Eevee: Move Spherical Harmonics to a new Probe UBO.
Keep data packing tight to prevent use of padding floats
This commit is contained in:
@@ -37,6 +37,7 @@
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#define SHADER_DEFINES \
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"#define EEVEE_ENGINE\n" \
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"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
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"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
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"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
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"#define MAX_SHADOW_MAP " STRINGIFY(MAX_SHADOW_MAP) "\n" \
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@@ -257,12 +258,14 @@ struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma)
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static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata)
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{
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DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_int(shgrp, "light_count", &sldata->lamps->num_light, 1);
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DRW_shgroup_uniform_int(shgrp, "probe_count", &sldata->probes->num_cube, 1);
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DRW_shgroup_uniform_float(shgrp, "lodMax", &sldata->probes->lodmax, 1);
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DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
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DRW_shgroup_uniform_buffer(shgrp, "probeCubes", &sldata->probe_pool);
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DRW_shgroup_uniform_float(shgrp, "lodMax", &sldata->probes->lodmax, 1);
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DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
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DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
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}
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@@ -339,8 +342,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
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}
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}
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/* Macro to call the right */
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#define ADD_MATERIAL_CALL(shgrp, ob, geom) do { \
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#define ADD_SHGROUP_CALL(shgrp, ob, geom) do { \
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if (is_sculpt_mode) { \
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DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
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} \
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@@ -363,7 +365,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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/* Depth Prepass */
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DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
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ADD_MATERIAL_CALL(depth_shgrp, ob, geom);
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ADD_SHGROUP_CALL(depth_shgrp, ob, geom);
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/* Get per-material split surface */
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struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
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@@ -398,7 +400,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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if (shgrp) {
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add_standard_uniforms(shgrp, sldata);
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ADD_MATERIAL_CALL(shgrp, ob, mat_geom[i]);
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ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
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}
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else {
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/* Shader failed : pink color */
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@@ -418,7 +420,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
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DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
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ADD_MATERIAL_CALL(shgrp, ob, mat_geom[i]);
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ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
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}
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}
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}
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@@ -167,6 +167,7 @@ enum {
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/* ************ PROBE UBO ************* */
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typedef struct EEVEE_Probe {
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float position[3], dist;
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float shcoefs[9][3], pad;
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} EEVEE_Probe;
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/* ************ PROBE DATA ************* */
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@@ -185,7 +186,6 @@ typedef struct EEVEE_ProbesInfo {
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float lodmax;
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int shres;
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int shnbr;
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float shcoefs[9][3]; /* Temp */
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struct GPUTexture *backgroundtex;
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/* List of probes in the scene. */
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/* XXX This is fragile, can get out of sync quickly. */
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@@ -128,6 +128,7 @@ void EEVEE_probes_init(EEVEE_SceneLayerData *sldata)
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if (!sldata->probes) {
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sldata->probes = MEM_callocN(sizeof(EEVEE_ProbesInfo), "EEVEE_ProbesInfo");
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sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Probe) * MAX_PROBE, NULL);
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}
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/* Setup Render Target Cubemap */
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@@ -151,7 +152,7 @@ void EEVEE_probes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
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{
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EEVEE_ProbesInfo *pinfo = sldata->probes;
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pinfo->num_cube = 0;
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pinfo->num_cube = 1; /* at least one for the world */
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memset(pinfo->probes_ref, 0, sizeof(pinfo->probes_ref));
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{
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@@ -260,15 +261,19 @@ void EEVEE_probes_cache_finish(EEVEE_SceneLayerData *sldata)
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DRWFboTexture tex_filter = {&sldata->probe_pool, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
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DRW_framebuffer_init(&sldata->probe_filter_fb, &draw_engine_eevee_type, PROBE_SIZE, PROBE_SIZE, &tex_filter, 1);
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DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
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}
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/* Renders the probe with index probe_idx.
