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blender-archive/source/blender/draw/engines/eevee/eevee_lightprobes.c
Clément Foucault 659be38760 Eevee: Rework GTAO
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.

The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
2017-08-18 15:09:43 +02:00

1371 lines
50 KiB
C

/*
* 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 "DNA_lightprobe_types.h"
#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "BLI_dynstr.h"
#include "ED_screen.h"
#include "DRW_render.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_glew.h"
#include "DRW_render.h"
#include "eevee_engine.h"
#include "eevee_private.h"
/* TODO Option */
#define PROBE_RT_SIZE 512 /* Cube render target */
#define PROBE_OCTAHEDRON_SIZE 1024
#define IRRADIANCE_POOL_SIZE 1024
static struct {
struct GPUShader *probe_default_sh;
struct GPUShader *probe_filter_glossy_sh;
struct GPUShader *probe_filter_diffuse_sh;
struct GPUShader *probe_grid_display_sh;
struct GPUShader *probe_planar_display_sh;
struct GPUShader *probe_planar_downsample_sh;
struct GPUShader *probe_cube_display_sh;
struct GPUTexture *hammersley;
struct GPUTexture *planar_minmaxz;
struct GPUTexture *planar_pool_placeholder;
struct GPUTexture *depth_placeholder;
struct GPUTexture *depth_array_placeholder;
struct GPUTexture *cube_face_depth;
struct GPUTexture *cube_face_minmaxz;
bool update_world;
bool world_ready_to_shade;
} e_data = {NULL}; /* Engine data */
extern char datatoc_background_vert_glsl[];
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lightprobe_planar_display_frag_glsl[];
extern char datatoc_lightprobe_planar_display_vert_glsl[];
extern char datatoc_lightprobe_planar_downsample_frag_glsl[];
extern char datatoc_lightprobe_planar_downsample_geom_glsl[];
extern char datatoc_lightprobe_planar_downsample_vert_glsl[];
extern char datatoc_lightprobe_cube_display_frag_glsl[];
extern char datatoc_lightprobe_cube_display_vert_glsl[];
extern char datatoc_lightprobe_grid_display_frag_glsl[];
extern char datatoc_lightprobe_grid_display_vert_glsl[];
extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_octahedron_lib_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;
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;
}
static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
{
/* XXX TODO OPTIMISATION : This is a complete waist of texture memory.
* Instead of allocating each planar probe for each viewport,
* only alloc them once using the biggest viewport resolution. */
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
const float *viewport_size = DRW_viewport_size_get();
/* TODO get screen percentage from layer setting */
// const DRWContextState *draw_ctx = DRW_context_state_get();
// SceneLayer *sl = draw_ctx->sl;
float screen_percentage = 1.0f;
int width = (int)(viewport_size[0] * screen_percentage);
int height = (int)(viewport_size[1] * screen_percentage);
/* We need an Array texture so allocate it ourself */
if (!txl->planar_pool) {
if (num_planar_ref > 0) {
txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
DRW_TEX_DEPTH_24, 0, NULL);
}
else if (num_planar_ref == 0) {
/* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */
txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL);
}
}
if (num_planar_ref > 0) {
/* NOTE : Depth buffer is 2D but the planar_pool tex is 2D array.
* DRW_framebuffer_init binds the whole texture making the framebuffer invalid.
* To overcome this, we bind the planar pool ourselves later */
/* XXX Do this one first so it gets it's mipmap done. */
DRWFboTexture tex_minmaxz = {&e_data.planar_minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->planarref_fb, &draw_engine_eevee_type,
width / 2, height / 2, &tex_minmaxz, 1);
}
}
void EEVEE_lightprobes_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *UNUSED(vedata))
{
/* Shaders */
if (!e_data.probe_filter_glossy_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_lightprobe_filter_glossy_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_filter_glossy_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str,
"#define HAMMERSLEY_SIZE 1024\n"
"#define NOISE_SIZE 64\n");
e_data.probe_default_sh = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL);
MEM_freeN(shader_str);
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_lightprobe_filter_diffuse_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(
shader_str,
#if defined(IRRADIANCE_SH_L2)
"#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
"#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
"#define IRRADIANCE_HL2\n"
#endif
"#define HAMMERSLEY_SIZE 1024\n"
"#define NOISE_SIZE 64\n");
MEM_freeN(shader_str);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_grid_display_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_grid_display_sh = DRW_shader_create(
