-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
		
			
				
	
	
		
			576 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			576 lines
		
	
	
		
			19 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_lights.c
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 *  \ingroup DNA
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 */
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#include "DRW_render.h"
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#include "eevee_engine.h"
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#include "eevee_private.h"
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typedef struct EEVEE_LightData {
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	short light_id, shadow_id;
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} EEVEE_LightData;
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typedef struct EEVEE_ShadowCubeData {
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	short light_id, shadow_id;
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	float viewprojmat[6][4][4];
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} EEVEE_ShadowCubeData;
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typedef struct EEVEE_ShadowMapData {
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	short light_id, shadow_id;
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	float viewprojmat[4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
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} EEVEE_ShadowMapData;
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typedef struct EEVEE_ShadowCascadeData {
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	short light_id, shadow_id;
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	float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
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} EEVEE_ShadowCascadeData;
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/* *********** FUNCTIONS *********** */
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void EEVEE_lights_init(EEVEE_StorageList *stl)
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{
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	const unsigned int shadow_ubo_size = sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE +
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	                                     sizeof(EEVEE_ShadowMap) * MAX_SHADOW_MAP +
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	                                     sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;
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	if (!stl->lamps) {
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		stl->lamps              = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
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		stl->light_ubo          = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
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		stl->shadow_ubo         = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
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		stl->shadow_render_ubo  = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
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	}
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}
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void EEVEE_lights_cache_init(EEVEE_StorageList *stl)
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{
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	EEVEE_LampsInfo *linfo = stl->lamps;
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	linfo->num_light = linfo->num_cube = linfo->num_map = linfo->num_cascade = 0;
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	memset(linfo->light_ref, 0, sizeof(linfo->light_ref));
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	memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref));
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	memset(linfo->shadow_map_ref, 0, sizeof(linfo->shadow_map_ref));
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	memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref));
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}
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void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob)
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{
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	EEVEE_LampsInfo *linfo = stl->lamps;
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	/* Step 1 find all lamps in the scene and setup them */
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	if (linfo->num_light > MAX_LIGHT) {
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		printf("Too much lamps in the scene !!!\n");
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		linfo->num_light = MAX_LIGHT;
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	}
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	else {
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		Lamp *la = (Lamp *)ob->data;
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		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
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		DRW_lamp_engine_data_free((void *)led);
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#if 0 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */
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		if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {
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			if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) {
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				led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData");
