Soft surface shadows were already supported but now we support soft shadows of the volume themselves. This is only enabled if the light casts shadow and the scene soft shadows toggle is enabled.
1549 lines
62 KiB
C++
1549 lines
62 KiB
C++
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#include "DRW_render.h"
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#include "BLI_bitmap.h"
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#include "DNA_lightprobe_types.h"
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#include "GPU_viewport.h"
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#include "BKE_camera.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct EEVEE_ShadowCasterBuffer;
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struct GPUFrameBuffer;
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struct Object;
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struct RenderLayer;
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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_CASCADE_NUM 4
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#define MAX_SHADOW 128 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
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#define MAX_SHADOW_CASCADE 8
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#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
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#define MAX_BLOOM_STEP 16
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#define MAX_AOVS 64
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/* Special value chosen to not be altered by depth of field sample count. */
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#define TAA_MAX_SAMPLE 10000926
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// #define DEBUG_SHADOW_DISTRIBUTION
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/* Only define one of these. */
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// #define IRRADIANCE_SH_L2
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#define IRRADIANCE_HL2
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#if defined(IRRADIANCE_SH_L2)
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# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
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#elif defined(IRRADIANCE_HL2)
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# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
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#endif
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/* Macro causes over indentation. */
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/* clang-format off */
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#define SHADER_DEFINES \
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"#define EEVEE_ENGINE\n" \
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"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
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"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
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"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
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"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
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"#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
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"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
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"#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
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"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
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SHADER_IRRADIANCE
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/* clang-format on */
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#define EEVEE_PROBE_MAX min_ii(MAX_PROBE, GPU_max_texture_layers() / 6)
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#define EEVEE_VELOCITY_TILE_SIZE 32
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#define USE_VOLUME_OPTI (GPU_shader_image_load_store_support())
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#define SWAP_DOUBLE_BUFFERS() \
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{ \
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if (effects->swap_double_buffer) { \
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SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->double_buffer_fb); \
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SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->double_buffer_color_fb); \
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SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
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effects->swap_double_buffer = false; \
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} \
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} \
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((void)0)
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#define SWAP_BUFFERS() \
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{ \
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if (effects->target_buffer == fbl->effect_color_fb) { \
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SWAP_DOUBLE_BUFFERS(); \
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effects->source_buffer = txl->color_post; \
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effects->target_buffer = fbl->main_color_fb; \
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} \
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else { \
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SWAP_DOUBLE_BUFFERS(); \
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effects->source_buffer = txl->color; \
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effects->target_buffer = fbl->effect_color_fb; \
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} \
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} \
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((void)0)
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#define SWAP_BUFFERS_TAA() \
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{ \
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if (effects->target_buffer == fbl->effect_color_fb) { \
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SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->taa_history_fb); \
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SWAP(struct GPUFrameBuffer *, fbl->effect_color_fb, fbl->taa_history_color_fb); \
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SWAP(GPUTexture *, txl->color_post, txl->taa_history); \
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effects->source_buffer = txl->taa_history; \
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effects->target_buffer = fbl->effect_color_fb; \
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} \
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else { \
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SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->taa_history_fb); \
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SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->taa_history_color_fb); \
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SWAP(GPUTexture *, txl->color, txl->taa_history); \
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effects->source_buffer = txl->taa_history; \
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effects->target_buffer = fbl->main_color_fb; \
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} \
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} \
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((void)0)
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BLI_INLINE bool eevee_hdri_preview_overlay_enabled(const View3D *v3d)
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{
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/* Only show the HDRI Preview in Shading Preview in the Viewport. */
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if (v3d == NULL || v3d->shading.type != OB_MATERIAL) {
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return false;
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}
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/* Only show the HDRI Preview when viewing the Combined render pass */
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if (v3d->shading.render_pass != SCE_PASS_COMBINED) {
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return false;
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}
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return ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV);
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}
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#define USE_SCENE_LIGHT(v3d) \
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((!v3d) || \
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((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
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((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)))
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#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) \
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((v3d) && (((v3d->shading.type == OB_MATERIAL) && \
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((v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0)) || \
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((v3d->shading.type == OB_RENDER) && \
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((v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0))))
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#define MIN_CUBE_LOD_LEVEL 3
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#define MAX_SCREEN_BUFFERS_LOD_LEVEL 6
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/* All the renderpasses that use the GPUMaterial for accumulation */
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#define EEVEE_RENDERPASSES_MATERIAL \
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(EEVEE_RENDER_PASS_EMIT | EEVEE_RENDER_PASS_DIFFUSE_COLOR | EEVEE_RENDER_PASS_DIFFUSE_LIGHT | \
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EEVEE_RENDER_PASS_SPECULAR_COLOR | EEVEE_RENDER_PASS_SPECULAR_LIGHT | \
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EEVEE_RENDER_PASS_ENVIRONMENT | EEVEE_RENDER_PASS_AOV)
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#define EEVEE_AOV_HASH_ALL -1
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#define EEVEE_AOV_HASH_COLOR_TYPE_MASK 1
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#define MAX_CRYPTOMATTE_LAYERS 3
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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_VOLUME = (1 << 1),
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VAR_MAT_HAIR = (1 << 2),
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/* VAR_MAT_PROBE = (1 << 3), UNUSED */
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VAR_MAT_BLEND = (1 << 4),
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VAR_MAT_LOOKDEV = (1 << 5),
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VAR_MAT_HOLDOUT = (1 << 6),
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VAR_MAT_HASH = (1 << 7),
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VAR_MAT_DEPTH = (1 << 8),
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VAR_MAT_REFRACT = (1 << 9),
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VAR_WORLD_BACKGROUND = (1 << 10),
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VAR_WORLD_PROBE = (1 << 11),
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VAR_WORLD_VOLUME = (1 << 12),
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VAR_DEFAULT = (1 << 13),
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};
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/* Material shader cache keys */
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enum {
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/* HACK: This assumes the struct GPUShader will never be smaller than our variations.
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* This allow us to only keep one ghash and avoid bigger keys comparisons/hashing.
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* We combine the GPUShader pointer with the key. */
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KEY_CULL = (1 << 0),
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KEY_REFRACT = (1 << 1),
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KEY_HAIR = (1 << 2),
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KEY_SHADOW = (1 << 3),
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};
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/* DOF Gather pass shader variations */
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typedef enum EEVEE_DofGatherPass {
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DOF_GATHER_FOREGROUND = 0,
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DOF_GATHER_BACKGROUND = 1,
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DOF_GATHER_HOLEFILL = 2,
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DOF_GATHER_MAX_PASS,
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} EEVEE_DofGatherPass;
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#define DOF_TILE_DIVISOR 16
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#define DOF_BOKEH_LUT_SIZE 32
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#define DOF_GATHER_RING_COUNT 5
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#define DOF_DILATE_RING_COUNT 3
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#define DOF_FAST_GATHER_COC_ERROR 0.05
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#define DOF_SHADER_DEFINES \
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"#define DOF_TILE_DIVISOR " STRINGIFY(DOF_TILE_DIVISOR) "\n" \
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"#define DOF_BOKEH_LUT_SIZE " STRINGIFY(DOF_BOKEH_LUT_SIZE) "\n" \
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"#define DOF_GATHER_RING_COUNT " STRINGIFY(DOF_GATHER_RING_COUNT) "\n" \
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"#define DOF_DILATE_RING_COUNT " STRINGIFY(DOF_DILATE_RING_COUNT) "\n" \
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"#define DOF_FAST_GATHER_COC_ERROR " STRINGIFY(DOF_FAST_GATHER_COC_ERROR) "\n"
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/* ************ PROBE UBO ************* */
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/* They are the same struct as their Cache siblings.