datatoc_lightprobe_grid_display_vert_glsl, NULL, shader_str,
#if defined(IRRADIANCE_SH_L2)
"#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
"#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
"#define IRRADIANCE_HL2\n"
#endif
);
MEM_freeN(shader_str);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_cube_display_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_cube_display_sh = DRW_shader_create(
datatoc_lightprobe_cube_display_vert_glsl, NULL, shader_str, NULL);
MEM_freeN(shader_str);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_planar_display_frag_glsl);
shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.probe_planar_display_sh = DRW_shader_create(
datatoc_lightprobe_planar_display_vert_glsl, NULL, shader_str,
"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n");
MEM_freeN(shader_str);
e_data.probe_planar_downsample_sh = DRW_shader_create(
datatoc_lightprobe_planar_downsample_vert_glsl,
datatoc_lightprobe_planar_downsample_geom_glsl,
datatoc_lightprobe_planar_downsample_frag_glsl,
NULL);
e_data.hammersley = create_hammersley_sample_texture(1024);
}
if (!sldata->probes) {
sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo");
sldata->probes->specular_toggle = true;
sldata->probes->ssr_toggle = true;
sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightProbe) * MAX_PROBE, NULL);
sldata->grid_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightGrid) * MAX_GRID, NULL);
sldata->planar_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_PlanarReflection) * MAX_PLANAR, NULL);
}
/* Setup Render Target Cubemap */
/* We do this detach / attach dance to not generate an invalid framebuffer (mixed cubemap / 2D map) */
if (sldata->probe_rt) {
/* XXX Silly,TODO Cleanup this mess */
DRW_framebuffer_texture_detach(sldata->probe_rt);
}
DRWFboTexture tex_probe = {&e_data.cube_face_depth, DRW_TEX_DEPTH_24, DRW_TEX_TEMP};
DRW_framebuffer_init(&sldata->probe_fb, &draw_engine_eevee_type, PROBE_RT_SIZE, PROBE_RT_SIZE, &tex_probe, 1);
if (!sldata->probe_rt) {
sldata->probe_rt = DRW_texture_create_cube(PROBE_RT_SIZE, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
}
if (sldata->probe_rt) {
/* XXX Silly,TODO Cleanup this mess */
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0);
}
/* Minmaxz Pyramid */
// DRWFboTexture tex_minmaxz = {&e_data.cube_face_minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
// DRW_framebuffer_init(&vedata->fbl->downsample_fb, &draw_engine_eevee_type, PROBE_RT_SIZE / 2, PROBE_RT_SIZE / 2, &tex_minmaxz, 1);
/* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */
if (!e_data.planar_pool_placeholder) {
e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER, NULL);
}
if (!e_data.depth_placeholder) {
e_data.depth_placeholder = DRW_texture_create_2D(1, 1, DRW_TEX_DEPTH_24, 0, NULL);
}
if (!e_data.depth_array_placeholder) {
e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL);
}
}
void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_TextureList *txl = vedata->txl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_LightProbesInfo *pinfo = sldata->probes;
pinfo->num_cube = 1; /* at least one for the world */
pinfo->num_grid = 1;
pinfo->num_planar = 0;
memset(pinfo->probes_cube_ref, 0, sizeof(pinfo->probes_cube_ref));
memset(pinfo->probes_grid_ref, 0, sizeof(pinfo->probes_grid_ref));
memset(pinfo->probes_planar_ref, 0, sizeof(pinfo->probes_planar_ref));
{
psl->probe_background = DRW_pass_create("World Probe Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
struct Gwn_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;
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_lightprobe_get(scene, wo);
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
if (grp) {
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_call_add(grp, geom, NULL);
}
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_create(e_data.probe_default_sh, psl->probe_background);
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_call_add(grp, geom, NULL);
}
}
{
psl->probe_glossy_compute = DRW_pass_create("LightProbe Glossy Compute", DRW_STATE_WRITE_COLOR);
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_filter_glossy_sh, psl->probe_glossy_compute, 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->lod_rt_max, 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_diffuse_compute = DRW_pass_create("LightProbe Diffuse Compute", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_diffuse_sh, psl->probe_diffuse_compute);
#ifdef IRRADIANCE_SH_L2
DRW_shgroup_uniform_int(grp, "probeSize", &sldata->probes->shres, 1);
#else
