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).
600 lines
20 KiB
C++
600 lines
20 KiB
C++
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file eevee_private.h
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* \ingroup DNA
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*/
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#ifndef __EEVEE_PRIVATE_H__
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#define __EEVEE_PRIVATE_H__
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struct Object;
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extern struct DrawEngineType draw_engine_eevee_type;
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/* Minimum UBO is 16384 bytes */
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#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
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#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
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#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
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#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
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#define MAX_SHADOW_CUBE 42 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
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#define MAX_SHADOW_MAP 64
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#define MAX_SHADOW_CASCADE 8
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#define MAX_CASCADE_NUM 4
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#define MAX_BLOOM_STEP 16
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/* Only define one of these. */
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// #define IRRADIANCE_SH_L2
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// #define IRRADIANCE_CUBEMAP
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#define IRRADIANCE_HL2
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/* World shader variations */
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enum {
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VAR_WORLD_BACKGROUND = 0,
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VAR_WORLD_PROBE = 1,
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VAR_WORLD_VOLUME = 2,
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VAR_VOLUME_SHADOW = (1 << 2),
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VAR_VOLUME_HOMO = (1 << 3),
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VAR_VOLUME_LIGHT = (1 << 4),
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VAR_VOLUME_COLOR = (1 << 5),
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};
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/* Material shader variations */
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enum {
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VAR_MAT_MESH = (1 << 0),
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VAR_MAT_PROBE = (1 << 1),
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VAR_MAT_HAIR = (1 << 2),
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VAR_MAT_FLAT = (1 << 3),
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VAR_MAT_BLEND = (1 << 4),
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/* Max number of variation */
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/* IMPORTANT : Leave it last and set
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* it's value accordingly. */
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VAR_MAT_MAX = (1 << 5),
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/* These are options that are not counted in VAR_MAT_MAX
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* because they are not cumulative with the others above. */
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VAR_MAT_CLIP = (1 << 8),
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VAR_MAT_HASH = (1 << 9),
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VAR_MAT_MULT = (1 << 10),
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VAR_MAT_SHADOW = (1 << 11),
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VAR_MAT_REFRACT = (1 << 12),
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};
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typedef struct EEVEE_PassList {
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/* Shadows */
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struct DRWPass *shadow_pass;
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struct DRWPass *shadow_cube_pass;
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struct DRWPass *shadow_cube_store_pass;
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struct DRWPass *shadow_cascade_pass;
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/* Probes */
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struct DRWPass *probe_background;
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struct DRWPass *probe_glossy_compute;
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struct DRWPass *probe_diffuse_compute;
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struct DRWPass *probe_display;
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struct DRWPass *probe_planar_downsample_ps;
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/* Effects */
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struct DRWPass *ao_horizon_search;
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struct DRWPass *ao_horizon_debug;
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struct DRWPass *motion_blur;
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struct DRWPass *bloom_blit;
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struct DRWPass *bloom_downsample_first;
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struct DRWPass *bloom_downsample;
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struct DRWPass *bloom_upsample;
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struct DRWPass *bloom_resolve;
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struct DRWPass *dof_down;
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struct DRWPass *dof_scatter;
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struct DRWPass *dof_resolve;
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struct DRWPass *volumetric_integrate_ps;
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struct DRWPass *volumetric_resolve_ps;
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struct DRWPass *volumetric_resolve_transmit_ps;
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struct DRWPass *ssr_raytrace;
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struct DRWPass *ssr_resolve;
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struct DRWPass *color_downsample_ps;
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/* HiZ */
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struct DRWPass *minz_downlevel_ps;
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struct DRWPass *maxz_downlevel_ps;
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struct DRWPass *minz_downdepth_ps;
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struct DRWPass *maxz_downdepth_ps;
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struct DRWPass *minz_downdepth_layer_ps;
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struct DRWPass *maxz_downdepth_layer_ps;
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struct DRWPass *minz_copydepth_ps;
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struct DRWPass *maxz_copydepth_ps;
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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struct DRWPass *depth_pass_clip;
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struct DRWPass *depth_pass_clip_cull;
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struct DRWPass *refract_depth_pass;
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struct DRWPass *refract_depth_pass_cull;
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struct DRWPass *refract_depth_pass_clip;
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struct DRWPass *refract_depth_pass_clip_cull;
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struct DRWPass *default_pass[VAR_MAT_MAX];
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struct DRWPass *material_pass;
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struct DRWPass *refract_pass;
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struct DRWPass *transparent_pass;