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* typedef'ing just to keep the naming consistent with
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* other eevee types. */
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typedef LightProbeCache EEVEE_LightProbe;
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typedef LightGridCache 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, clipsta, pad;
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float reflectionmat[4][4]; /* Used for sampling the texture. */
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float mtx[4][4]; /* Not used in shader. TODO move elsewhere. */
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} EEVEE_PlanarReflection;
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/* --------------------------------------- */
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typedef struct EEVEE_BoundBox {
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float center[3], halfdim[3];
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} EEVEE_BoundBox;
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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_accum_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_visibility_compute;
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struct DRWPass *probe_grid_fill;
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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 *ao_accum_ps;
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struct DRWPass *mist_accum_ps;
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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 *bloom_accum_ps;
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struct DRWPass *dof_setup;
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struct DRWPass *dof_flatten_tiles;
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struct DRWPass *dof_dilate_tiles_minmax;
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struct DRWPass *dof_dilate_tiles_minabs;
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struct DRWPass *dof_reduce_copy;
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struct DRWPass *dof_downsample;
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struct DRWPass *dof_reduce;
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struct DRWPass *dof_bokeh;
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struct DRWPass *dof_gather_fg;
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struct DRWPass *dof_gather_fg_holefill;
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struct DRWPass *dof_gather_bg;
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struct DRWPass *dof_scatter_fg;
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struct DRWPass *dof_scatter_bg;
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struct DRWPass *dof_filter;
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struct DRWPass *dof_resolve;
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struct DRWPass *volumetric_world_ps;
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struct DRWPass *volumetric_objects_ps;
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struct DRWPass *volumetric_scatter_ps;
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struct DRWPass *volumetric_integration_ps;
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struct DRWPass *volumetric_resolve_ps;
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struct DRWPass *volumetric_accum_ps;
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struct DRWPass *ssr_raytrace;
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struct DRWPass *ssr_resolve;
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struct DRWPass *sss_blur_ps;
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struct DRWPass *sss_resolve_ps;
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struct DRWPass *sss_translucency_ps;
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struct DRWPass *color_copy_ps;
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struct DRWPass *color_downsample_ps;
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struct DRWPass *color_downsample_cube_ps;
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struct DRWPass *velocity_object;
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struct DRWPass *velocity_hair;
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struct DRWPass *velocity_resolve;
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struct DRWPass *velocity_tiles_x;
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struct DRWPass *velocity_tiles;
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struct DRWPass *velocity_tiles_expand[2];
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struct DRWPass *taa_resolve;
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struct DRWPass *alpha_checker;
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/* HiZ */
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struct DRWPass *maxz_downlevel_ps;
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struct DRWPass *maxz_copydepth_ps;
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struct DRWPass *maxz_copydepth_layer_ps;
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/* Renderpass Accumulation. */
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struct DRWPass *material_accum_ps;
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struct DRWPass *background_accum_ps;
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struct DRWPass *cryptomatte_ps;
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struct DRWPass *depth_ps;
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struct DRWPass *depth_cull_ps;
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struct DRWPass *depth_clip_ps;
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struct DRWPass *depth_clip_cull_ps;
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struct DRWPass *depth_refract_ps;
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struct DRWPass *depth_refract_cull_ps;
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struct DRWPass *depth_refract_clip_ps;
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struct DRWPass *depth_refract_clip_cull_ps;
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struct DRWPass *material_ps;
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struct DRWPass *material_cull_ps;
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struct DRWPass *material_refract_ps;
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struct DRWPass *material_refract_cull_ps;
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struct DRWPass *material_sss_ps;
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struct DRWPass *material_sss_cull_ps;
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struct DRWPass *transparent_pass;
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struct DRWPass *background_ps;
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struct DRWPass *update_noise_pass;
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struct DRWPass *lookdev_glossy_pass;
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struct DRWPass *lookdev_diffuse_pass;
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struct DRWPass *renderpass_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 *maxzbuffer_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 *bloom_pass_accum_fb;
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struct GPUFrameBuffer *cryptomatte_fb;
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struct GPUFrameBuffer *shadow_accum_fb;
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struct GPUFrameBuffer *ssr_accum_fb;
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struct GPUFrameBuffer *sss_blur_fb;
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struct GPUFrameBuffer *sss_blit_fb;
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struct GPUFrameBuffer *sss_resolve_fb;
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struct GPUFrameBuffer *sss_clear_fb;
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struct GPUFrameBuffer *sss_translucency_fb;
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struct GPUFrameBuffer *sss_accum_fb;
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struct GPUFrameBuffer *dof_setup_fb;
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struct GPUFrameBuffer *dof_flatten_tiles_fb;