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, "lodFactor", &sldata->probes->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &sldata->probes->lod_rt_max, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
#endif
DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK;
psl->probe_display = DRW_pass_create("LightProbe Display", state);
struct Gwn_Batch *geom = DRW_cache_sphere_get();
DRWShadingGroup *grp = stl->g_data->cube_display_shgrp = DRW_shgroup_instance_create(e_data.probe_cube_display_sh, psl->probe_display, geom);
DRW_shgroup_attrib_float(grp, "probe_id", 1); /* XXX this works because we are still uploading 4bytes and using the right stride */
DRW_shgroup_attrib_float(grp, "probe_location", 3);
DRW_shgroup_attrib_float(grp, "sphere_size", 1);
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
}
{
psl->probe_planar_downsample_ps = DRW_pass_create("LightProbe Planar Downsample", DRW_STATE_WRITE_COLOR);
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = stl->g_data->planar_downsample = DRW_shgroup_instance_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps, geom);
DRW_shgroup_uniform_buffer(grp, "source", &txl->planar_pool);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &stl->effects->ssr_firefly_fac, 1);
DRW_shgroup_uniform_vec2(grp, "texelSize", stl->g_data->texel_size, 1);
}
}
void EEVEE_lightprobes_cache_add(EEVEE_SceneLayerData *sldata, Object *ob)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
LightProbe *probe = (LightProbe *)ob->data;
/* Step 1 find all lamps in the scene and setup them */
if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) ||
(probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE))
{
printf("Too much probes in the scene !!!\n");
return;
}
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->num_cell = probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z;
if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) {
ped->need_update = true;
ped->probe_id = 0;
if (probe->type == LIGHTPROBE_TYPE_GRID) {
ped->updated_cells = 0;
pinfo->updated_bounce = 0;
}
}
if (e_data.update_world) {
ped->need_update = true;
ped->updated_cells = 0;
ped->probe_id = 0;
pinfo->updated_bounce = 0;
}
if (probe->type == LIGHTPROBE_TYPE_CUBE) {
pinfo->probes_cube_ref[pinfo->num_cube] = ob;
pinfo->num_cube++;
}
else if (probe->type == LIGHTPROBE_TYPE_PLANAR) {
pinfo->probes_planar_ref[pinfo->num_planar] = ob;
pinfo->num_planar++;
}
else { /* GRID */
pinfo->probes_grid_ref[pinfo->num_grid] = ob;
pinfo->num_grid++;
}
}
/* TODO find a nice name to push it to math_matrix.c */
static void scale_m4_v3(float R[4][4], float v[3])
{
for (int i = 0; i < 4; ++i)
mul_v3_v3(R[i], v);
}
static void EEVEE_planar_reflections_updates(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, EEVEE_TextureList *txl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
float mtx[4][4], normat[4][4], imat[4][4], rangemat[4][4];
float viewmat[4][4], winmat[4][4];
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
zero_m4(rangemat);
rangemat[0][0] = rangemat[1][1] = rangemat[2][2] = 0.5f;
rangemat[3][0] = rangemat[3][1] = rangemat[3][2] = 0.5f;
rangemat[3][3] = 1.0f;
/* PLANAR REFLECTION */
for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
LightProbe *probe = (LightProbe *)ob->data;
EEVEE_PlanarReflection *eplanar = &pinfo->planar_data[i];
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
/* Computing mtx : matrix that mirror position around object's XY plane. */
normalize_m4_m4(normat, ob->obmat); /* object > world */
invert_m4_m4(imat, normat); /* world > object */
float reflect[3] = {1.0f, 1.0f, -1.0f}; /* XY reflection plane */
scale_m4_v3(imat, reflect); /* world > object > mirrored obj */
mul_m4_m4m4(mtx, normat, imat); /* world > object > mirrored obj > world */
/* Reflect Camera Matrix. */
mul_m4_m4m4(ped->viewmat, viewmat, mtx);
/* TODO FOV margin */
float winmat_fov[4][4];
copy_m4_m4(winmat_fov, winmat);
/* Apply Perspective Matrix. */
mul_m4_m4m4(ped->persmat, winmat_fov, ped->viewmat);
/* This is the matrix used to reconstruct texture coordinates.
* We use the original view matrix because it does not create
* visual artifacts if receiver is not perfectly aligned with
* the planar reflection probe. */
mul_m4_m4m4(eplanar->reflectionmat, winmat_fov, viewmat); /* TODO FOV margin */
/* Convert from [-1, 1] to [0, 1] (NDC to Texture coord). */
mul_m4_m4m4(eplanar->reflectionmat, rangemat, eplanar->reflectionmat);
/* TODO frustum check. */
ped->need_update = true;
/* Compute clip plane equation / normal. */
float refpoint[3];
copy_v3_v3(eplanar->plane_equation, ob->obmat[2]);
normalize_v3(eplanar->plane_equation); /* plane normal */
eplanar->plane_equation[3] = -dot_v3v3(eplanar->plane_equation, ob->obmat[3]);
/* Compute offset plane equation (fix missing texels near reflection plane). */
