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blender-archive/source/blender/draw/engines/eevee/eevee_lights.c
Jeroen Bakker 7c9d15fca8 Fix T71154: EEVEE Soft Shadows Viewport Rendering
EEVEE Soft shadows were not rendered correctly during viewport
rendering. The reason for this is that during viewport rendering the
shadow buffers were only update once and not per sample. This resulted
that all the samples calculated the same shadow.

This fix moves the call to `EEVEE_shadows_update` from cache finished to
draw scene. This needs to happen before `EEVEE_lightprobes_refresh`.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6538
2020-01-17 14:03:29 +01:00

219 lines
6.6 KiB
C

/*
* 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.
*
* 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)) {
/* 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) */
/* Make illumination power closer to cycles for bigger radii. Cycles uses a cos^3 term that we
* 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;
}
/* 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 *UNUSED(vedata))
{
EEVEE_LightsInfo *linfo = sldata->lights;
sldata->common_data.la_num_light = linfo->num_light;
DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
}