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				((EEVEE_ShadowCascadeData *)led->sto)->shadow_id = linfo->num_cascade;
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				linfo->shadow_cascade_ref[linfo->num_cascade] = ob;
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				linfo->num_cascade++;
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			}
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			else if ((la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA)
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			          && linfo->num_cube < MAX_SHADOW_CUBE) {
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				led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCubeData), "EEVEE_ShadowCubeData");
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				((EEVEE_ShadowCubeData *)led->sto)->shadow_id = linfo->num_cube;
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				linfo->shadow_cube_ref[linfo->num_cube] = ob;
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				linfo->num_cube++;
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			}
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		}
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#else
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		UNUSED_VARS(la);
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#endif
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		if (!led->sto) {
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			led->sto = MEM_mallocN(sizeof(EEVEE_LightData), "EEVEE_LightData");
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			((EEVEE_LightData *)led->sto)->shadow_id = -1;
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		}
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		((EEVEE_LightData *)led->sto)->light_id = linfo->num_light;
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		linfo->light_ref[linfo->num_light] = ob;
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		linfo->num_light++;
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	}
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}
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void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, EEVEE_FramebufferList *fbl)
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{
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	EEVEE_LampsInfo *linfo = stl->lamps;
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	/* Step 4 Update Lamp UBOs */
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	EEVEE_lights_update(stl);
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	/* Step 5 Setup enough layers */
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	/* Free textures if number mismatch */
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	if (linfo->num_cube != linfo->cache_num_cube) {
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		DRW_TEXTURE_FREE_SAFE(txl->shadow_depth_cube_pool);
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		linfo->cache_num_cube = linfo->num_cube;
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	}
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	if (linfo->num_map != linfo->cache_num_map) {
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		DRW_TEXTURE_FREE_SAFE(txl->shadow_depth_map_pool);
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		linfo->cache_num_map = linfo->num_map;
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	}
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	if (linfo->num_cascade != linfo->cache_num_cascade) {
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		DRW_TEXTURE_FREE_SAFE(txl->shadow_depth_cascade_pool);
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		linfo->cache_num_cascade = linfo->num_cascade;
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	}
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	/* Initialize Textures Arrays first so DRW_framebuffer_init just bind them */
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	if (!txl->shadow_depth_cube_pool) {
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		txl->shadow_depth_cube_pool = DRW_texture_create_2D_array(
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		        512, 512, max_ff(1, linfo->num_cube * 6), DRW_TEX_DEPTH_24,
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		        DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
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		if (fbl->shadow_cube_fb) {
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			DRW_framebuffer_texture_attach(fbl->shadow_cube_fb, txl->shadow_depth_cube_pool, 0, 0);
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		}
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	}
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	if (!txl->shadow_depth_map_pool) {
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		txl->shadow_depth_map_pool = DRW_texture_create_2D_array(
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		        512, 512, max_ff(1, linfo->num_map), DRW_TEX_DEPTH_24,
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		        DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
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		if (fbl->shadow_map_fb) {
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			DRW_framebuffer_texture_attach(fbl->shadow_map_fb, txl->shadow_depth_map_pool, 0, 0);
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		}
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	}
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	if (!txl->shadow_depth_cascade_pool) {
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		txl->shadow_depth_cascade_pool = DRW_texture_create_2D_array(