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struct DRWPass *background_pass;
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} EEVEE_PassList;
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typedef struct EEVEE_FramebufferList {
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/* Effects */
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struct GPUFrameBuffer *gtao_fb;
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struct GPUFrameBuffer *gtao_debug_fb;
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struct GPUFrameBuffer *downsample_fb;
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struct GPUFrameBuffer *effect_fb;
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struct GPUFrameBuffer *bloom_blit_fb;
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struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
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struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP-1];
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struct GPUFrameBuffer *dof_down_fb;
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struct GPUFrameBuffer *dof_scatter_far_fb;
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struct GPUFrameBuffer *dof_scatter_near_fb;
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struct GPUFrameBuffer *volumetric_fb;
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struct GPUFrameBuffer *screen_tracing_fb;
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struct GPUFrameBuffer *refract_fb;
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struct GPUFrameBuffer *planarref_fb;
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struct GPUFrameBuffer *main;
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struct GPUFrameBuffer *double_buffer;
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} EEVEE_FramebufferList;
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typedef struct EEVEE_TextureList {
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/* Effects */
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struct GPUTexture *color_post; /* R16_G16_B16 */
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struct GPUTexture *dof_down_near; /* R16_G16_B16_A16 */
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struct GPUTexture *dof_down_far; /* R16_G16_B16_A16 */
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struct GPUTexture *dof_coc; /* R16_G16 */
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struct GPUTexture *dof_near_blur; /* R16_G16_B16_A16 */
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struct GPUTexture *dof_far_blur; /* R16_G16_B16_A16 */
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struct GPUTexture *bloom_blit; /* R16_G16_B16 */
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struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
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struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP-1]; /* R16_G16_B16 */
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struct GPUTexture *ssr_normal_input;
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struct GPUTexture *ssr_specrough_input;
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struct GPUTexture *refract_color;
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struct GPUTexture *planar_pool;
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struct GPUTexture *planar_depth;
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struct GPUTexture *gtao_horizons;
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struct GPUTexture *maxzbuffer;
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struct GPUTexture *color; /* R16_G16_B16 */
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struct GPUTexture *color_double_buffer;
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} EEVEE_TextureList;
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typedef struct EEVEE_StorageList {
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/* Effects */
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struct EEVEE_EffectsInfo *effects;
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struct EEVEE_PrivateData *g_data;
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} EEVEE_StorageList;
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/* ************ LIGHT UBO ************* */
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typedef struct EEVEE_Light {
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float position[3], dist;
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float color[3], spec;
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float spotsize, spotblend, radius, shadowid;
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float rightvec[3], sizex;
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float upvec[3], sizey;
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float forwardvec[3], lamptype;
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} EEVEE_Light;
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typedef struct EEVEE_ShadowCube {
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float near, far, bias, exp;
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} EEVEE_ShadowCube;
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typedef struct EEVEE_ShadowMap {
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float shadowmat[4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
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float near, far, bias, pad;
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} EEVEE_ShadowMap;
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typedef struct EEVEE_ShadowCascade {
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float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
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float split[4];
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float bias[4];
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} EEVEE_ShadowCascade;
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typedef struct EEVEE_ShadowRender {
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float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustrum for cubemap shadow */
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float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
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float position[3];
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float pad;
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int layer;
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float exponent;
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} EEVEE_ShadowRender;
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/* ************ VOLUME DATA ************ */
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typedef struct EEVEE_VolumetricsInfo {
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float integration_step_count, shadow_step_count, sample_distribution, light_clamp;
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float integration_start, integration_end;
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bool use_lights, use_volume_shadows, use_colored_transmit;
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} EEVEE_VolumetricsInfo;
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/* ************ LIGHT DATA ************* */
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typedef struct EEVEE_LampsInfo {
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int num_light, cache_num_light;
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int num_cube, cache_num_cube;
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int num_map, cache_num_map;
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int num_cascade, cache_num_cascade;
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int update_flag;
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/* List of lights in the scene. */
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/* XXX This is fragile, can get out of sync quickly. */
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struct Object *light_ref[MAX_LIGHT];
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struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
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struct Object *shadow_map_ref[MAX_SHADOW_MAP];
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struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