copy_v3_v3(ped->planer_eq_offset, eplanar->plane_equation);
mul_v3_v3fl(refpoint, eplanar->plane_equation, -probe->clipsta);
add_v3_v3(refpoint, ob->obmat[3]);
ped->planer_eq_offset[3] = -dot_v3v3(eplanar->plane_equation, refpoint);
/* Compute XY clip planes. */
normalize_v3_v3(eplanar->clip_vec_x, ob->obmat[0]);
normalize_v3_v3(eplanar->clip_vec_y, ob->obmat[1]);
float vec[3] = {0.0f, 0.0f, 0.0f};
vec[0] = 1.0f; vec[1] = 0.0f; vec[2] = 0.0f;
mul_m4_v3(ob->obmat, vec); /* Point on the edge */
eplanar->clip_edge_x_pos = dot_v3v3(eplanar->clip_vec_x, vec);
vec[0] = 0.0f; vec[1] = 1.0f; vec[2] = 0.0f;
mul_m4_v3(ob->obmat, vec); /* Point on the edge */
eplanar->clip_edge_y_pos = dot_v3v3(eplanar->clip_vec_y, vec);
vec[0] = -1.0f; vec[1] = 0.0f; vec[2] = 0.0f;
mul_m4_v3(ob->obmat, vec); /* Point on the edge */
eplanar->clip_edge_x_neg = dot_v3v3(eplanar->clip_vec_x, vec);
vec[0] = 0.0f; vec[1] = -1.0f; vec[2] = 0.0f;
mul_m4_v3(ob->obmat, vec); /* Point on the edge */
eplanar->clip_edge_y_neg = dot_v3v3(eplanar->clip_vec_y, vec);
/* Facing factors */
float max_angle = max_ff(1e-2f, probe->falloff) * M_PI * 0.5f;
float min_angle = 0.0f;
eplanar->facing_scale = 1.0f / max_ff(1e-8f, cosf(min_angle) - cosf(max_angle));
eplanar->facing_bias = -min_ff(1.0f - 1e-8f, cosf(max_angle)) * eplanar->facing_scale;
/* Distance factors */
float max_dist = probe->distinf;
float min_dist = min_ff(1.0f - 1e-8f, 1.0f - probe->falloff) * probe->distinf;
eplanar->attenuation_scale = -1.0f / max_ff(1e-8f, max_dist - min_dist);
eplanar->attenuation_bias = max_dist * -eplanar->attenuation_scale;
/* Debug Display */
if (DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) {
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_planar_display_sh, psl->probe_display);
DRW_shgroup_uniform_int(grp, "probeIdx", &ped->probe_id, 1);
DRW_shgroup_uniform_buffer(grp, "probePlanars", &txl->planar_pool);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, ob->obmat);
}
}
}
static void EEVEE_lightprobes_updates(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, EEVEE_StorageList *stl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
/* CUBE REFLECTION */
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
LightProbe *probe = (LightProbe *)ob->data;
EEVEE_LightProbe *eprobe = &pinfo->probe_data[i];
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
/* Update transforms */
copy_v3_v3(eprobe->position, ob->obmat[3]);
/* Attenuation */
eprobe->attenuation_type = probe->attenuation_type;
eprobe->attenuation_fac = 1.0f / max_ff(1e-8f, probe->falloff);
unit_m4(eprobe->attenuationmat);
scale_m4_fl(eprobe->attenuationmat, probe->distinf);
mul_m4_m4m4(eprobe->attenuationmat, ob->obmat, eprobe->attenuationmat);
invert_m4(eprobe->attenuationmat);
/* Parallax */
float dist;
if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
eprobe->parallax_type = probe->parallax_type;
dist = probe->distpar;
}
else {
eprobe->parallax_type = probe->attenuation_type;
dist = probe->distinf;
}
unit_m4(eprobe->parallaxmat);
scale_m4_fl(eprobe->parallaxmat, dist);
mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat);
invert_m4(eprobe->parallaxmat);
/* Debug Display */
if (DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) {
DRW_shgroup_call_dynamic_add(stl->g_data->cube_display_shgrp, &ped->probe_id, ob->obmat[3], &probe->data_draw_size);
}
}
/* IRRADIANCE GRID */
int offset = 1; /* to account for the world probe */
for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
LightProbe *probe = (LightProbe *)ob->data;
EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
egrid->offset = offset;
float fac = 1.0f / max_ff(1e-8f, probe->falloff);
egrid->attenuation_scale = fac / max_ff(1e-8f, probe->distinf);
egrid->attenuation_bias = fac;
/* Set offset for the next grid */
offset += ped->num_cell;
/* Update transforms */
float cell_dim[3], half_cell_dim[3];
cell_dim[0] = 2.0f / (float)(probe->grid_resolution_x);
cell_dim[1] = 2.0f / (float)(probe->grid_resolution_y);
cell_dim[2] = 2.0f / (float)(probe->grid_resolution_z);
mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
/* Matrix converting world space to cell ranges. */
invert_m4_m4(egrid->mat, ob->obmat);
/* First cell. */
copy_v3_fl(egrid->corner, -1.0f);
add_v3_v3(egrid->corner, half_cell_dim);
mul_m4_v3(ob->obmat, egrid->corner);
/* Opposite neighbor cell. */
copy_v3_fl3(egrid->increment_x, cell_dim[0], 0.0f, 0.0f);
add_v3_v3(egrid->increment_x, half_cell_dim);
add_v3_fl(egrid->increment_x, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_x);
sub_v3_v3(egrid->increment_x, egrid->corner);
copy_v3_fl3(egrid->increment_y, 0.0f, cell_dim[1], 0.0f);
add_v3_v3(egrid->increment_y, half_cell_dim);
add_v3_fl(egrid->increment_y, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_y);