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struct GPUFrameBuffer *dof_dilate_tiles_fb;
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struct GPUFrameBuffer *dof_downsample_fb;
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struct GPUFrameBuffer *dof_reduce_fb;
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struct GPUFrameBuffer *dof_reduce_copy_fb;
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struct GPUFrameBuffer *dof_bokeh_fb;
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struct GPUFrameBuffer *dof_gather_fg_fb;
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struct GPUFrameBuffer *dof_filter_fg_fb;
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struct GPUFrameBuffer *dof_gather_fg_holefill_fb;
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struct GPUFrameBuffer *dof_gather_bg_fb;
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struct GPUFrameBuffer *dof_filter_bg_fb;
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struct GPUFrameBuffer *dof_scatter_fg_fb;
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struct GPUFrameBuffer *dof_scatter_bg_fb;
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struct GPUFrameBuffer *volumetric_fb;
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struct GPUFrameBuffer *volumetric_scat_fb;
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|
struct GPUFrameBuffer *volumetric_integ_fb;
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|
struct GPUFrameBuffer *volumetric_accum_fb;
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struct GPUFrameBuffer *screen_tracing_fb;
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|
struct GPUFrameBuffer *mist_accum_fb;
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struct GPUFrameBuffer *material_accum_fb;
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|
struct GPUFrameBuffer *renderpass_fb;
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struct GPUFrameBuffer *ao_accum_fb;
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struct GPUFrameBuffer *velocity_resolve_fb;
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struct GPUFrameBuffer *velocity_fb;
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struct GPUFrameBuffer *velocity_tiles_fb[2];
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struct GPUFrameBuffer *update_noise_fb;
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struct GPUFrameBuffer *planarref_fb;
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struct GPUFrameBuffer *planar_downsample_fb;
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struct GPUFrameBuffer *main_fb;
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struct GPUFrameBuffer *main_color_fb;
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struct GPUFrameBuffer *effect_fb;
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struct GPUFrameBuffer *effect_color_fb;
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struct GPUFrameBuffer *radiance_filtered_fb;
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struct GPUFrameBuffer *double_buffer_fb;
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struct GPUFrameBuffer *double_buffer_color_fb;
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struct GPUFrameBuffer *double_buffer_depth_fb;
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struct GPUFrameBuffer *taa_history_fb;
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struct GPUFrameBuffer *taa_history_color_fb;
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|
} EEVEE_FramebufferList;
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|
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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 *mist_accum;
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|
struct GPUTexture *ao_accum;
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|
struct GPUTexture *sss_accum;
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|
struct GPUTexture *env_accum;
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|
struct GPUTexture *diff_color_accum;
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|
struct GPUTexture *diff_light_accum;
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|
struct GPUTexture *spec_color_accum;
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|
struct GPUTexture *spec_light_accum;
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|
struct GPUTexture *aov_surface_accum[MAX_AOVS];
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|
struct GPUTexture *emit_accum;
|
|
struct GPUTexture *bloom_accum;
|
|
struct GPUTexture *ssr_accum;
|
|
struct GPUTexture *shadow_accum;
|
|
struct GPUTexture *cryptomatte;
|
|
struct GPUTexture *taa_history;
|
|
/* Could not be pool texture because of mipmapping. */
|
|
struct GPUTexture *dof_reduced_color;
|
|
struct GPUTexture *dof_reduced_coc;
|
|
|
|
struct GPUTexture *volume_prop_scattering;
|
|
struct GPUTexture *volume_prop_extinction;
|
|
struct GPUTexture *volume_prop_emission;
|
|
struct GPUTexture *volume_prop_phase;
|
|
struct GPUTexture *volume_scatter;
|
|
struct GPUTexture *volume_transmit;
|
|
struct GPUTexture *volume_scatter_history;
|
|
struct GPUTexture *volume_transmit_history;
|
|
struct GPUTexture *volume_scatter_accum;
|
|
struct GPUTexture *volume_transmittance_accum;
|
|
|
|
struct GPUTexture *lookdev_grid_tx;
|
|
struct GPUTexture *lookdev_cube_tx;
|
|
|
|
struct GPUTexture *planar_pool;
|
|
struct GPUTexture *planar_depth;
|
|
|
|
struct GPUTexture *maxzbuffer;
|
|
struct GPUTexture *filtered_radiance;
|
|
|
|
struct GPUTexture *renderpass;
|
|
|
|
struct GPUTexture *color; /* R16_G16_B16 */
|
|
struct GPUTexture *color_double_buffer;
|
|
struct GPUTexture *depth_double_buffer;
|
|
} EEVEE_TextureList;
|
|
|
|
typedef struct EEVEE_StorageList {
|
|
/* Effects */
|
|
struct EEVEE_EffectsInfo *effects;
|
|
|
|
struct EEVEE_PrivateData *g_data;
|
|
|
|
struct LightCache *lookdev_lightcache;
|
|
EEVEE_LightProbe *lookdev_cube_data;
|
|
EEVEE_LightGrid *lookdev_grid_data;
|
|
LightCacheTexture *lookdev_cube_mips;
|
|
} EEVEE_StorageList;
|
|
|
|
/* ************ RENDERPASS UBO ************* */
|
|
typedef struct EEVEE_RenderPassData {
|
|
int renderPassDiffuse;
|
|
int renderPassDiffuseLight;
|
|
int renderPassGlossy;
|
|
int renderPassGlossyLight;
|
|
int renderPassEmit;
|
|
int renderPassSSSColor;
|
|
int renderPassEnvironment;
|
|
int renderPassAOV;
|
|
int renderPassAOVActive;
|
|
int _pad[3];
|
|
} EEVEE_RenderPassData;
|
|
|
|
/* ************ LIGHT UBO ************* */
|
|
typedef struct EEVEE_Light {
|
|
float position[3], invsqrdist;
|
|
float color[3], invsqrdist_volume;
|
|
float spotsize, spotblend, radius, shadow_id;
|
|
float rightvec[3], sizex;
|
|
float upvec[3], sizey;
|
|
float forwardvec[3], light_type;
|
|
float diff, spec, volume, _pad0[1];
|
|
} EEVEE_Light;
|
|
|
|
/* Special type for elliptic area lights, matches lamps_lib.glsl */
|
|
#define LAMPTYPE_AREA_ELLIPSE 100.0f
|
|
|
|
typedef struct EEVEE_Shadow {
|
|
float near, far, bias, type_data_id;
|
|
float contact_dist, contact_bias, contact_spread, contact_thickness;
|
|
} EEVEE_Shadow;
|
|
|
|
typedef struct EEVEE_ShadowCube {
|
|
float shadowmat[4][4];
|
|
float position[3], _pad0[1];
|
|
} EEVEE_ShadowCube;
|
|
|
|
typedef struct EEVEE_ShadowCascade {
|
|
/* World->Light->NDC->Tex : used for sampling the shadow map. */
|
|
float shadowmat[MAX_CASCADE_NUM][4][4];
|
|
float split_start[4];
|
|
float split_end[4];
|
|
float shadow_vec[3], tex_id;
|
|
} EEVEE_ShadowCascade;
|
|
|
|
typedef struct EEVEE_ShadowCascadeRender {
|
|
/* World->Light->NDC : used for rendering the shadow map. */
|
|
float projmat[MAX_CASCADE_NUM][4][4];
|
|
float viewmat[4][4], viewinv[4][4];
|
|
float radius[MAX_CASCADE_NUM];
|
|
float original_bias;
|
|
float cascade_max_dist;
|
|
float cascade_exponent;
|
|
float cascade_fade;
|
|
int cascade_count;
|
|
} EEVEE_ShadowCascadeRender;
|
|
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_Light, 16)
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_Shadow, 16)
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCube, 16)
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCascade, 16)
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_RenderPassData, 16)
|
|
|
|
BLI_STATIC_ASSERT(sizeof(EEVEE_Shadow) * MAX_SHADOW +
|
|
sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE +
|
|
sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE <
|
|
16384,
|
|
"Shadow UBO is too big!!!")