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/* UBO Storage : data used by UBO */
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struct EEVEE_Light light_data[MAX_LIGHT];
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struct EEVEE_ShadowRender shadow_render_data;
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struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
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struct EEVEE_ShadowMap shadow_map_data[MAX_SHADOW_MAP];
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struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
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} EEVEE_LampsInfo;
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/* EEVEE_LampsInfo->update_flag */
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enum {
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LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
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};
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/* ************ PROBE UBO ************* */
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typedef struct EEVEE_LightProbe {
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float position[3], parallax_type;
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float attenuation_fac;
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float attenuation_type;
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float pad3[2];
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float attenuationmat[4][4];
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float parallaxmat[4][4];
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} EEVEE_LightProbe;
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typedef struct EEVEE_LightGrid {
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float mat[4][4];
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int resolution[3], offset;
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float corner[3], attenuation_scale;
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float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
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float increment_y[3], pad3;
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float increment_z[3], pad4;
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} EEVEE_LightGrid;
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typedef struct EEVEE_PlanarReflection {
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float plane_equation[4];
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float clip_vec_x[3], attenuation_scale;
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float clip_vec_y[3], attenuation_bias;
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float clip_edge_x_pos, clip_edge_x_neg;
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float clip_edge_y_pos, clip_edge_y_neg;
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float facing_scale, facing_bias, pad[2];
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float reflectionmat[4][4];
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} EEVEE_PlanarReflection;
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/* ************ PROBE DATA ************* */
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typedef struct EEVEE_LightProbesInfo {
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int num_cube, cache_num_cube;
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int num_grid, cache_num_grid;
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int num_planar, cache_num_planar;
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int update_flag;
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int updated_bounce;
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/* Actual number of probes that have datas. */
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int num_render_cube;
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int num_render_grid;
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/* For rendering probes */
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float probemat[6][4][4];
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int layer;
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float texel_size;
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float padding_size;
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float samples_ct;
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float invsamples_ct;
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float roughness;
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float lodfactor;
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float lod_rt_max, lod_cube_max, lod_planar_max;
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int shres;
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int shnbr;
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bool specular_toggle;
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bool ssr_toggle;
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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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struct Object *probes_cube_ref[MAX_PROBE];
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struct Object *probes_grid_ref[MAX_GRID];
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struct Object *probes_planar_ref[MAX_PLANAR];
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/* UBO Storage : data used by UBO */
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struct EEVEE_LightProbe probe_data[MAX_PROBE];
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struct EEVEE_LightGrid grid_data[MAX_GRID];
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struct EEVEE_PlanarReflection planar_data[MAX_PLANAR];
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} EEVEE_LightProbesInfo;
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/* EEVEE_LightProbesInfo->update_flag */
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enum {
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PROBE_UPDATE_CUBE = (1 << 0),
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};
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/* ************ EFFECTS DATA ************* */
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typedef struct EEVEE_EffectsInfo {
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int enabled_effects;
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/* SSR */
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bool use_ssr;
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bool reflection_trace_full;
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bool ssr_use_normalization;
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int ssr_ray_count;
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float ssr_firefly_fac;
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float ssr_border_fac;
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float ssr_max_roughness;
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float ssr_quality;
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float ssr_thickness;
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float ssr_pixelsize[2];
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/* Ambient Occlusion */
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bool use_ao, use_bent_normals;
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float ao_dist, ao_samples, ao_factor, ao_samples_inv;
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float ao_offset, ao_bounce_fac, ao_quality, ao_settings;
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float ao_sample_nbr;
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int ao_texsize[2], hori_tex_layers;
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/* Motion Blur */
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float current_ndc_to_world[4][4];
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float past_world_to_ndc[4][4];
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float tmp_mat[4][4];
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int motion_blur_samples;
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/* Depth Of Field */
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float dof_near_far[2];
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float dof_params[3];
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float dof_bokeh[4];