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		        512, 512, max_ff(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24,
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		        DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
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		if (fbl->shadow_cascade_fb) {
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			DRW_framebuffer_texture_attach(fbl->shadow_cascade_fb, txl->shadow_depth_map_pool, 0, 0);
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		}
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	}
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	DRWFboTexture tex_cube = {&txl->shadow_depth_cube_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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	DRW_framebuffer_init(&fbl->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1);
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	DRWFboTexture tex_map = {&txl->shadow_depth_map_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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	DRW_framebuffer_init(&fbl->shadow_map_fb, &draw_engine_eevee_type, 512, 512, &tex_map, 1);
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	DRWFboTexture tex_cascade = {&txl->shadow_depth_cascade_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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	DRW_framebuffer_init(&fbl->shadow_cascade_fb, &draw_engine_eevee_type, 512, 512, &tex_cascade, 1);
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}
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/* Update buffer with lamp data */
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static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
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{
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	/* TODO only update if data changes */
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	EEVEE_LightData *evld = led->sto;
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	EEVEE_Light *evli = linfo->light_data + evld->light_id;
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	Lamp *la = (Lamp *)ob->data;
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	float mat[4][4], scale[3], power;
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	/* Position */
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	copy_v3_v3(evli->position, ob->obmat[3]);
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	/* Color */
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	srgb_to_linearrgb_v3_v3(evli->color, &la->r);
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	/* Influence Radius */
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	evli->dist = la->dist;
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	/* Vectors */
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	normalize_m4_m4_ex(mat, ob->obmat, scale);
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	copy_v3_v3(evli->forwardvec, mat[2]);
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	normalize_v3(evli->forwardvec);
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	negate_v3(evli->forwardvec);
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	copy_v3_v3(evli->rightvec, mat[0]);
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	normalize_v3(evli->rightvec);
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	copy_v3_v3(evli->upvec, mat[1]);
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	normalize_v3(evli->upvec);
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	/* Spot size & blend */
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	if (la->type == LA_SPOT) {
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		evli->sizex = scale[0] / scale[2];
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		evli->sizey = scale[1] / scale[2];
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		evli->spotsize = cosf(la->spotsize * 0.5f);
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		evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
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		evli->radius = max_ff(0.001f, la->area_size);
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	}
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	else if (la->type == LA_AREA) {
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		evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f);
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		if (la->area_shape == LA_AREA_RECT) {
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			evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f);
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		}
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		else {
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			evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f);
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		}
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	}
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	else {
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		evli->radius = max_ff(0.001f, la->area_size);
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	}
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	/* Make illumination power constant */
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	if (la->type == LA_AREA) {
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		power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */
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		        * 80.0f; /* XXX : Empirical, Fit cycles power */
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	}
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	else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