|
|
|
|
typedef struct EEVEE_ShadowCasterBuffer {
|
|
struct EEVEE_BoundBox *bbox;
|
|
BLI_bitmap *update;
|
|
uint alloc_count;
|
|
uint count;
|
|
} EEVEE_ShadowCasterBuffer;
|
|
|
|
/* ************ LIGHT DATA ************* */
|
|
typedef struct EEVEE_LightsInfo {
|
|
int num_light, cache_num_light;
|
|
int num_cube_layer, cache_num_cube_layer;
|
|
int num_cascade_layer, cache_num_cascade_layer;
|
|
int cube_len, cascade_len, shadow_len;
|
|
int shadow_cube_size, shadow_cascade_size;
|
|
bool shadow_high_bitdepth, soft_shadows;
|
|
/* UBO Storage : data used by UBO */
|
|
struct EEVEE_Light light_data[MAX_LIGHT];
|
|
struct EEVEE_Shadow shadow_data[MAX_SHADOW];
|
|
struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
|
|
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
|
|
/* Additional rendering info for cascade. */
|
|
struct EEVEE_ShadowCascadeRender shadow_cascade_render[MAX_SHADOW_CASCADE];
|
|
/* Back index in light_data. */
|
|
uchar shadow_cube_light_indices[MAX_SHADOW_CUBE];
|
|
uchar shadow_cascade_light_indices[MAX_SHADOW_CASCADE];
|
|
/* Update bitmap. */
|
|
BLI_bitmap sh_cube_update[BLI_BITMAP_SIZE(MAX_SHADOW_CUBE)];
|
|
/* Lights tracking */
|
|
struct BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
|
|
/* List of bbox and update bitmap. Double buffered. */
|
|
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer, *shcaster_backbuffer;
|
|
/* AABB of all shadow casters combined. */
|
|
struct {
|
|
float min[3], max[3];
|
|
} shcaster_aabb;
|
|
} EEVEE_LightsInfo;
|
|
|
|
/* ************ PROBE DATA ************* */
|
|
typedef struct EEVEE_LightProbeVisTest {
|
|
struct Collection *collection; /* Skip test if NULL */
|
|
bool invert;
|
|
bool cached; /* Reuse last test results */
|
|
} EEVEE_LightProbeVisTest;
|
|
|
|
typedef struct EEVEE_LightProbesInfo {
|
|
int num_cube, cache_num_cube;
|
|
int num_grid, cache_num_grid;
|
|
int num_planar, cache_num_planar;
|
|
int total_irradiance_samples; /* Total for all grids */
|
|
int cache_irradiance_size[3];
|
|
int update_flag;
|
|
int updated_bounce;
|
|
int num_bounce;
|
|
int cubemap_res;
|
|
/* Update */
|
|
bool do_cube_update;
|
|
bool do_grid_update;
|
|
/* For rendering probes */
|
|
float probemat[6][4][4];
|
|
int layer;
|
|
float texel_size;
|
|
float padding_size;
|
|
float samples_len;
|
|
float near_clip;
|
|
float far_clip;
|
|
float roughness;
|
|
float firefly_fac;
|
|
float lodfactor;
|
|
float lod_rt_max, lod_cube_max;
|
|
float visibility_range;
|
|
float visibility_blur;
|
|
float intensity_fac;
|
|
int shres;
|
|
EEVEE_LightProbeVisTest planar_vis_tests[MAX_PLANAR];
|
|
/* UBO Storage : data used by UBO */
|
|
EEVEE_LightProbe probe_data[MAX_PROBE];
|
|
EEVEE_LightGrid grid_data[MAX_GRID];
|
|
EEVEE_PlanarReflection planar_data[MAX_PLANAR];
|
|
/* Probe Visibility Collection */
|
|
EEVEE_LightProbeVisTest vis_data;
|
|
} EEVEE_LightProbesInfo;
|
|
|
|
/* EEVEE_LightProbesInfo->update_flag */
|
|
enum {
|
|
PROBE_UPDATE_CUBE = (1 << 0),
|
|
PROBE_UPDATE_GRID = (1 << 1),
|
|
PROBE_UPDATE_ALL = 0xFFFFFF,
|
|
};
|
|
|
|
/* ************** MOTION BLUR ************ */
|
|
|
|
#define MB_PREV 0
|
|
#define MB_NEXT 1
|
|
#define MB_CURR 2
|
|
|
|
typedef struct EEVEE_MotionBlurData {
|
|
struct GHash *object;
|
|
struct GHash *geom;
|
|
struct {
|
|
float viewmat[4][4];
|
|
float persmat[4][4];
|
|
float persinv[4][4];
|
|
} camera[3];
|
|
DRWShadingGroup *hair_grp;
|
|
} EEVEE_MotionBlurData;
|
|
|
|
typedef struct EEVEE_ObjectKey {
|
|
/** Object or source object for duplis */
|
|
struct Object *ob;
|
|
/** Parent object for duplis */
|
|
struct Object *parent;
|
|
/** Dupli objects recursive unique identifier */
|
|
int id[8]; /* MAX_DUPLI_RECUR */
|
|
} EEVEE_ObjectKey;
|
|
|
|
typedef struct EEVEE_ObjectMotionData {
|
|
float obmat[3][4][4];
|
|
} EEVEE_ObjectMotionData;
|
|
|
|
typedef enum eEEVEEMotionData {
|
|
EEVEE_MOTION_DATA_MESH = 0,
|
|
EEVEE_MOTION_DATA_HAIR,
|
|
} eEEVEEMotionData;
|
|
|
|
typedef struct EEVEE_HairMotionData {
|
|
/** Needs to be first to ensure casting. */
|
|
eEEVEEMotionData type;
|
|
int use_deform;
|
|
/** Allocator will alloc enough slot for all particle systems. Or 1 if it's a hair object. */
|
|
int psys_len;
|
|
struct {
|
|
struct GPUVertBuf *hair_pos[2]; /* Position buffer for time = t +/- step. */
|
|
struct GPUTexture *hair_pos_tx[2]; /* Buffer Texture of the corresponding VBO. */
|
|
} psys[0];
|
|
} EEVEE_HairMotionData;
|
|
|
|
typedef struct EEVEE_GeometryMotionData {
|
|
/** Needs to be first to ensure casting. */
|
|
eEEVEEMotionData type;
|
|
/** To disable deform mb if vertcount mismatch. */
|
|
int use_deform;
|
|
|
|
struct GPUBatch *batch; /* Batch for time = t. */
|
|
struct GPUVertBuf *vbo[2]; /* Vbo for time = t +/- step. */
|
|
} EEVEE_GeometryMotionData;
|
|
|
|
/* ************ EFFECTS DATA ************* */
|
|
|
|
typedef enum EEVEE_EffectsFlag {
|
|
EFFECT_MOTION_BLUR = (1 << 0),
|
|
EFFECT_BLOOM = (1 << 1),
|
|
EFFECT_DOF = (1 << 2),
|
|
EFFECT_VOLUMETRIC = (1 << 3),
|
|
EFFECT_SSR = (1 << 4),
|
|
EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
|
|
EFFECT_REFRACT = (1 << 6),
|
|
EFFECT_GTAO = (1 << 7),
|
|
EFFECT_TAA = (1 << 8),
|
|
EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
|
|
EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
|
|
EFFECT_RADIANCE_BUFFER = (1 << 10), /* Not really an effect but a feature */
|
|
EFFECT_SSS = (1 << 11),
|
|
EFFECT_VELOCITY_BUFFER = (1 << 12), /* Not really an effect but a feature */
|
|
EFFECT_TAA_REPROJECT = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
|
|
EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
|
|
} EEVEE_EffectsFlag;
|
|
|
|
typedef struct EEVEE_EffectsInfo {
|
|
EEVEE_EffectsFlag enabled_effects;
|
|
bool swap_double_buffer;
|
|
/* SSSS */
|
|
int sss_sample_count;
|
|
int sss_surface_count;
|
|
struct GPUTexture *sss_irradiance; /* Textures from pool */
|
|
struct GPUTexture *sss_radius;
|
|
struct GPUTexture *sss_albedo;
|
|
struct GPUTexture *sss_blur;
|
|
struct GPUTexture *sss_stencil;
|
|
/* Volumetrics */
|
|
int volume_current_sample;
|
|
struct GPUTexture *volume_scatter;
|
|
struct GPUTexture *volume_transmit;
|
|
/* SSR */
|
|
bool reflection_trace_full;
|
|
bool ssr_was_persp;
|
|
bool ssr_was_valid_double_buffer;
|
|
struct GPUTexture *ssr_normal_input; /* Textures from pool */
|
|
struct GPUTexture *ssr_specrough_input;
|
|
struct GPUTexture *ssr_hit_output;
|
|
struct GPUTexture *ssr_hit_depth;
|
|
/* Temporal Anti Aliasing */
|
|
int taa_reproject_sample;
|
|
int taa_current_sample;
|
|
int taa_render_sample;
|
|
int taa_total_sample;
|
|
float taa_alpha;
|
|
bool bypass_drawing;
|
|
bool prev_drw_support;
|
|
bool prev_is_navigating;
|
|
float prev_drw_persmat[4][4]; /* Used for checking view validity and reprojection. */
|
|
struct DRWView *taa_view;
|
|
/* Ambient Occlusion */
|
|
struct GPUTexture *gtao_horizons; /* Textures from pool */
|
|
struct GPUTexture *gtao_horizons_renderpass; /* Texture when rendering render pass */
|
|
struct GPUTexture *gtao_horizons_debug;
|
|
/* Motion Blur */
|
|
float current_ndc_to_world[4][4];
|
|
float current_world_to_ndc[4][4];
|
|
float current_world_to_view[4][4];
|
|
float past_world_to_ndc[4][4];
|
|
float past_world_to_view[4][4];
|
|
CameraParams past_cam_params;
|
|
CameraParams current_cam_params;
|
|
char motion_blur_step; /* Which step we are evaluating. */
|
|
int motion_blur_max; /* Maximum distance in pixels a motion-blurred pixel can cover. */
|
|
float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */
|
|
bool cam_params_init;
|
|
/* TODO(fclem): Only used in render mode for now.