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float dof_layer_select[2];
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int dof_target_size[2];
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/* Bloom */
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int bloom_iteration_ct;
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float source_texel_size[2];
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float blit_texel_size[2];
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float downsamp_texel_size[MAX_BLOOM_STEP][2];
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float bloom_intensity;
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float bloom_sample_scale;
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float bloom_curve_threshold[4];
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float unf_source_texel_size[2];
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struct GPUTexture *unf_source_buffer; /* pointer copy */
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struct GPUTexture *unf_base_buffer; /* pointer copy */
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/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
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struct GPUTexture *source_buffer; /* latest updated texture */
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struct GPUFrameBuffer *target_buffer; /* next target to render to */
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} EEVEE_EffectsInfo;
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enum {
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EFFECT_MOTION_BLUR = (1 << 0),
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EFFECT_BLOOM = (1 << 1),
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EFFECT_DOF = (1 << 2),
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EFFECT_VOLUMETRIC = (1 << 3),
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EFFECT_SSR = (1 << 4),
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EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
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EFFECT_REFRACT = (1 << 6),
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EFFECT_GTAO = (1 << 7),
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};
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/* ************** SCENE LAYER DATA ************** */
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typedef struct EEVEE_SceneLayerData {
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/* Lamps */
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struct EEVEE_LampsInfo *lamps;
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struct GPUUniformBuffer *light_ubo;
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struct GPUUniformBuffer *shadow_ubo;
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struct GPUUniformBuffer *shadow_render_ubo;
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struct GPUFrameBuffer *shadow_cube_target_fb;
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struct GPUFrameBuffer *shadow_cube_fb;
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struct GPUFrameBuffer *shadow_map_fb;
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struct GPUFrameBuffer *shadow_cascade_fb;
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struct GPUTexture *shadow_depth_cube_target;
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struct GPUTexture *shadow_color_cube_target;
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struct GPUTexture *shadow_depth_cube_pool;
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struct GPUTexture *shadow_depth_map_pool;
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struct GPUTexture *shadow_depth_cascade_pool;
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struct ListBase shadow_casters; /* Shadow casters gathered during cache iteration */
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/* Probes */
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struct EEVEE_LightProbesInfo *probes;
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struct GPUUniformBuffer *probe_ubo;
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struct GPUUniformBuffer *grid_ubo;
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struct GPUUniformBuffer *planar_ubo;
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struct GPUFrameBuffer *probe_fb;
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struct GPUFrameBuffer *probe_filter_fb;
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struct GPUTexture *probe_rt;
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struct GPUTexture *probe_pool;
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struct GPUTexture *irradiance_pool;
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struct GPUTexture *irradiance_rt;
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struct ListBase probe_queue; /* List of probes to update */
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/* Volumetrics */
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struct EEVEE_VolumetricsInfo *volumetrics;
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} EEVEE_SceneLayerData;
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/* ************ OBJECT DATA ************ */
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typedef struct EEVEE_LampEngineData {
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bool need_update;
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struct ListBase shadow_caster_list;
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void *storage; /* either EEVEE_LightData, EEVEE_ShadowCubeData, EEVEE_ShadowCascadeData */
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} EEVEE_LampEngineData;
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typedef struct EEVEE_LightProbeEngineData {
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bool need_update;
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bool ready_to_shade;
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int updated_cells;
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int num_cell;
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int probe_id; /* Only used for display data */
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/* For planar reflection rendering */
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float viewmat[4][4];
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float persmat[4][4];
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float planer_eq_offset[4];
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struct ListBase captured_object_list;
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} EEVEE_LightProbeEngineData;
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typedef struct EEVEE_ObjectEngineData {
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bool need_update;
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} EEVEE_ObjectEngineData;
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/* *********************************** */
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typedef struct EEVEE_Data {
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void *engine_type;
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EEVEE_FramebufferList *fbl;
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EEVEE_TextureList *txl;
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EEVEE_PassList *psl;
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EEVEE_StorageList *stl;
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} EEVEE_Data;
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typedef struct EEVEE_PrivateData {
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struct DRWShadingGroup *shadow_shgrp;
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struct DRWShadingGroup *depth_shgrp;
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struct DRWShadingGroup *depth_shgrp_cull;
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struct DRWShadingGroup *depth_shgrp_clip;
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struct DRWShadingGroup *depth_shgrp_clip_cull;
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struct DRWShadingGroup *refract_depth_shgrp;
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struct DRWShadingGroup *refract_depth_shgrp_cull;
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struct DRWShadingGroup *refract_depth_shgrp_clip;