sub_v3_v3(egrid->increment_y, egrid->corner);
copy_v3_fl3(egrid->increment_z, 0.0f, 0.0f, cell_dim[2]);
add_v3_v3(egrid->increment_z, half_cell_dim);
add_v3_fl(egrid->increment_z, -1.0f);
mul_m4_v3(ob->obmat, egrid->increment_z);
sub_v3_v3(egrid->increment_z, egrid->corner);
copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x);
/* Debug Display */
if (DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) {
struct Gwn_Batch *geom = DRW_cache_sphere_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.probe_grid_display_sh, psl->probe_display, geom);
DRW_shgroup_set_instance_count(grp, ped->num_cell);
DRW_shgroup_uniform_int(grp, "offset", &egrid->offset, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", egrid->resolution, 1);
DRW_shgroup_uniform_vec3(grp, "corner", egrid->corner, 1);
DRW_shgroup_uniform_vec3(grp, "increment_x", egrid->increment_x, 1);
DRW_shgroup_uniform_vec3(grp, "increment_y", egrid->increment_y, 1);
DRW_shgroup_uniform_vec3(grp, "increment_z", egrid->increment_z, 1);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_float(grp, "sphere_size", &probe->data_draw_size, 1);
}
}
}
void EEVEE_lightprobes_cache_finish(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
/* Setup enough layers. */
/* Free textures if number mismatch. */
if (pinfo->num_cube != pinfo->cache_num_cube) {
DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
}
if (pinfo->num_planar != pinfo->cache_num_planar) {
DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_pool);
DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_depth);
pinfo->cache_num_planar = pinfo->num_planar;
}
/* XXX this should be run each frame as it ensure planar_depth is set */
planar_pool_ensure_alloc(vedata, pinfo->num_planar);
/* Setup planar filtering pass */
DRW_shgroup_set_instance_count(stl->g_data->planar_downsample, pinfo->num_planar);
if (!sldata->probe_pool) {
sldata->probe_pool = DRW_texture_create_2D_array(PROBE_OCTAHEDRON_SIZE, PROBE_OCTAHEDRON_SIZE, max_ff(1, pinfo->num_cube),
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
if (sldata->probe_filter_fb) {
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
/* Tag probes to refresh */
e_data.update_world = true;
e_data.world_ready_to_shade = false;
pinfo->num_render_cube = 0;
pinfo->update_flag |= PROBE_UPDATE_CUBE;
pinfo->cache_num_cube = pinfo->num_cube;
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->need_update = true;
ped->ready_to_shade = false;
ped->probe_id = 0;
}
}
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_OCTAHEDRON_SIZE, PROBE_OCTAHEDRON_SIZE, &tex_filter, 1);
#ifdef IRRADIANCE_SH_L2
/* we need a signed format for Spherical Harmonics */
int irradiance_format = DRW_TEX_RGBA_16;
#else
int irradiance_format = DRW_TEX_RGB_11_11_10;
#endif
/* TODO Allocate bigger storage if needed. */
if (!sldata->irradiance_pool) {
sldata->irradiance_pool = DRW_texture_create_2D(IRRADIANCE_POOL_SIZE, IRRADIANCE_POOL_SIZE, irradiance_format, DRW_TEX_FILTER, NULL);
pinfo->num_render_grid = 0;
pinfo->updated_bounce = 0;
for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->need_update = true;
ped->updated_cells = 0;
}
}
if (!sldata->irradiance_rt) {
sldata->irradiance_rt = DRW_texture_create_2D(IRRADIANCE_POOL_SIZE, IRRADIANCE_POOL_SIZE, irradiance_format, DRW_TEX_FILTER, NULL);
pinfo->num_render_grid = 0;
pinfo->updated_bounce = 0;
for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->need_update = true;
ped->updated_cells = 0;
}
}
EEVEE_lightprobes_updates(sldata, vedata->psl, vedata->stl);
EEVEE_planar_reflections_updates(sldata, vedata->psl, vedata->txl);
DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data);
}
static void downsample_planar(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
const float *size = DRW_viewport_size_get();
copy_v2_v2(stl->g_data->texel_size, size);
for (int i = 0; i < level - 1; ++i) {
stl->g_data->texel_size[0] /= 2.0f;
stl->g_data->texel_size[1] /= 2.0f;
min_ff(floorf(stl->g_data->texel_size[0]), 1.0f);
min_ff(floorf(stl->g_data->texel_size[1]), 1.0f);
}
invert_v2(stl->g_data->texel_size);
DRW_draw_pass(psl->probe_planar_downsample_ps);
}
/* Glossy filter probe_rt to probe_pool at index probe_idx */
static void glossy_filter_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
/* 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_OCTAHEDRON_SIZE;
const int maxlevel = (int)floorf(log2f(PROBE_OCTAHEDRON_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_RT_SIZE * PROBE_RT_SIZE) * pinfo->invsamples_ct) / log(2);
pinfo->lod_rt_max = floorf(log2f(PROBE_RT_SIZE)) - 2.0f;
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, i);
DRW_framebuffer_viewport_size(sldata->probe_filter_fb, 0, 0, mipsize, mipsize);