|
|
* This is because we are missing a per scene persistent place to hold this. */
|
|
struct EEVEE_MotionBlurData motion_blur;
|
|
/* Velocity Pass */
|
|
struct GPUTexture *velocity_tx; /* Texture from pool */
|
|
struct GPUTexture *velocity_tiles_x_tx;
|
|
struct GPUTexture *velocity_tiles_tx;
|
|
/* Depth Of Field */
|
|
float dof_jitter_radius;
|
|
float dof_jitter_blades;
|
|
float dof_jitter_focus;
|
|
int dof_jitter_ring_count;
|
|
float dof_coc_params[2], dof_coc_near_dist, dof_coc_far_dist;
|
|
float dof_bokeh_blades, dof_bokeh_rotation, dof_bokeh_aniso[2], dof_bokeh_max_size;
|
|
float dof_bokeh_aniso_inv[2];
|
|
float dof_scatter_color_threshold;
|
|
float dof_scatter_coc_threshold;
|
|
float dof_scatter_neighbor_max_color;
|
|
float dof_fx_max_coc;
|
|
float dof_denoise_factor;
|
|
int dof_dilate_slight_focus;
|
|
int dof_dilate_ring_count;
|
|
int dof_dilate_ring_width_multiplier;
|
|
int dof_reduce_steps;
|
|
bool dof_hq_slight_focus;
|
|
eGPUTextureFormat dof_color_format;
|
|
struct GPUTexture *dof_bg_color_tx; /* All textures from pool... */
|
|
struct GPUTexture *dof_bg_occlusion_tx;
|
|
struct GPUTexture *dof_bg_weight_tx;
|
|
struct GPUTexture *dof_bokeh_gather_lut_tx;
|
|
struct GPUTexture *dof_bokeh_scatter_lut_tx;
|
|
struct GPUTexture *dof_bokeh_resolve_lut_tx;
|
|
struct GPUTexture *dof_coc_dilated_tiles_bg_tx;
|
|
struct GPUTexture *dof_coc_dilated_tiles_fg_tx;
|
|
struct GPUTexture *dof_coc_tiles_bg_tx;
|
|
struct GPUTexture *dof_coc_tiles_fg_tx;
|
|
struct GPUTexture *dof_downsample_tx;
|
|
struct GPUTexture *dof_fg_color_tx;
|
|
struct GPUTexture *dof_fg_occlusion_tx;
|
|
struct GPUTexture *dof_fg_weight_tx;
|
|
struct GPUTexture *dof_fg_holefill_color_tx;
|
|
struct GPUTexture *dof_fg_holefill_weight_tx;
|
|
struct GPUTexture *dof_half_res_coc_tx;
|
|
struct GPUTexture *dof_half_res_color_tx;
|
|
struct GPUTexture *dof_scatter_src_tx;
|
|
struct GPUTexture *dof_reduce_input_coc_tx; /* Just references to actual textures. */
|
|
struct GPUTexture *dof_reduce_input_color_tx;
|
|
/* Other */
|
|
float prev_persmat[4][4];
|
|
/* Size used by all fullscreen buffers using mipmaps. */
|
|
int hiz_size[2];
|
|
/* Lookdev */
|
|
int sphere_size;
|
|
eDRWLevelOfDetail sphere_lod;
|
|
int anchor[2];
|
|
struct DRWView *lookdev_view;
|
|
/* Bloom */
|
|
int bloom_iteration_len;
|
|
float source_texel_size[2];
|
|
float blit_texel_size[2];
|
|
float downsamp_texel_size[MAX_BLOOM_STEP][2];
|
|
float bloom_color[3];
|
|
float bloom_clamp;
|
|
float bloom_sample_scale;
|
|
float bloom_curve_threshold[4];
|
|
float unf_source_texel_size[2];
|
|
struct GPUTexture *bloom_blit; /* Textures from pool */
|
|
struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP];
|
|
struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1];
|
|
struct GPUTexture *unf_source_buffer; /* pointer copy */
|
|
struct GPUTexture *unf_base_buffer; /* pointer copy */
|
|
/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
|
|
struct GPUTexture *source_buffer; /* latest updated texture */
|
|
struct GPUFrameBuffer *target_buffer; /* next target to render to */
|
|
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
|
|
struct GPUFrameBuffer *final_fb; /* Frame-buffer with final_tx as attachment. */
|
|
} EEVEE_EffectsInfo;
|
|
|
|
/* ***************** COMMON DATA **************** */
|
|
|
|
/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
|
|
/* !! CAUTION !!
|
|
* - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
|
|
* - Make sure that [i]vec4 start at a multiple of 16 bytes.
|
|
* - Arrays of vec2/vec3 are padded as arrays of vec4.