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* Renders the world probe if probe_idx = -1. */
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void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
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static void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
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{
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EEVEE_ProbesInfo *pinfo = sldata->probes;
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EEVEE_Probe *eprobe = &pinfo->probe_data[probe_idx];
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Object *ob = NULL;
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bool is_object_probe = (probe_idx != -1);
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struct DRWPass *probe_pass;
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bool is_object_probe = (probe_idx > 0);
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float projmat[4][4], posmat[4][4];
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float near, far;
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@@ -283,11 +288,13 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
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/* Move to capture position */
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negate_v3_v3(posmat[3], ob->obmat[3]);
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probe_pass = psl->probe_background; /* TODO use objects in the scene */
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}
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else {
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/* World cubemap */
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near = 0.1f;
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far = 100.0f;
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probe_pass = psl->probe_background;
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}
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/* 1 - Render to cubemap target using geometry shader. */
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@@ -302,7 +309,7 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
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}
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DRW_framebuffer_bind(sldata->probe_fb);
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DRW_draw_pass(psl->probe_background);
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DRW_draw_pass(probe_pass);
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if (is_object_probe) {
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DRW_framebuffer_clear(true, true, false, clear_color, 1.0);
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@@ -337,7 +344,7 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
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else if (pinfo->padding_size > 4) {
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pinfo->padding_size += 1;
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}
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pinfo->layer = probe_idx + 1; /* 0 is world */
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pinfo->layer = probe_idx;
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pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
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pinfo->roughness *= pinfo->roughness; /* Disney Roughness */
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pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */
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@@ -369,8 +376,6 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
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}
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/* For shading, save max level of the octahedron map */
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pinfo->lodmax = (float)(maxlevel - min_lod_level) - 1.0f;
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/* reattach to have a valid framebuffer. */
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DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
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/* 4 - Compute spherical harmonics */
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/* Tweaking parameters to balance perf. vs precision */
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@@ -378,14 +383,19 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
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pinfo->lodfactor = 4.0f; /* Improve cache reuse */
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DRW_framebuffer_bind(sldata->probe_sh_fb);
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DRW_draw_pass(psl->probe_sh_compute);
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DRW_framebuffer_read_data(0, 0, 9, 1, 3, 0, (float *)pinfo->shcoefs);
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DRW_framebuffer_read_data(0, 0, 9, 1, 3, 0, (float *)eprobe->shcoefs);
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/* reattach to have a valid framebuffer. */
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DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
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}
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void EEVEE_probes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
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{
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if (e_data.update_world) {
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render_one_probe(sldata, psl, -1);
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render_one_probe(sldata, psl, 0);
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e_data.update_world = false;
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DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
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}
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}
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@@ -9,6 +9,23 @@
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/* ------- Structures -------- */
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struct ProbeData {
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vec4 position_influence; /* w : InfluenceRadius */
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vec4 shcoefs[7];
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};
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#define p_position position_influence.xyz
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#define p_spec position_influence.w
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#define shcoef0 shcoefs[0].rgb
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#define shcoef1 vec3(shcoefs[0].a, shcoefs[1].rg)
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#define shcoef2 vec3(shcoefs[1].ba, shcoefs[2].r)
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#define shcoef3 shcoefs[2].gba
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#define shcoef4 shcoefs[3].rgb
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#define shcoef5 vec3(shcoefs[3].a, shcoefs[4].rg)
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#define shcoef6 vec3(shcoefs[4].ba, shcoefs[5].r)
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#define shcoef7 shcoefs[5].gba
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#define shcoef8 shcoefs[6].rgb
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struct LightData {
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vec4 position_influence; /* w : InfluenceRadius */
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vec4 color_spec; /* w : Spec Intensity */
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@@ -172,34 +189,34 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
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#define spherical_harmonics spherical_harmonics_L2
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/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
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vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[9])
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vec3 spherical_harmonics_L1(vec3 N, vec4 shcoefs[3])
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{