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		power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */
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		        * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
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		/* for point lights (a.k.a radius == 0.0) */
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		// power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
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	}
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	else {
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		power = 1.0f;
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	}
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	mul_v3_fl(evli->color, power * la->energy);
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	/* Lamp Type */
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	evli->lamptype = (float)la->type;
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	/* No shadow by default */
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	evli->shadowid = -1.0f;
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}
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static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
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{
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	float projmat[4][4];
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	EEVEE_ShadowCubeData *evsmp = (EEVEE_ShadowCubeData *)led->sto;
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	EEVEE_Light *evli = linfo->light_data + evsmp->light_id;
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	EEVEE_ShadowCube *evsh = linfo->shadow_cube_data + evsmp->shadow_id;
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	Lamp *la = (Lamp *)ob->data;
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	perspective_m4(projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
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	for (int i = 0; i < 6; ++i) {
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		float tmp[4][4];
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		unit_m4(tmp);
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		negate_v3_v3(tmp[3], ob->obmat[3]);
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		mul_m4_m4m4(tmp, cubefacemat[i], tmp);
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		mul_m4_m4m4(evsmp->viewprojmat[i], projmat, tmp);
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	}
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	evsh->bias = 0.05f * la->bias;
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	evsh->near = la->clipsta;
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	evsh->far = la->clipend;
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	evli->shadowid = (float)(evsmp->shadow_id);
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}
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static void eevee_shadow_map_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
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{
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	float viewmat[4][4], projmat[4][4];
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	EEVEE_ShadowMapData *evsmp = (EEVEE_ShadowMapData *)led->sto;
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	EEVEE_Light *evli = linfo->light_data + evsmp->light_id;
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	EEVEE_ShadowMap *evsh = linfo->shadow_map_data + evsmp->shadow_id;
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	Lamp *la = (Lamp *)ob->data;
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	invert_m4_m4(viewmat, ob->obmat);
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	normalize_v3(viewmat[0]);
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	normalize_v3(viewmat[1]);
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	normalize_v3(viewmat[2]);
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	float wsize = la->shadow_frustum_size;
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	orthographic_m4(projmat, -wsize, wsize, -wsize, wsize, la->clipsta, la->clipend);
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	mul_m4_m4m4(evsmp->viewprojmat, projmat, viewmat);
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	mul_m4_m4m4(evsh->shadowmat, texcomat, evsmp->viewprojmat);
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	evsh->bias = 0.005f * la->bias;
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	evli->shadowid = (float)(MAX_SHADOW_CUBE + evsmp->shadow_id);
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}
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#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
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static void frustum_min_bounding_sphere(const float corners[8][4], float r_center[3], float *r_radius)
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{
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#if 0 /* Simple solution but waist too much space. */
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	float minvec[3], maxvec[3];
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	/* compute the bounding box */
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	INIT_MINMAX(minvec, maxvec);
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	for (int i = 0; i < 8; ++i)	{
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		minmax_v3v3_v3(minvec, maxvec, corners[i]);
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	}
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	/* compute the bounding sphere of this box */
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	r_radius = len_v3v3(minvec, maxvec) * 0.5f;