|
|
* - sizeof(bool) == sizeof(int) in GLSL so use int in C */
|
|
typedef struct EEVEE_CommonUniformBuffer {
|
|
float prev_persmat[4][4]; /* mat4 */
|
|
float hiz_uv_scale[2], ssr_uv_scale[2]; /* vec4 */
|
|
/* Ambient Occlusion */
|
|
/* -- 16 byte aligned -- */
|
|
float ao_dist, pad1, ao_factor, pad2; /* vec4 */
|
|
float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
|
|
/* Volumetric */
|
|
/* -- 16 byte aligned -- */
|
|
int vol_tex_size[3], pad3; /* ivec3 */
|
|
float vol_depth_param[3], pad4; /* vec3 */
|
|
float vol_inv_tex_size[3], pad5; /* vec3 */
|
|
float vol_jitter[3], pad6; /* vec3 */
|
|
float vol_coord_scale[4]; /* vec4 */
|
|
/* -- 16 byte aligned -- */
|
|
float vol_history_alpha; /* float */
|
|
float vol_shadow_steps; /* float */
|
|
int vol_use_lights; /* bool */
|
|
int vol_use_soft_shadows; /* bool */
|
|
/* Screen Space Reflections */
|
|
/* -- 16 byte aligned -- */
|
|
float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
|
|
float ssr_border_fac; /* float */
|
|
float ssr_max_roughness; /* float */
|
|
float ssr_firefly_fac; /* float */
|
|
float ssr_brdf_bias; /* float */
|
|
int ssr_toggle; /* bool */
|
|
int ssrefract_toggle; /* bool */
|
|
/* SubSurface Scattering */
|
|
float sss_jitter_threshold; /* float */
|
|
int sss_toggle; /* bool */
|
|
/* Specular */
|
|
int spec_toggle; /* bool */
|
|
/* Lights */
|
|
int la_num_light; /* int */
|
|
/* Probes */
|
|
int prb_num_planar; /* int */
|
|
int prb_num_render_cube; /* int */
|
|
int prb_num_render_grid; /* int */
|
|
int prb_irradiance_vis_size; /* int */
|
|
float prb_irradiance_smooth; /* float */
|
|
float prb_lod_cube_max; /* float */
|
|
/* Misc */
|
|
int ray_type; /* int */
|
|
float ray_depth; /* float */
|
|
float alpha_hash_offset; /* float */
|
|
float alpha_hash_scale; /* float */
|
|
float pad7; /* float */
|
|
float pad8; /* float */
|
|
float pad9; /* float */
|
|
float pad10; /* float */
|
|
} EEVEE_CommonUniformBuffer;
|
|
|
|
BLI_STATIC_ASSERT_ALIGN(EEVEE_CommonUniformBuffer, 16)
|
|
|
|
/* ray_type (keep in sync with rayType) */
|
|
#define EEVEE_RAY_CAMERA 0
|
|
#define EEVEE_RAY_SHADOW 1
|
|
#define EEVEE_RAY_DIFFUSE 2
|
|
#define EEVEE_RAY_GLOSSY 3
|
|
|
|
/* ************** SCENE LAYER DATA ************** */
|
|
typedef struct EEVEE_ViewLayerData {
|
|
/* Lights */
|
|
struct EEVEE_LightsInfo *lights;
|
|
|
|
struct GPUUniformBuf *light_ubo;
|
|
struct GPUUniformBuf *shadow_ubo;
|
|
struct GPUUniformBuf *shadow_samples_ubo;
|
|
|
|
struct GPUFrameBuffer *shadow_fb;
|
|
|
|
struct GPUTexture *shadow_cube_pool;
|
|
struct GPUTexture *shadow_cascade_pool;
|
|
|
|
struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
|
|
|
|
/* Probes */
|
|
struct EEVEE_LightProbesInfo *probes;
|
|
|
|
struct GPUUniformBuf *probe_ubo;
|
|
struct GPUUniformBuf *grid_ubo;
|
|
struct GPUUniformBuf *planar_ubo;
|
|
|
|
/* Material Render passes */
|
|
struct {
|
|
struct GPUUniformBuf *combined;
|
|
struct GPUUniformBuf *environment;
|
|
struct GPUUniformBuf *diff_color;
|
|
struct GPUUniformBuf *diff_light;
|
|
struct GPUUniformBuf *spec_color;
|
|
struct GPUUniformBuf *spec_light;
|
|
struct GPUUniformBuf *emit;
|
|
struct GPUUniformBuf *aovs[MAX_AOVS];
|
|
} renderpass_ubo;
|
|
|
|
/* Common Uniform Buffer */
|
|
struct EEVEE_CommonUniformBuffer common_data;
|
|
struct GPUUniformBuf *common_ubo;
|
|
|
|
struct LightCache *fallback_lightcache;
|
|
|
|
struct BLI_memblock *material_cache;
|
|
} EEVEE_ViewLayerData;
|
|
|
|
/* ************ OBJECT DATA ************ */
|
|
|
|
/* These are the structs stored inside Objects.
|
|
* It works even if the object is in multiple layers
|
|
* because we don't get the same "Object *" for each layer. */
|
|
typedef struct EEVEE_LightEngineData {
|
|
DrawData dd;
|
|
|
|
bool need_update;
|
|
} EEVEE_LightEngineData;
|
|
|
|
typedef struct EEVEE_LightProbeEngineData {
|
|
DrawData dd;
|
|
|
|
bool need_update;
|
|
} EEVEE_LightProbeEngineData;
|
|
|
|
typedef struct EEVEE_ObjectEngineData {
|
|
DrawData dd;
|
|
|
|
Object *ob; /* self reference */
|
|
EEVEE_LightProbeVisTest *test_data;
|
|
bool ob_vis, ob_vis_dirty;
|
|
|
|
bool need_update;
|
|
bool geom_update;
|
|
uint shadow_caster_id;
|
|
} EEVEE_ObjectEngineData;
|
|
|
|
typedef struct EEVEE_WorldEngineData {
|
|
DrawData dd;
|
|
} EEVEE_WorldEngineData;
|
|
|
|
typedef struct EEVEE_CryptomatteSample {
|
|
float hash;
|
|
float weight;
|
|
} EEVEE_CryptomatteSample;
|
|
|
|
/* *********************************** */
|
|
|
|
typedef struct EEVEE_Data {
|
|
void *engine_type;
|
|
EEVEE_FramebufferList *fbl;
|
|
EEVEE_TextureList *txl;
|
|
EEVEE_PassList *psl;
|
|
EEVEE_StorageList *stl;
|
|
char info[GPU_INFO_SIZE];
|
|
} EEVEE_Data;
|
|
|
|
typedef struct EEVEE_PrivateData {
|
|
struct DRWShadingGroup *shadow_shgrp;
|
|
struct DRWShadingGroup *shadow_accum_shgrp;
|
|
struct DRWCallBuffer *planar_display_shgrp;
|
|
struct GHash *material_hash;
|
|
float background_alpha; /* TODO find a better place for this. */
|
|
/* Chosen lightcache: can come from Lookdev or the viewlayer. */
|
|
struct LightCache *light_cache;
|
|
/* For planar probes */
|
|
float planar_texel_size[2];
|
|
/* For double buffering */
|
|
bool view_updated;
|
|
bool valid_double_buffer;
|
|
bool valid_taa_history;
|
|
/* Render Matrices */
|
|
float studiolight_matrix[3][3];
|
|
float overscan, overscan_pixels;
|
|
float camtexcofac[4];
|
|
float size_orig[2];
|
|
|
|
/* Cached original camera when rendering for motion blur (see T79637). */
|
|
struct Object *cam_original_ob;
|
|
|
|
/* Mist Settings */
|
|
float mist_start, mist_inv_dist, mist_falloff;
|
|
|
|
/* Color Management */
|
|
bool use_color_render_settings;
|
|
|
|
/* Compiling shaders count. This is to track if a shader has finished compiling. */
|
|
int queued_shaders_count;
|
|
int queued_shaders_count_prev;
|
|
|
|
/* LookDev Settings */
|
|
int studiolight_index;
|
|
float studiolight_rot_z;
|
|
float studiolight_intensity;
|
|
int studiolight_cubemap_res;
|
|
float studiolight_glossy_clamp;
|
|
float studiolight_filter_quality;
|
|
|
|
/* Renderpasses */
|
|
/* Bitmask containing the active render_passes */
|
|
eViewLayerEEVEEPassType render_passes;
|
|
int aov_hash;
|
|
int num_aovs_used;
|
|
struct CryptomatteSession *cryptomatte_session;
|
|
bool cryptomatte_accurate_mode;
|
|
EEVEE_CryptomatteSample *cryptomatte_accum_buffer;
|
|
float *cryptomatte_download_buffer;
|
|
|
|
/* Uniform references that are referenced inside the `renderpass_pass`. They are updated
|
|
* to reuse the drawing pass and the shading group. */
|
|
int renderpass_type;
|
|
int renderpass_postprocess;
|
|
int renderpass_current_sample;
|
|
GPUTexture *renderpass_input;
|
|
GPUTexture *renderpass_col_input;
|
|
GPUTexture *renderpass_light_input;
|
|
GPUTexture *renderpass_transmittance_input;
|
|
/* Renderpass ubo reference used by material pass. */
|
|
struct GPUUniformBuf *renderpass_ubo;
|
|
/** For rendering shadows. */
|
|
struct DRWView *cube_views[6];
|
|
/** For rendering probes. */
|
|
struct DRWView *bake_views[6];
|
|
/** Same as bake_views but does not generate culling infos. */
|
|
struct DRWView *world_views[6];
|
|
/** For rendering planar reflections. */
|
|
struct DRWView *planar_views[MAX_PLANAR];
|
|
|
|
int render_timesteps;
|
|
int render_sample_count_per_timestep;
|
|
} EEVEE_PrivateData; /* Transient data */
|
|
|
|
/* eevee_data.c */
|
|
void EEVEE_motion_blur_data_init(EEVEE_MotionBlurData *mb);
|
|
void EEVEE_motion_blur_data_free(EEVEE_MotionBlurData *mb);
|
|
void EEVEE_view_layer_data_free(void *storage);
|
|
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
|
|
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer);
|
|
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
|
|
EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
|
|
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
|
|
EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData *mb,
|
|
Object *ob,
|
|
bool hair);
|
|
EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb,
|
|
Object *ob);
|
|
EEVEE_HairMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb, Object *ob);
|
|
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
|
|
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
|
|
EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob);
|
|
EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob);
|
|