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vec3 sh = vec3(0.0);
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sh += 0.282095 * shcoefs[0];
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sh += 0.282095 * shcoef0;
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sh += -0.488603 * N.z * shcoefs[1];
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sh += 0.488603 * N.y * shcoefs[2];
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sh += -0.488603 * N.x * shcoefs[3];
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sh += -0.488603 * N.z * shcoef1;
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sh += 0.488603 * N.y * shcoef2;
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sh += -0.488603 * N.x * shcoef3;
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return sh;
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}
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vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
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vec3 spherical_harmonics_L2(vec3 N, vec4 shcoefs[7])
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{
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vec3 sh = vec3(0.0);
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sh += 0.282095 * shcoefs[0];
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sh += 0.282095 * shcoef0;
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sh += -0.488603 * N.z * shcoefs[1];
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sh += 0.488603 * N.y * shcoefs[2];
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sh += -0.488603 * N.x * shcoefs[3];
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sh += -0.488603 * N.z * shcoef1;
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sh += 0.488603 * N.y * shcoef2;
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sh += -0.488603 * N.x * shcoef3;
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sh += 1.092548 * N.x * N.z * shcoefs[4];
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sh += -1.092548 * N.z * N.y * shcoefs[5];
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sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
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sh += -1.092548 * N.x * N.y * shcoefs[7];
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sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
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sh += 1.092548 * N.x * N.z * shcoef4;
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sh += -1.092548 * N.z * N.y * shcoef5;
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sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoef6;
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sh += -1.092548 * N.x * N.y * shcoef7;
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sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoef8;
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return sh;
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}
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@@ -1,5 +1,6 @@
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uniform int light_count;
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uniform int probe_count;
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrixInverse;
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@@ -15,6 +16,10 @@ uniform sampler2DArray utilTex;
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uniform sampler2DArray shadowCubes;
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uniform sampler2DArrayShadow shadowCascades;
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layout(std140) uniform probe_block {
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ProbeData probes_data[MAX_PROBE];
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};
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layout(std140) uniform light_block {
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LightData lights_data[MAX_LIGHT];
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};
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@@ -191,6 +196,13 @@ void light_visibility(LightData ld, ShadingData sd, out float vis)
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}
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}
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void probe_lighting(ShadingData sd, int index, vec3 spec_dir, float roughness, out vec3 diff, out vec3 spec)
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{
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ProbeData pd = probes_data[index];
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spec = textureLod_octahedron(probeCubes, vec4(spec_dir, index), roughness * lodMax).rgb;
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diff = spherical_harmonics(sd.N, pd.shcoefs);
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}
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vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, float ao)
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{
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float roughnessSquared = roughness * roughness;
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@@ -203,8 +215,6 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
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sd.W = worldPosition;
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vec3 radiance = vec3(0.0);
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vec3 indirect_radiance = vec3(0.0);
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/* Analitic Lights */
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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LightData ld = lights_data[i];
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@@ -219,14 +229,29 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
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radiance += vis * (diff + spec) * ld.l_color;
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}
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vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughnessSquared);
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/* Envmaps */
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vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughnessSquared);
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vec2 uv = lut_coords(dot(sd.N, sd.V), roughness);
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vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
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vec3 Li = textureLod_octahedron(probeCubes, vec4(spec_dir, 0.0), roughness * lodMax).rgb;
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indirect_radiance += Li * F_ibl(f0, brdf_lut);
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indirect_radiance += spherical_harmonics(sd.N, shCoefs) * albedo;
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vec4 spec_accum = vec4(0.0);
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vec4 diff_accum = vec4(0.0);
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/* Start at 1 because 0 is world probe */
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for (int i = 1; i < MAX_PROBE && i < probe_count; ++i) {
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/* TODO */
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}
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if (spec_accum.a < 1.0 || diff_accum.a < 1.0) {
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vec3 diff, spec;
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probe_lighting(sd, 0, spec_dir, roughness, diff, spec);
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diff_accum.rgb += diff * (1.0 - diff_accum.a);
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spec_accum.rgb += spec * (1.0 - spec_accum.a);
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}
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vec3 indirect_radiance =
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spec_accum.rgb * F_ibl(f0, brdf_lut) +
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diff_accum.rgb * albedo;
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return radiance + indirect_radiance * ao;
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}
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