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

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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_lights.c
* \ingroup DNA
*/
#include "DNA_world_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "BLI_dynstr.h"
#include "DRW_render.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_glew.h"
#include "eevee_engine.h"
#include "eevee_private.h"
typedef struct EEVEE_ProbeCubeData {
short probe_id;
} EEVEE_ProbeCubeData;
/* TODO Option */
#define PROBE_CUBE_SIZE 512
#define PROBE_SIZE 1024
static struct {
struct GPUShader *probe_default_sh;
struct GPUShader *probe_filter_sh;
struct GPUShader *probe_spherical_harmonic_sh;
struct GPUTexture *hammersley;
bool update_world;
} e_data = {NULL}; /* Engine data */
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_probe_filter_frag_glsl[];
extern char datatoc_probe_sh_frag_glsl[];
extern char datatoc_probe_geom_glsl[];
extern char datatoc_probe_vert_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_sampling_lib_glsl[];
extern GlobalsUboStorage ts;
/* *********** FUNCTIONS *********** */
/* Van der Corput sequence */
/* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
static float radical_inverse(int i) {
unsigned int bits = (unsigned int)i;
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return (float)bits * 2.3283064365386963e-10f;
}
static struct GPUTexture *create_hammersley_sample_texture(int samples)
{
struct GPUTexture *tex;
float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex");
int i;
for (i = 0; i < samples; i++) {
float phi = radical_inverse(i) * 2.0f * M_PI;
2017-06-04 21:45:41 +02:00
texels[i][0] = cosf(phi);
texels[i][1] = sinf(phi);
}
tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels);
MEM_freeN(texels);
return tex;
}
void EEVEE_probes_init(EEVEE_SceneLayerData *sldata)
{
if (!e_data.probe_filter_sh) {
char *shader_str = NULL;
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_probe_filter_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_filter_sh = DRW_shader_create(
datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, shader_str,
"#define HAMMERSLEY_SIZE 1024\n"
"#define NOISE_SIZE 64\n");
e_data.probe_default_sh = DRW_shader_create(
datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_default_world_frag_glsl, NULL);
MEM_freeN(shader_str);
}
/* Shaders */
if (!e_data.hammersley) {
e_data.hammersley = create_hammersley_sample_texture(1024);
e_data.probe_spherical_harmonic_sh = DRW_shader_create_fullscreen(datatoc_probe_sh_frag_glsl, NULL);
}
if (!sldata->probes) {
sldata->probes = MEM_callocN(sizeof(EEVEE_ProbesInfo), "EEVEE_ProbesInfo");
sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Probe) * MAX_PROBE, NULL);
}
/* Setup Render Target Cubemap */
if (!sldata->probe_rt) {
sldata->probe_rt = DRW_texture_create_cube(PROBE_CUBE_SIZE, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
sldata->probe_depth_rt = DRW_texture_create_cube(PROBE_CUBE_SIZE, DRW_TEX_DEPTH_24, DRW_TEX_FILTER, NULL);
}
DRWFboTexture tex_probe[2] = {{&sldata->probe_depth_rt, DRW_TEX_DEPTH_24, DRW_TEX_FILTER},
{&sldata->probe_rt, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP}};
DRW_framebuffer_init(&sldata->probe_fb, &draw_engine_eevee_type, PROBE_CUBE_SIZE, PROBE_CUBE_SIZE, tex_probe, 2);
/* Spherical Harmonic Buffer */