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
|
|
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);
|
|
|
|
void eevee_id_update(void *vedata, ID *id);
|
|
|
|
/* eevee_materials.c */
|
|
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
|
|
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
EEVEE_StorageList *stl,
|
|
EEVEE_FramebufferList *fbl);
|
|
void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob,
|
|
bool *cast_shadow);
|
|
void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob,
|
|
bool *cast_shadow);
|
|
void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob,
|
|
bool *cast_shadow);
|
|
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_materials_free(void);
|
|
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
|
|
void EEVEE_material_renderpasses_init(EEVEE_Data *vedata);
|
|
void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
|
|
void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
|
|
struct GPUMaterial *gpumat,
|
|
EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
const int *ssr_id,
|
|
const float *refract_depth,
|
|
bool use_ssrefraction,
|
|
bool use_alpha_blend);
|
|
/* eevee_lights.c */
|
|
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]);
|
|
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
|
|
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_shadows.c */
|
|
void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh);
|
|
void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata);
|
|
void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, struct Object *ob);
|
|
void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
|
|
bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs);
|
|
void EEVEE_shadows_cascade_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
|
|
void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct DRWView *view);
|
|
void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index);
|
|
void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
DRWView *view,
|
|
int cascade_index);
|
|
void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
|
|
void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_sampling.c */
|
|
void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3]);
|
|
void EEVEE_sample_rectangle(int sample_ofs,
|
|
const float x_axis[3],
|
|
const float y_axis[3],
|
|
float size_x,
|
|
float size_y,
|
|
float rsample[3]);
|
|
void EEVEE_sample_ellipse(int sample_ofs,
|
|
const float x_axis[3],
|
|
const float y_axis[3],
|
|
float size_x,
|
|
float size_y,
|
|
float rsample[3]);
|
|
void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]);
|
|
|
|
/* eevee_shaders.c */
|
|
void EEVEE_shaders_material_shaders_init(void);
|
|
struct DRWShaderLibrary *EEVEE_shader_lib_get(void);
|
|
struct GPUShader *EEVEE_shaders_bloom_blit_get(bool high_quality);
|
|
struct GPUShader *EEVEE_shaders_bloom_downsample_get(bool high_quality);
|
|
struct GPUShader *EEVEE_shaders_bloom_upsample_get(bool high_quality);
|
|
struct GPUShader *EEVEE_shaders_bloom_resolve_get(bool high_quality);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_bokeh_get(void);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_setup_get(void);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_flatten_tiles_get(void);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_dilate_tiles_get(bool pass);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_downsample_get(void);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_reduce_get(bool is_copy_pass);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_gather_get(EEVEE_DofGatherPass pass, bool bokeh_tx);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_filter_get(void);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_scatter_get(bool is_foreground, bool bokeh_tx);
|
|
struct GPUShader *EEVEE_shaders_depth_of_field_resolve_get(bool use_bokeh_tx, bool use_hq_gather);
|
|
struct GPUShader *EEVEE_shaders_effect_color_copy_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_downsample_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_downsample_cube_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_minz_downlevel_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_maxz_downlevel_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_minz_downdepth_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_maxz_downdepth_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_minz_downdepth_layer_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_maxz_downdepth_layer_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_maxz_copydepth_layer_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_minz_copydepth_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_maxz_copydepth_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_mist_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_motion_blur_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_motion_blur_object_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_motion_blur_hair_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_expand_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_ambient_occlusion_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_ambient_occlusion_debug_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_reflection_trace_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_effect_reflection_resolve_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_renderpasses_post_process_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_cryptomatte_sh_get(bool is_hair);
|
|
struct GPUShader *EEVEE_shaders_shadow_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_shadow_accum_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_subsurface_first_pass_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_subsurface_second_pass_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_subsurface_translucency_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_volumes_clear_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_volumes_scatter_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_volumes_scatter_with_lights_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_volumes_integration_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum);
|
|
struct GPUShader *EEVEE_shaders_volumes_accum_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_ggx_lut_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_ggx_refraction_lut_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_studiolight_background_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_update_noise_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void);
|
|
struct GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects);
|
|
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma);
|
|
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo);
|
|
Material *EEVEE_material_default_diffuse_get(void);
|
|
Material *EEVEE_material_default_glossy_get(void);
|
|
Material *EEVEE_material_default_error_get(void);
|
|
World *EEVEE_world_default_get(void);
|
|
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options);
|
|
struct GPUMaterial *EEVEE_material_get(
|
|
EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options);
|
|
void EEVEE_shaders_free(void);
|
|
|
|
/* eevee_lightprobes.c */
|
|
bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data);
|
|
void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob);
|
|
void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_lightprobes_free(void);
|
|
|
|
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
GPUTexture *rt_color,
|
|
GPUTexture *rt_depth);
|
|
void EEVEE_lightbake_render_world(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUFrameBuffer *face_fb[6]);
|
|
void EEVEE_lightbake_render_scene(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUFrameBuffer *face_fb[6],
|
|
const float pos[3],
|
|
float near_clip,
|
|
float far_clip);
|
|
void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUTexture *rt_color,
|
|
struct GPUFrameBuffer *fb,
|
|
int probe_idx,
|
|
float intensity,
|
|
int maxlevel,
|
|
float filter_quality,
|
|
float firefly_fac);
|
|
void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUTexture *rt_color,
|
|
struct GPUFrameBuffer *fb,
|
|
int grid_offset,
|
|
float intensity);
|
|
void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUTexture *rt_depth,
|
|
struct GPUFrameBuffer *fb,
|
|