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	add_v3_v3v3(r_center, minvec, maxvec);
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	mul_v3_fl(r_center, 0.5f);
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#else
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	/* Make the bouding sphere always centered on the front diagonal */
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	add_v3_v3v3(r_center, corners[4], corners[7]);
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	mul_v3_fl(r_center, 0.5f);
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	*r_radius = len_v3v3(corners[0], r_center);
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	/* Search the largest distance between the sphere center
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	 * and the front plane corners. */
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	for (int i = 0; i < 4; ++i) {
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		float rad = len_v3v3(corners[4+i], r_center);
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		if (rad > *r_radius) {
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			*r_radius = rad;
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		}
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	}
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#endif
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}
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static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
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{
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	/* Camera Matrices */
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	float persmat[4][4], persinv[4][4];
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	float viewprojmat[4][4], projinv[4][4];
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	float near, far;
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	float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f};
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	float far_v[4] = {0.0f, 0.0f,  1.0f, 1.0f};
 | 
						|
	bool is_persp = DRW_viewport_is_persp_get();
 | 
						|
	DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
 | 
						|
	invert_m4_m4(persinv, persmat);
 | 
						|
	/* FIXME : Get near / far from Draw manager? */
 | 
						|
	DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN);
 | 
						|
	invert_m4_m4(projinv, viewprojmat);
 | 
						|
	mul_m4_v4(projinv, near_v);
 | 
						|
	mul_m4_v4(projinv, far_v);
 | 
						|
	near = near_v[2];
 | 
						|
	far = far_v[2]; /* TODO: Should be a shadow parameter */
 | 
						|
	if (is_persp) {
 | 
						|
		near /= near_v[3];
 | 
						|
		far /= far_v[3];
 | 
						|
	}
 | 
						|
 | 
						|
	/* Lamps Matrices */
 | 
						|
	float viewmat[4][4], projmat[4][4];
 | 
						|
	int cascade_ct = MAX_CASCADE_NUM;
 | 
						|
	float shadow_res = 512.0f; /* TODO parameter */
 | 
						|
 | 
						|
	EEVEE_ShadowCascadeData *evscp = (EEVEE_ShadowCascadeData *)led->sto;
 | 
						|
	EEVEE_Light *evli = linfo->light_data + evscp->light_id;
 | 
						|
	EEVEE_ShadowCascade *evsh = linfo->shadow_cascade_data + evscp->shadow_id;
 | 
						|
	Lamp *la = (Lamp *)ob->data;
 | 
						|
 | 
						|
	/* The technique consists into splitting
 | 
						|
	 * the view frustum into several sub-frustum
 | 
						|
	 * that are individually receiving one shadow map */
 | 
						|
 | 
						|
	/* init near/far */
 | 
						|
	for (int c = 0; c < MAX_CASCADE_NUM; ++c) {
 | 
						|
		evsh->split[c] = far;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Compute split planes */
 | 
						|
	float splits_ndc[MAX_CASCADE_NUM + 1];
 | 
						|
	splits_ndc[0] = -1.0f;
 | 
						|
	splits_ndc[cascade_ct] = 1.0f;
 | 
						|
	for (int c = 1; c < cascade_ct; ++c) {
 | 
						|
		const float lambda = 0.8f; /* TODO : Parameter */
 | 
						|
 | 
						|
		/* View Space */
 | 
						|
		float linear_split = LERP(((float)(c) / (float)cascade_ct), near, far);
 | 
						|
		float exp_split = near * powf(far / near, (float)(c) / (float)cascade_ct);
 | 
						|
 | 
						|
		if (is_persp) {
 | 
						|
			evsh->split[c-1] = LERP(lambda, linear_split, exp_split);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			evsh->split[c-1] = linear_split;
 | 
						|
		}
 | 
						|
 | 
						|
		/* NDC Space */
 | 
						|
		float p[4] = {1.0f, 1.0f, evsh->split[c-1], 1.0f};
 | 
						|
		mul_m4_v4(viewprojmat, p);
 | 
						|
		splits_ndc[c] = p[2];
 | 
						|
 | 
						|
		if (is_persp) {
 | 
						|
			splits_ndc[c] /= p[3];
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* For each cascade */
 | 
						|
	for (int c = 0; c < cascade_ct; ++c) {
 | 
						|
		/* Given 8 frustrum corners */
 | 
						|
		float corners[8][4] = {
 | 
						|
			/* Near Cap */
 | 
						|
			{-1.0f, -1.0f, splits_ndc[c], 1.0f},
 | 
						|
			{ 1.0f, -1.0f, splits_ndc[c], 1.0f},
 | 
						|
			{-1.0f,  1.0f, splits_ndc[c], 1.0f},
 | 
						|
			{ 1.0f,  1.0f, splits_ndc[c], 1.0f},
 | 
						|
			/* Far Cap */
 | 
						|
			{-1.0f, -1.0f, splits_ndc[c+1], 1.0f},
 | 
						|
			{ 1.0f, -1.0f, splits_ndc[c+1], 1.0f},
 | 
						|
			{-1.0f,  1.0f, splits_ndc[c+1], 1.0f},
 | 
						|
			{ 1.0f,  1.0f, splits_ndc[c+1], 1.0f}
 | 
						|
		};
 | 
						|
 | 
						|
		/* Transform them into world space */
 | 
						|
		for (int i = 0; i < 8; ++i)	{
 | 
						|
			mul_m4_v4(persinv, corners[i]);
 | 
						|
			mul_v3_fl(corners[i], 1.0f / corners[i][3]);
 | 
						|
			corners[i][3] = 1.0f;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Project them into light space */
 | 
						|
		invert_m4_m4(viewmat, ob->obmat);
