);
}
else {
evli->sizey = max_ff(0.003f, la->area_size * scale[1] * 0.5f);
}
}
else if (la->type == LA_SUN) {
evli->radius = max_ff(0.001f, tanf(min_ff(la->sun_angle, DEG2RADF(179.9f)) / 2.0f));
}
else {
evli->radius = max_ff(0.001f, la->area_size);
}
}
static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
{
float power;
/* Make illumination power constant */
if (la->type == LA_AREA) {
power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */
0.8f; /* XXX : Empirical, Fit cycles power */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
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/* Scale power to account for the lower area of the ellipse compared to the surrounding
* rectangle. */
power *= 4.0f / M_PI;
}
}
else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI); /* 1/(4*r²*Pi²) */
/* for point lights (a.k.a radius == 0.0) */
// power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
}
else {
power = 1.0f / (evli->radius * evli->radius * M_PI); /* 1/(r²*Pi) */
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/* Make illumination power closer to cycles for bigger radii. Cycles uses a cos^3 term that we
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* cannot reproduce so we account for that by scaling the light power. This function is the
* result of a rough manual fitting. */
power += 1.0f / (2.0f * M_PI); /* power *= 1 + r²/2 */
}
return power;
}
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/* Update buffer with light data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
Light *la = (Light *)ob->data;
float mat[4][4], scale[3], power, att_radius;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
/* Position */
copy_v3_v3(evli->position, ob->obmat[3]);
/* Color */
copy_v3_v3(evli->color, &la->r);
evli->spec = la->spec_fac;
/* Influence Radius */
att_radius = light_attenuation_radius_get(la, light_threshold);
/* Take the inverse square of this distance. */
evli->invsqrdist = 1.0 / max_ff(1e-4f, att_radius * att_radius);
/* Vectors */
normalize_m4_m4_ex(mat, ob->obmat, scale);
copy_v3_v3(evli->forwardvec, mat[2]);
normalize_v3(evli->forwardvec);
negate_v3(evli->forwardvec);
copy_v3_v3(evli->rightvec, mat[0]);
normalize_v3(evli->rightvec);
copy_v3_v3(evli->upvec, mat[1]);
normalize_v3(evli->upvec);
/* Make sure we have a consistent Right Hand coord frame.
* (in case of negatively scaled Z axis) */
float cross[3];
cross_v3_v3v3(cross, evli->rightvec, evli->forwardvec);
if (dot_v3v3(cross, evli->upvec) < 0.0) {
negate_v3(evli->upvec);
}
light_shape_parameters_set(evli, la, scale);
/* Light Type */
evli->light_type = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->light_type = LAMPTYPE_AREA_ELLIPSE;
}
power = light_shape_power_get(la, evli);
mul_v3_fl(evli->color, power * la->energy);
/* No shadow by default */
evli->shadow_id = -1.0f;
}
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LightsInfo *linfo = sldata->lights;
linfo->num_light = 0;
EEVEE_shadows_cache_init(sldata, vedata);
}
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
EEVEE_LightsInfo *linfo = sldata->lights;
const Light *la = (Light *)ob->data;
if (linfo->num_light >= MAX_LIGHT) {
printf("Too many lights in the scene !!!\n");
return;
}
/* Early out if light has no power. */
if (la->energy == 0.0f || is_zero_v3(&la->r)) {
return;
}
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
if (la->mode & LA_SHADOW) {
if (la->type == LA_SUN) {
EEVEE_shadows_cascade_add(linfo, evli, ob);
}
else if (ELEM(la->type, LA_SPOT, LA_LOCAL, LA_AREA)) {
EEVEE_shadows_cube_add(linfo, evli, ob);
}
}
linfo->num_light++;
}
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LightsInfo *linfo = sldata->lights;
sldata->common_data.la_num_light = linfo->num_light;
DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
EEVEE_shadows_update(sldata, vedata);
}