int grid_offset,
|
|
float clipsta,
|
|
float clipend,
|
|
float vis_range,
|
|
float vis_blur,
|
|
int vis_size);
|
|
|
|
void EEVEE_lightprobes_grid_data_from_object(Object *ob, EEVEE_LightGrid *egrid, int *offset);
|
|
void EEVEE_lightprobes_cube_data_from_object(Object *ob, EEVEE_LightProbe *eprobe);
|
|
void EEVEE_lightprobes_planar_data_from_object(Object *ob,
|
|
EEVEE_PlanarReflection *eplanar,
|
|
EEVEE_LightProbeVisTest *vis_test);
|
|
|
|
/* eevee_depth_of_field.c */
|
|
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
|
|
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
|
|
bool EEVEE_depth_of_field_jitter_get(EEVEE_EffectsInfo *effects,
|
|
float r_jitter[2],
|
|
float *r_focus_distance);
|
|
int EEVEE_depth_of_field_sample_count_get(EEVEE_EffectsInfo *effects,
|
|
int sample_count,
|
|
int *r_ring_count);
|
|
|
|
/* eevee_bloom.c */
|
|
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_bloom_draw(EEVEE_Data *vedata);
|
|
void EEVEE_bloom_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
|
|
void EEVEE_bloom_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_cryptomatte.c */
|
|
void EEVEE_cryptomatte_renderpasses_init(EEVEE_Data *vedata);
|
|
void EEVEE_cryptomatte_output_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
int tot_samples);
|
|
void EEVEE_cryptomatte_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_cryptomatte_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob);
|
|
void EEVEE_cryptomatte_particle_hair_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob);
|
|
void EEVEE_cryptomatte_object_hair_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob);
|
|
void EEVEE_cryptomatte_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_cryptomatte_update_passes(struct RenderEngine *engine,
|
|
struct Scene *scene,
|
|
struct ViewLayer *view_layer);
|
|
void EEVEE_cryptomatte_render_result(struct RenderLayer *rl,
|
|
const char *viewname,
|
|
const rcti *rect,
|
|
EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata);
|
|
void EEVEE_cryptomatte_store_metadata(EEVEE_Data *vedata, struct RenderResult *render_result);
|
|
void EEVEE_cryptomatte_free(EEVEE_Data *vedata);
|
|
|
|
/* eevee_occlusion.c */
|
|
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
uint tot_samples);
|
|
void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_occlusion_free(void);
|
|
|
|
/* eevee_screen_raytrace.c */
|
|
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_reflection_output_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
uint tot_samples);
|
|
void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_subsurface.c */
|
|
void EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
uint tot_samples);
|
|
void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
Material *ma,
|
|
DRWShadingGroup *shgrp,
|
|
struct GPUMaterial *gpumat);
|
|
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_motion_blur.c */
|
|
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_motion_blur_step_set(EEVEE_Data *vedata, int step);
|
|
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob);
|
|
void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
Object *ob,
|
|
struct ParticleSystem *psys,
|
|
struct ModifierData *md);
|
|
void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata);
|
|
void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata);
|
|
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
|
|
|
|
/* eevee_mist.c */
|
|
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_renderpasses.c */
|
|
void EEVEE_renderpasses_init(EEVEE_Data *vedata);
|
|
void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
uint tot_samples);
|
|
void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
bool post_effect);
|
|
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
eViewLayerEEVEEPassType renderpass_type,
|
|
int aov_index);
|
|
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
|
|
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);
|
|
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov);
|
|
|
|
/* eevee_temporal_sampling.c */
|
|
void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
|
|
void EEVEE_temporal_sampling_create_view(EEVEE_Data *vedata);
|
|
int EEVEE_temporal_sampling_sample_count_get(const Scene *scene, const EEVEE_StorageList *stl);
|
|
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_temporal_sampling_offset_calc(const double ht_point[2],
|
|
const float filter_size,
|
|
float r_offset[2]);
|
|
void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const double ht_point[2]);
|
|
void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata);
|
|
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
|
|
|
|
/* eevee_volumes.c */
|
|
void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample);
|
|
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct Scene *scene,
|
|
Object *ob);
|
|
void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
|
|
void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_volumes_free_smoke_textures(void);
|
|
void EEVEE_volumes_free(void);
|
|
|
|
/* eevee_effects.c */
|
|
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
Object *camera,
|
|
const bool minimal);
|
|
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_effects_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_effects_downsample_radiance_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src);
|
|
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
|
|
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
|
|
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
|
|
/* eevee_render.c */
|
|
bool EEVEE_render_init(EEVEE_Data *vedata,
|
|
struct RenderEngine *engine,
|
|
struct Depsgraph *depsgraph);
|
|
void EEVEE_render_view_sync(EEVEE_Data *vedata,
|
|
struct RenderEngine *engine,
|
|
struct Depsgraph *depsgraph);
|
|
void EEVEE_render_modules_init(EEVEE_Data *vedata,
|
|
struct RenderEngine *engine,
|
|
struct Depsgraph *depsgraph);
|
|
void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
|
|
void EEVEE_render_cache(void *vedata,
|
|
struct Object *ob,
|
|
struct RenderEngine *engine,
|
|
struct Depsgraph *depsgraph);
|
|
void EEVEE_render_draw(EEVEE_Data *vedata,
|
|
struct RenderEngine *engine,
|
|
struct RenderLayer *rl,
|
|
const struct rcti *rect);
|
|
void EEVEE_render_read_result(EEVEE_Data *vedata,
|
|
struct RenderEngine *engine,
|
|
struct RenderLayer *rl,
|
|
const rcti *rect);
|
|
void EEVEE_render_update_passes(struct RenderEngine *engine,
|
|
struct Scene *scene,
|
|
struct ViewLayer *view_layer);
|
|
|
|
/** eevee_lookdev.c */
|
|
void EEVEE_lookdev_init(EEVEE_Data *vedata);
|
|
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
DRWPass *pass,
|
|
EEVEE_LightProbesInfo *pinfo,
|
|
DRWShadingGroup **r_shgrp);
|
|
void EEVEE_lookdev_draw(EEVEE_Data *vedata);
|
|
|
|
/** eevee_engine.c */
|
|
void EEVEE_cache_populate(void *vedata, Object *ob);
|
|
|
|
/** eevee_lut_gen.c */
|
|
float *EEVEE_lut_update_ggx_brdf(int lut_size);
|
|
float *EEVEE_lut_update_ggx_btdf(int lut_size, int lut_depth);
|
|
|
|
/* Shadow Matrix */
|
|
static const float texcomat[4][4] = {
|
|
/* From NDC to TexCo */
|
|
{0.5f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.5f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.5f, 0.0f},
|
|
{0.5f, 0.5f, 0.5f, 1.0f},
|
|
};
|
|
|
|
/* Cube-map Matrices */
|
|
static const float cubefacemat[6][4][4] = {
|
|
/* Pos X */
|
|
{{0.0f, 0.0f, -1.0f, 0.0f},
|
|
{0.0f, -1.0f, 0.0f, 0.0f},
|
|
{-1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
/* Neg X */
|
|
{{0.0f, 0.0f, 1.0f, 0.0f},
|
|
{0.0f, -1.0f, 0.0f, 0.0f},
|
|
{1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
/* Pos Y */
|
|
{{1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, -1.0f, 0.0f},
|
|
{0.0f, 1.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
/* Neg Y */
|
|
{{1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 1.0f, 0.0f},
|
|
{0.0f, -1.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
/* Pos Z */
|
|
{{1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, -1.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, -1.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
/* Neg Z */
|
|
{{-1.0f, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, -1.0f, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 1.0f, 0.0f},
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|