 | 
						|
		normalize_v3(viewmat[0]);
 | 
						|
		normalize_v3(viewmat[1]);
 | 
						|
		normalize_v3(viewmat[2]);
 | 
						|
 | 
						|
		for (int i = 0; i < 8; ++i)	{
 | 
						|
			mul_m4_v4(viewmat, corners[i]);
 | 
						|
		}
 | 
						|
 | 
						|
		float center[3], radius;
 | 
						|
		frustum_min_bounding_sphere(corners, center, &radius);
 | 
						|
 | 
						|
		/* Snap projection center to nearest texel to cancel shimering. */
 | 
						|
		float shadow_origin[2], shadow_texco[2];
 | 
						|
		mul_v2_v2fl(shadow_origin, center, shadow_res / (2.0f * radius)); /* Light to texture space. */
 | 
						|
 | 
						|
		/* Find the nearest texel. */
 | 
						|
		shadow_texco[0] = round(shadow_origin[0]);
 | 
						|
		shadow_texco[1] = round(shadow_origin[1]);
 | 
						|
 | 
						|
		/* Compute offset. */
 | 
						|
		sub_v2_v2(shadow_texco, shadow_origin);
 | 
						|
		mul_v2_fl(shadow_texco, (2.0f * radius) / shadow_res); /* Texture to light space. */
 | 
						|
 | 
						|
		/* Apply offset. */
 | 
						|
		add_v2_v2(center, shadow_texco);
 | 
						|
 | 
						|
		/* Expand the projection to cover frustum range */
 | 
						|
		orthographic_m4(projmat,
 | 
						|
		                center[0] - radius,
 | 
						|
		                center[0] + radius,
 | 
						|
		                center[1] - radius,
 | 
						|
		                center[1] + radius,
 | 
						|
		                la->clipsta, la->clipend);
 | 
						|
 | 
						|
		mul_m4_m4m4(evscp->viewprojmat[c], projmat, viewmat);
 | 
						|
		mul_m4_m4m4(evsh->shadowmat[c], texcomat, evscp->viewprojmat[c]);
 | 
						|
 | 
						|
		/* TODO modify bias depending on the cascade radius */
 | 
						|
		evsh->bias[c] = 0.005f * la->bias;
 | 
						|
	}
 | 
						|
 | 
						|
	evli->shadowid = (float)(MAX_SHADOW_CUBE + MAX_SHADOW_MAP + evscp->shadow_id);
 | 
						|
}
 | 
						|
 | 
						|
void EEVEE_lights_update(EEVEE_StorageList *stl)
 | 
						|
{
 | 
						|
	EEVEE_LampsInfo *linfo = stl->lamps;
 | 
						|
	Object *ob;
 | 
						|
	int i;
 | 
						|
 | 
						|
	for (i = 0; (ob = linfo->light_ref[i]) && (i < MAX_LIGHT); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		eevee_light_setup(ob, linfo, led);
 | 
						|
	}
 | 
						|
 | 
						|
	for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		eevee_shadow_cube_setup(ob, linfo, led);
 | 
						|
	}
 | 
						|
 | 
						|
	for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		eevee_shadow_map_setup(ob, linfo, led);
 | 
						|
	}
 | 
						|
 | 
						|
	for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		eevee_shadow_cascade_setup(ob, linfo, led);
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_uniformbuffer_update(stl->light_ubo, &linfo->light_data);
 | 
						|
	DRW_uniformbuffer_update(stl->shadow_ubo, &linfo->shadow_cube_data); /* Update all data at once */
 | 
						|
}
 | 
						|
 | 
						|
/* this refresh lamps shadow buffers */
 | 
						|
void EEVEE_draw_shadows(EEVEE_Data *vedata)
 | 
						|
{
 | 
						|
	EEVEE_PassList *psl = vedata->psl;
 | 
						|
	EEVEE_StorageList *stl = vedata->stl;
 | 
						|
	EEVEE_FramebufferList *fbl = vedata->fbl;
 | 
						|
	EEVEE_LampsInfo *linfo = stl->lamps;
 | 
						|
	Object *ob;
 | 
						|
	int i;
 | 
						|
 | 
						|
	/* Cube Shadow Maps */
 | 
						|
	/* For old hardware support, we render each face of the shadow map
 | 
						|
	 * onto 6 layer of a big 2D texture array and sample manualy the right layer
 | 
						|
	 * in the fragment shader. */
 | 
						|
	DRW_framebuffer_bind(fbl->shadow_cube_fb);
 | 
						|
	DRW_framebuffer_clear(false, true, false, NULL, 1.0);
 | 
						|
 | 
						|
	/* Render each shadow to one layer of the array */
 | 
						|
	for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		EEVEE_ShadowCubeData *evscd = (EEVEE_ShadowCubeData *)led->sto;
 | 
						|
		EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
 | 
						|
 | 
						|
		srd->layer = i;
 | 
						|
		for (int j = 0; j < 6; ++j) {
 | 
						|
			copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
 | 
						|
		}
 | 
						|
		DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
 | 
						|
 | 
						|
		DRW_draw_pass(psl->shadow_cube_pass);
 | 
						|
	}
 | 
						|
 | 
						|
#if 0
 | 
						|
	/* Standard Shadow Maps */
 | 
						|
	DRW_framebuffer_bind(fbl->shadow_map_fb);
 | 
						|
	DRW_framebuffer_clear(false, true, false, NULL, 1.0);
 | 
						|
 | 
						|
	/* Render each shadow to one layer of the array */
 | 
						|
	for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		EEVEE_ShadowMapData *evsmd = (EEVEE_ShadowMapData *)led->sto;
 | 
						|
 | 
						|
		linfo->layer = i;
 | 
						|
		copy_m4_m4(linfo->shadowmat, evsmd->viewprojmat);
 | 
						|
		DRW_draw_pass(vedata->psl->shadow_pass);
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	/* Cascaded Shadow Maps */
 | 
						|
	DRW_framebuffer_bind(fbl->shadow_cascade_fb);
 | 
						|
	DRW_framebuffer_clear(false, true, false, NULL, 1.0);
 | 
						|
 | 
						|
	/* Render each shadow to one layer of the array */
 | 
						|
	for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
 | 
						|
		EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
 | 
						|
		EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->sto;
 | 
						|
		EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
 | 
						|
 | 
						|
		srd->layer = i;
 | 
						|
		for (int j = 0; j < MAX_CASCADE_NUM; ++j) {
 | 
						|
			copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
 | 
						|
		}
 | 
						|
		DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
 | 
						|
 | 
						|
		DRW_draw_pass(psl->shadow_cascade_pass);
 | 
						|
	}
 | 
						|
}
 |