DRW_draw_pass(psl->probe_glossy_compute);
DRW_framebuffer_texture_detach(sldata->probe_pool);
mipsize /= 2;
CLAMP_MIN(mipsize, 1);
}
/* For shading, save max level of the octahedron map */
pinfo->lod_cube_max = (float)(maxlevel - min_lod_level) - 1.0f;
/* reattach to have a valid framebuffer. */
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
/* Diffuse filter probe_rt to irradiance_pool at index probe_idx */
static void diffuse_filter_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int offset)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
/* 4 - Compute spherical harmonics */
/* Tweaking parameters to balance perf. vs precision */
DRW_framebuffer_bind(sldata->probe_filter_fb);
DRW_texture_generate_mipmaps(sldata->probe_rt);
/* Bind the right texture layer (one layer per irradiance grid) */
DRW_framebuffer_texture_detach(sldata->probe_pool);
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
/* find cell position on the virtual 3D texture */
/* NOTE : Keep in sync with load_irradiance_cell() */
#if defined(IRRADIANCE_SH_L2)
int size[2] = {3, 3};
#elif defined(IRRADIANCE_CUBEMAP)
int size[2] = {8, 8};
pinfo->samples_ct = 1024.0f;
#elif defined(IRRADIANCE_HL2)
int size[2] = {3, 2};
pinfo->samples_ct = 1024.0f;
#endif
int cell_per_row = IRRADIANCE_POOL_SIZE / size[0];
int x = size[0] * (offset % cell_per_row);
int y = size[1] * (offset / cell_per_row);
#ifndef IRRADIANCE_SH_L2
const float bias = 0.0f;
pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
pinfo->lodfactor = bias + 0.5f * log((float)(PROBE_RT_SIZE * PROBE_RT_SIZE) * pinfo->invsamples_ct) / log(2);
pinfo->lod_rt_max = floorf(log2f(PROBE_RT_SIZE)) - 2.0f;
#else
pinfo->shres = 32; /* Less texture fetches & reduce branches */
pinfo->lod_rt_max = 2.0f; /* Improve cache reuse */
#endif
DRW_framebuffer_viewport_size(sldata->probe_filter_fb, x, y, size[0], size[1]);
DRW_draw_pass(psl->probe_diffuse_compute);
/* reattach to have a valid framebuffer. */
DRW_framebuffer_texture_detach(sldata->irradiance_rt);
DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
/* Render the scene to the probe_rt texture. */
static void render_scene_to_probe(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
const float pos[3], float clipsta, float clipend)
{
EEVEE_TextureList *txl = vedata->txl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_LightProbesInfo *pinfo = sldata->probes;
float winmat[4][4], posmat[4][4], tmp_ao_dist, tmp_ao_samples;
unit_m4(posmat);
/* Move to capture position */
negate_v3_v3(posmat[3], pos);
/* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */
sldata->probes->specular_toggle = false;
sldata->probes->ssr_toggle = false;
/* Disable AO until we find a way to hide really bad discontinuities between cubefaces. */
tmp_ao_dist = stl->effects->ao_dist;
tmp_ao_samples = stl->effects->ao_samples;
stl->effects->ao_settings = 0.0f; /* Disable AO */
/* 1 - Render to each cubeface individually.
* We do this instead of using geometry shader because a) it's faster,
* b) it's easier than fixing the nodetree shaders (for view dependant effects). */
pinfo->layer = 0;
perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
/* Avoid using the texture attached to framebuffer when rendering. */
/* XXX */
GPUTexture *tmp_planar_pool = txl->planar_pool;
GPUTexture *tmp_minz = stl->g_data->minzbuffer;
GPUTexture *tmp_maxz = txl->maxzbuffer;
txl->planar_pool = e_data.planar_pool_placeholder;
stl->g_data->minzbuffer = e_data.depth_placeholder;
txl->maxzbuffer = e_data.depth_placeholder;
/* Detach to rebind the right cubeface. */
DRW_framebuffer_bind(sldata->probe_fb);
DRW_framebuffer_texture_attach(sldata->probe_fb, e_data.cube_face_depth, 0, 0);
DRW_framebuffer_texture_detach(sldata->probe_rt);
for (int i = 0; i < 6; ++i) {
float viewmat[4][4], persmat[4][4];
float viewinv[4][4], persinv[4][4];
DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0);
DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, PROBE_RT_SIZE, PROBE_RT_SIZE);
DRW_framebuffer_clear(false, true, false, NULL, 1.0);
/* Setup custom matrices */
mul_m4_m4m4(viewmat, cubefacemat[i], posmat);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
invert_m4_m4(viewinv, viewmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
DRW_draw_pass(psl->probe_background);
// EEVEE_create_minmax_buffer(vedata, e_data.cube_face_depth);
/* Rebind Planar FB */
DRW_framebuffer_bind(sldata->probe_fb);
/* Shading pass */
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
DRW_framebuffer_texture_detach(sldata->probe_rt);
}
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0);
DRW_framebuffer_texture_detach(e_data.cube_face_depth);
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEW);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