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struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
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struct DRWShadingGroup *cube_display_shgrp;
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struct DRWShadingGroup *planar_downsample;
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struct GHash *material_hash;
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struct GHash *hair_material_hash;
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struct GPUTexture *minzbuffer;
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struct GPUTexture *ssr_hit_output[4];
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struct GPUTexture *volumetric;
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struct GPUTexture *volumetric_transmit;
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struct GPUTexture *gtao_horizons_debug;
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float background_alpha; /* TODO find a better place for this. */
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float viewvecs[2][4];
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/* For planar probes */
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float texel_size[2];
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/* To correct mip level texel mis-alignement */
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float mip_ratio[10][2]; /* TODO put in a UBO */
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/* For double buffering */
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bool valid_double_buffer;
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float prev_persmat[4][4];
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} EEVEE_PrivateData; /* Transient data */
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/* eevee_data.c */
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EEVEE_SceneLayerData *EEVEE_scene_layer_data_get(void);
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EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
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EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
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EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
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/* eevee_materials.c */
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struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
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void EEVEE_materials_init(EEVEE_StorageList *stl);
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void EEVEE_materials_cache_init(EEVEE_Data *vedata);
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void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob);
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void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
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struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
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struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
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struct GPUMaterial *EEVEE_material_world_volume_get(
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struct Scene *scene, struct World *wo, bool use_lights, bool use_volume_shadows, bool is_homogeneous, bool use_color_transmit);
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struct GPUMaterial *EEVEE_material_mesh_get(
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struct Scene *scene, Material *ma, bool use_blend, bool use_multiply, bool use_refract);
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struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
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struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma);
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void EEVEE_materials_free(void);
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void EEVEE_draw_default_passes(EEVEE_PassList *psl);
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/* eevee_lights.c */
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void EEVEE_lights_init(EEVEE_SceneLayerData *sldata);
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void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);
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void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, struct Object *ob);
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void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
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void EEVEE_lights_cache_shcaster_material_add(
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EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl,
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struct GPUMaterial *gpumat, struct Gwn_Batch *geom, float (*obmat)[4], float *alpha_threshold);
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void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata);
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void EEVEE_lights_update(EEVEE_SceneLayerData *sldata);
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void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);
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void EEVEE_lights_free(void);
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/* eevee_lightprobes.c */
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void EEVEE_lightprobes_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_lightprobes_cache_add(EEVEE_SceneLayerData *sldata, Object *ob);
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void EEVEE_lightprobes_cache_finish(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_lightprobes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_lightprobes_free(void);
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/* eevee_effects.c */
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void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
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void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
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void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_draw_effects(EEVEE_Data *vedata);
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void EEVEE_effects_free(void);
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/* Shadow Matrix */
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static const float texcomat[4][4] = { /* From NDC to TexCo */
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{0.5f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.5f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.5f, 0.0f},
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{0.5f, 0.5f, 0.5f, 1.0f}
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};
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/* Cubemap Matrices */
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static const float cubefacemat[6][4][4] = {
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/* Pos X */
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{{0.0f, 0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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/* Neg X */
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{{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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/* Pos Y */
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{{1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, -1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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/* Neg Y */
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{{1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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/* Pos Z */
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{{1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, -1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, -1.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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/* Neg Z */
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{{-1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, -1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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};
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#endif /* __EEVEE_PRIVATE_H__ */
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