DRWFboTexture tex_sh = {&sldata->probe_sh, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&sldata->probe_sh_fb, &draw_engine_eevee_type, 9, 1, &tex_sh, 1);
}
void EEVEE_probes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_ProbesInfo *pinfo = sldata->probes;
pinfo->num_cube = 1; /* at least one for the world */
memset(pinfo->probes_ref, 0, sizeof(pinfo->probes_ref));
{
psl->probe_background = DRW_pass_create("World Probe Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
World *wo = scene->world;
static int zero = 0;
float *col = ts.colorBackground;
if (wo) {
col = &wo->horr;
e_data.update_world = (wo->update_flag != 0);
wo->update_flag = 0;
if (wo->use_nodes && wo->nodetree) {
struct GPUMaterial *gpumat = EEVEE_material_world_probe_get(scene, wo);
grp = DRW_shgroup_material_instance_create(gpumat, psl->probe_background, geom);
if (grp) {
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
else {
/* Shader failed : pink background */
static float pink[3] = {1.0f, 0.0f, 1.0f};
col = pink;
}
}
}
/* Fallback if shader fails or if not using nodetree. */
if (grp == NULL) {
grp = DRW_shgroup_instance_create(e_data.probe_default_sh, psl->probe_background, geom);
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
}
{
psl->probe_prefilter = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_filter_sh, psl->probe_prefilter, geom);
DRW_shgroup_uniform_float(grp, "sampleCount", &sldata->probes->samples_ct, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &sldata->probes->invsamples_ct, 1);
DRW_shgroup_uniform_float(grp, "roughnessSquared", &sldata->probes->roughness, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &sldata->probes->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lodmax, 1);
DRW_shgroup_uniform_float(grp, "texelSize", &sldata->probes->texel_size, 1);
DRW_shgroup_uniform_float(grp, "paddingSize", &sldata->probes->padding_size, 1);
DRW_shgroup_uniform_int(grp, "Layer", &sldata->probes->layer, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
// DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
DRW_shgroup_call_dynamic_add_empty(grp);
}
{
psl->probe_sh_compute = DRW_pass_create("Probe SH Compute", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_spherical_harmonic_sh, psl->probe_sh_compute);
DRW_shgroup_uniform_int(grp, "probeSize", &sldata->probes->shres, 1);
DRW_shgroup_uniform_float(grp, "lodBias", &sldata->probes->lodfactor, 1);
DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
struct Batch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
}
void EEVEE_probes_cache_add(EEVEE_SceneLayerData *UNUSED(sldata), Object *UNUSED(ob))
{
return;
}
void EEVEE_probes_cache_finish(EEVEE_SceneLayerData *sldata)
{
EEVEE_ProbesInfo *pinfo = sldata->probes;
/* Setup enough layers. */
/* Free textures if number mismatch. */
if (pinfo->num_cube != pinfo->cache_num_cube) {
DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
pinfo->cache_num_cube = pinfo->num_cube;
pinfo->update_flag |= PROBE_UPDATE_CUBE;
}
if (!sldata->probe_pool) {
sldata->probe_pool = DRW_texture_create_2D_array(PROBE_SIZE, PROBE_SIZE, max_ff(1, pinfo->num_cube),
DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
}
DRWFboTexture tex_filter = {&sldata->probe_pool, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&sldata->probe_filter_fb, &draw_engine_eevee_type, PROBE_SIZE, PROBE_SIZE, &tex_filter, 1);
DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
}
/* Renders the probe with index probe_idx.