/* Restore */
sldata->probes->specular_toggle = true;
txl->planar_pool = tmp_planar_pool;
stl->g_data->minzbuffer = tmp_minz;
txl->maxzbuffer = tmp_maxz;
stl->effects->ao_dist = tmp_ao_dist;
stl->effects->ao_samples = tmp_ao_samples;
}
static void render_scene_to_planar(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, int layer,
float (*viewmat)[4], float (*persmat)[4],
float clip_plane[4])
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_PassList *psl = vedata->psl;
float viewinv[4][4];
float persinv[4][4];
invert_m4_m4(viewinv, viewmat);
invert_m4_m4(persinv, persmat);
/* Attach depth here since it's a DRW_TEX_TEMP */
DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_depth, 0, layer, 0);
DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_pool, 0, layer, 0);
DRW_framebuffer_bind(fbl->planarref_fb);
DRW_framebuffer_clear(false, true, false, NULL, 1.0);
/* Turn off ssr to avoid black specular */
/* TODO : Enable SSR in planar reflections? (Would be very heavy) */
sldata->probes->ssr_toggle = false;
/* Avoid using the texture attached to framebuffer when rendering. */
/* XXX */
GPUTexture *tmp_planar_pool = txl->planar_pool;
GPUTexture *tmp_planar_depth = txl->planar_depth;
txl->planar_pool = e_data.planar_pool_placeholder;
txl->planar_depth = e_data.depth_array_placeholder;
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
/* Since we are rendering with an inverted view matrix, we need
* to invert the facing for backface culling to be the same. */
DRW_state_invert_facing();
DRW_state_clip_planes_add(clip_plane);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass_clip);
DRW_draw_pass(psl->depth_pass_clip_cull);
/* Background */
DRW_draw_pass(psl->probe_background);
EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer);
/* Compute GTAO Horizons */
EEVEE_effects_do_gtao(sldata, vedata);
/* Rebind Planar FB */
DRW_framebuffer_bind(fbl->planarref_fb);
/* Shading pass */
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
DRW_state_invert_facing();
DRW_state_clip_planes_reset();
/* Restore */
sldata->probes->ssr_toggle = true;
txl->planar_pool = tmp_planar_pool;
txl->planar_depth = tmp_planar_depth;
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEW);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV);
DRW_framebuffer_texture_detach(txl->planar_pool);
DRW_framebuffer_texture_detach(txl->planar_depth);
}
static void render_world_to_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_LightProbesInfo *pinfo = sldata->probes;
float winmat[4][4];
/* 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(winmat, -0.1f, 0.1f, -0.1f, 0.1f, 0.1f, 1.0f);
/* Detach to rebind the right cubeface. */
DRW_framebuffer_bind(sldata->probe_fb);
DRW_framebuffer_texture_detach(sldata->probe_rt);
for (int i = 0; i < 6; ++i) {
float viewmat[4][4], persmat[4][4];
float viewinv[4][4], persinv[4][4];
DRW_framebuffer_cubeface_attach(sldata->probe_fb, sldata->probe_rt, 0, i, 0);
DRW_framebuffer_viewport_size(sldata->probe_fb, 0, 0, PROBE_RT_SIZE, PROBE_RT_SIZE);
/* Setup custom matrices */
copy_m4_m4(viewmat, cubefacemat[i]);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
invert_m4_m4(viewinv, viewmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_draw_pass(psl->probe_background);
DRW_framebuffer_texture_detach(sldata->probe_rt);
}
DRW_framebuffer_texture_attach(sldata->probe_fb, sldata->probe_rt, 0, 0);
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEW);
DRW_viewport_matrix_override_unset(DRW_MAT_VIEWINV);
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
}
static void lightprobe_cell_location_get(EEVEE_LightGrid *egrid, int cell_idx, float r_pos[3])
{
float tmp[3], local_cell[3];
/* Keep in sync with lightprobe_grid_display_vert */
local_cell[2] = (float)(cell_idx % egrid->resolution[2]);
local_cell[1] = (float)((cell_idx / egrid->resolution[2]) % egrid->resolution[1]);
local_cell[0] = (float)(cell_idx / (egrid->resolution[2] * egrid->resolution[1]));
copy_v3_v3(r_pos, egrid->corner);
mul_v3_v3fl(tmp, egrid->increment_x, local_cell[0]);
add_v3_v3(r_pos, tmp);
mul_v3_v3fl(tmp, egrid->increment_y, local_cell[1]);
add_v3_v3(r_pos, tmp);
mul_v3_v3fl(tmp, egrid->increment_z, local_cell[2]);
add_v3_v3(r_pos, tmp);
}
void EEVEE_lightprobes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_TextureList *txl = vedata->txl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_LightProbesInfo *pinfo = sldata->probes;
Object *ob;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
/* Render world in priority */
if (e_data.update_world) {
render_world_to_probe(sldata, psl);
glossy_filter_probe(sldata, psl, 0);
diffuse_filter_probe(sldata, psl, 0);
/* Swap and redo prefiltering for other rendertarget.
