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blender-archive/source/blender/draw/engines/eevee/eevee_lut_gen.c
Campbell Barton c434782e3a File headers: SPDX License migration
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Follow the SPDX license specification: https://spdx.org/licenses

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Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

109 lines
3.4 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup draw_engine
*
* EEVEE LUT generation:
*
* Routine to generate the LUT used by eevee stored in eevee_lut.h
* These functions are not to be used in the final executable.
*/
#include "DRW_render.h"
#include "BLI_fileops.h"
#include "BLI_rand.h"
#include "BLI_string_utils.h"
#include "eevee_private.h"
#define DO_FILE_OUTPUT 0
float *EEVEE_lut_update_ggx_brdf(int lut_size)
{
DRWPass *pass = DRW_pass_create(__func__, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_ggx_lut_sh_get(), pass);
DRW_shgroup_uniform_float_copy(grp, "sampleCount", 64.0f); /* Actual sample count is squared. */
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
GPUTexture *tex = DRW_texture_create_2d(lut_size, lut_size, GPU_RG16F, 0, NULL);
GPUFrameBuffer *fb = NULL;
GPU_framebuffer_ensure_config(&fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(tex),
});
GPU_framebuffer_bind(fb);
DRW_draw_pass(pass);
GPU_FRAMEBUFFER_FREE_SAFE(fb);
float *data = GPU_texture_read(tex, GPU_DATA_FLOAT, 0);
GPU_texture_free(tex);
#if DO_FILE_OUTPUT
/* Content is to be put inside eevee_lut.c */
FILE *f = BLI_fopen("bsdf_split_sum_ggx.h", "w");
fprintf(f, "const float bsdf_split_sum_ggx[%d * %d * 2] = {", lut_size, lut_size);
for (int i = 0; i < lut_size * lut_size * 2;) {
fprintf(f, "\n ");
for (int j = 0; j < 4; j++, i += 2) {
fprintf(f, "%ff, %ff, ", data[i], data[i + 1]);
}
}
fprintf(f, "\n};\n");
fclose(f);
#endif
return data;
}
float *EEVEE_lut_update_ggx_btdf(int lut_size, int lut_depth)
{
float roughness;
DRWPass *pass = DRW_pass_create(__func__, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_ggx_refraction_lut_sh_get(), pass);
DRW_shgroup_uniform_float_copy(grp, "sampleCount", 64.0f); /* Actual sample count is squared. */
DRW_shgroup_uniform_float(grp, "z", &roughness, 1);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
GPUTexture *tex = DRW_texture_create_2d_array(lut_size, lut_size, lut_depth, GPU_RG16F, 0, NULL);
GPUFrameBuffer *fb = NULL;
for (int i = 0; i < lut_depth; i++) {
GPU_framebuffer_ensure_config(&fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE_LAYER(tex, i),
});
GPU_framebuffer_bind(fb);
roughness = i / (lut_depth - 1.0f);
DRW_draw_pass(pass);
}
GPU_FRAMEBUFFER_FREE_SAFE(fb);
float *data = GPU_texture_read(tex, GPU_DATA_FLOAT, 0);
GPU_texture_free(tex);
#if DO_FILE_OUTPUT
/* Content is to be put inside eevee_lut.c. Don't forget to format the output. */
FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w");
fprintf(f, "const float btdf_split_sum_ggx[%d][%d * %d * 2] = {", lut_depth, lut_size, lut_size);
fprintf(f, "\n ");
int ofs = 0;
for (int d = 0; d < lut_depth; d++) {
fprintf(f, "{\n");
for (int i = 0; i < lut_size * lut_size * 2;) {
for (int j = 0; j < 4; j++, i += 2, ofs += 2) {
fprintf(f, "%ff, %ff, ", data[ofs], data[ofs + 1]);
}
fprintf(f, "\n ");
}
fprintf(f, "},\n");
}
fprintf(f, "};\n");
fclose(f);
#endif
return data;
}