* Renders the world probe if probe_idx = -1. */
static void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
{
EEVEE_ProbesInfo *pinfo = sldata->probes;
EEVEE_Probe *eprobe = &pinfo->probe_data[probe_idx];
Object *ob = NULL;
struct DRWPass *probe_pass;
bool is_object_probe = (probe_idx > 0);
float projmat[4][4], posmat[4][4];
float near, far;
float clear_color[4] = {0.5, 0.5, 0.5, 0.0f};
unit_m4(posmat);
if (is_object_probe) {
ob = pinfo->probes_ref[probe_idx];
near = 0.1f;
far = 100.0f;
/* Move to capture position */
negate_v3_v3(posmat[3], ob->obmat[3]);
probe_pass = psl->probe_background; /* TODO use objects in the scene */
}
else {
/* World cubemap */
near = 0.1f;
far = 100.0f;
probe_pass = psl->probe_background;
}
/* 1 - Render to cubemap target using geometry shader. */
/* For world probe, we don't need to clear since we render the background directly. */
pinfo->layer = 0;
perspective_m4(projmat, -near, near, -near, near, near, far);
for (int i = 0; i < 6; ++i) {
float tmp[4][4];
mul_m4_m4m4(tmp, cubefacemat[i], posmat);
mul_m4_m4m4(pinfo->probemat[i], projmat, tmp);
}
DRW_framebuffer_bind(sldata->probe_fb);
DRW_draw_pass(probe_pass);
if (is_object_probe) {
DRW_framebuffer_clear(true, true, false, clear_color, 1.0);
}
/* 2 - Let gpu create Mipmaps for Filtered Importance Sampling. */
/* Bind next framebuffer to be able to gen. mips for probe_rt. */
DRW_framebuffer_bind(sldata->probe_filter_fb);
DRW_texture_generate_mipmaps(sldata->probe_rt);
/* 3 - Render to probe array to the specified layer, do prefiltering. */
/* Detach to rebind the right mipmap. */
DRW_framebuffer_texture_detach(sldata->probe_pool);
float mipsize = PROBE_SIZE;
const int maxlevel = (int)floorf(log2f(PROBE_SIZE));
const int min_lod_level = 3;
for (int i = 0; i < maxlevel - min_lod_level; i++) {
float bias = (i == 0) ? 0.0f : 1.0f;
pinfo->texel_size = 1.0f / mipsize;
pinfo->padding_size = powf(2.0f, (float)(maxlevel - min_lod_level - 1 - i));
/* XXX : WHY THE HECK DO WE NEED THIS ??? */
/* padding is incorrect without this! float precision issue? */
if (pinfo->padding_size > 32) {
pinfo->padding_size += 5;
}
if (pinfo->padding_size > 16) {
pinfo->padding_size += 4;
}
else if (pinfo->padding_size > 8) {
pinfo->padding_size += 2;
}
else if (pinfo->padding_size > 4) {
pinfo->padding_size += 1;
}
pinfo->layer = probe_idx;
pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
pinfo->roughness *= pinfo->roughness; /* Disney Roughness */
pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */
CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */
#if 1 /* Variable Sample count (fast) */
switch (i) {
case 0: pinfo->samples_ct = 1.0f; break;
case 1: pinfo->samples_ct = 16.0f; break;
case 2: pinfo->samples_ct = 32.0f; break;
case 3: pinfo->samples_ct = 64.0f; break;
default: pinfo->samples_ct = 128.0f; break;
}
#else /* Constant Sample count (slow) */
pinfo->samples_ct = 1024.0f;
#endif
pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
pinfo->lodfactor = bias + 0.5f * log((float)(PROBE_CUBE_SIZE * PROBE_CUBE_SIZE) * pinfo->invsamples_ct) / log(2);
pinfo->lodmax = floorf(log2f(PROBE_CUBE_SIZE)) - 2.0f;
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, i);
DRW_framebuffer_viewport_size(sldata->probe_filter_fb, mipsize, mipsize);
DRW_draw_pass(psl->probe_prefilter);
DRW_framebuffer_texture_detach(sldata->probe_pool);
mipsize /= 2;
CLAMP_MIN(mipsize, 1);
}
/* For shading, save max level of the octahedron map */
pinfo->lodmax = (float)(maxlevel - min_lod_level) - 1.0f;
/* 4 - Compute spherical harmonics */
/* Tweaking parameters to balance perf. vs precision */
pinfo->shres = 16; /* Less texture fetches & reduce branches */
pinfo->lodfactor = 4.0f; /* Improve cache reuse */
DRW_framebuffer_bind(sldata->probe_sh_fb);
DRW_draw_pass(psl->probe_sh_compute);
DRW_framebuffer_read_data(0, 0, 9, 1, 3, 0, (float *)eprobe->shcoefs);
/* reattach to have a valid framebuffer. */
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
void EEVEE_probes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
if (e_data.update_world) {
render_one_probe(sldata, psl, 0);
e_data.update_world = false;
DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
}
}
void EEVEE_probes_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_spherical_harmonic_sh);
DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
}