* This way we have world lighting waiting for irradiance grids to catch up. */
SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
diffuse_filter_probe(sldata, psl, 0);
e_data.update_world = false;
if (!e_data.world_ready_to_shade) {
e_data.world_ready_to_shade = true;
pinfo->num_render_cube = 1;
pinfo->num_render_grid = 1;
}
DRW_viewport_request_redraw();
}
else if (true) { /* TODO if at least one probe needs refresh */
if (draw_ctx->evil_C != NULL) {
/* Only compute probes if not navigating or in playback */
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
if (((rv3d->rflag & RV3D_NAVIGATING) != 0) || ED_screen_animation_no_scrub(wm) != NULL) {
goto update_planar;
}
}
/* Reflection probes depend on diffuse lighting thus on irradiance grid */
const int max_bounce = 3;
while (pinfo->updated_bounce < max_bounce) {
pinfo->num_render_grid = pinfo->num_grid;
for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if (ped->need_update) {
EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
LightProbe *prb = (LightProbe *)ob->data;
int cell_id = ped->updated_cells;
SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
/* Temporary Remove all probes. */
int tmp_num_render_grid = pinfo->num_render_grid;
int tmp_num_render_cube = pinfo->num_render_cube;
int tmp_num_planar = pinfo->num_planar;
pinfo->num_render_cube = 0;
pinfo->num_planar = 0;
/* Use light from previous bounce when capturing radiance. */
if (pinfo->updated_bounce == 0) {
pinfo->num_render_grid = 0;
}
float pos[3];
lightprobe_cell_location_get(egrid, cell_id, pos);
render_scene_to_probe(sldata, vedata, pos, prb->clipsta, prb->clipend);
diffuse_filter_probe(sldata, psl, egrid->offset + cell_id);
/* Restore */
pinfo->num_render_grid = tmp_num_render_grid;
pinfo->num_render_cube = tmp_num_render_cube;
pinfo->num_planar = tmp_num_planar;
/* To see what is going on. */
SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
ped->updated_cells++;
if (ped->updated_cells >= ped->num_cell) {
ped->need_update = false;
}
#if 0
printf("Updated Grid %d : cell %d / %d, bounce %d / %d\n",
i, ped->updated_cells, ped->num_cell, pinfo->updated_bounce + 1, max_bounce);
#endif
/* Only do one probe per frame */
DRW_viewport_request_redraw();
goto update_planar;
}
}
pinfo->updated_bounce++;
pinfo->num_render_grid = pinfo->num_grid;
if (pinfo->updated_bounce < max_bounce) {
/* Retag all grids to update for next bounce */
for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
ped->need_update = true;
ped->updated_cells = 0;
}
SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
}
}
for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if (ped->need_update) {
LightProbe *prb = (LightProbe *)ob->data;
render_scene_to_probe(sldata, vedata, ob->obmat[3], prb->clipsta, prb->clipend);
glossy_filter_probe(sldata, psl, i);
ped->need_update = false;
ped->probe_id = i;
if (!ped->ready_to_shade) {
pinfo->num_render_cube++;
ped->ready_to_shade = true;
}
#if 0
printf("Update Cubemap %d\n", i);
#endif
DRW_viewport_request_redraw();
/* Only do one probe per frame */
goto update_planar;
}
}
}
update_planar:
for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(ob);
if (ped->need_update) {
/* Temporary Remove all planar reflections (avoid lag effect). */
int tmp_num_planar = pinfo->num_planar;
pinfo->num_planar = 0;
render_scene_to_planar(sldata, vedata, i, ped->viewmat, ped->persmat, ped->planer_eq_offset);
/* Restore */
pinfo->num_planar = tmp_num_planar;
ped->need_update = false;
ped->probe_id = i;
}
}
/* If there is at least one planar probe */
if (pinfo->num_planar > 0 && (vedata->stl->effects->enabled_effects & EFFECT_SSR) != 0) {
const int max_lod = 9;
DRW_stats_group_start("Planar Probe Downsample");
DRW_framebuffer_recursive_downsample(vedata->fbl->downsample_fb, txl->planar_pool, max_lod, &downsample_planar, vedata);
/* For shading, save max level of the planar map */
pinfo->lod_planar_max = (float)(max_lod);
DRW_stats_group_end();
}
}
void EEVEE_lightprobes_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh);
DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
DRW_TEXTURE_FREE_SAFE(e_data.planar_pool_placeholder);
DRW_TEXTURE_FREE_SAFE(e_data.depth_placeholder);
DRW_TEXTURE_FREE_SAFE(e_data.depth_array_placeholder);
}