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blender-archive/source/blender/draw/engines/eevee/eevee_shadows_cube.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup EEVEE
*/
#include "eevee_private.h"
void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, Object *ob)
{
if (linfo->cube_len >= MAX_SHADOW_CUBE) {
return;
}
const Light *la = (Light *)ob->data;
EEVEE_Shadow *sh_data = linfo->shadow_data + linfo->shadow_len;
/* Always update dupli lights as EEVEE_LightEngineData is not saved.
* Same issue with dupli shadow casters. */
bool update = (ob->base_flag & BASE_FROM_DUPLI) != 0;
if (!update) {
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
if (led->need_update) {
update = true;
led->need_update = false;
}
}
if (update) {
BLI_BITMAP_ENABLE(&linfo->sh_cube_update[0], linfo->cube_len);
}
sh_data->near = max_ff(la->clipsta, 1e-8f);
sh_data->bias = max_ff(la->bias * 0.05f, 0.0f);
eevee_contact_shadow_setup(la, sh_data);
/* Saving light bounds for later. */
BoundSphere *cube_bound = linfo->shadow_bounds + linfo->cube_len;
copy_v3_v3(cube_bound->center, evli->position);
cube_bound->radius = sqrt(1.0f / evli->invsqrdist);
linfo->shadow_cube_light_indices[linfo->cube_len] = linfo->num_light;
evli->shadow_id = linfo->shadow_len++;
sh_data->type_data_id = linfo->cube_len++;
/* Same as linfo->cube_len, no need to save. */
linfo->num_cube_layer++;
}
static void shadow_cube_random_position_set(const EEVEE_Light *evli,
int sample_ofs,
float ws_sample_pos[3])
{
float jitter[3];
#ifdef DEBUG_SHADOW_DISTRIBUTION
int i = 0;
start:
#else
int i = sample_ofs;
#endif
switch ((int)evli->light_type) {
case LA_AREA:
EEVEE_sample_rectangle(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter);
break;
case (int)LAMPTYPE_AREA_ELLIPSE:
EEVEE_sample_ellipse(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter);
break;
default:
EEVEE_sample_ball(i, evli->radius, jitter);
}
#ifdef DEBUG_SHADOW_DISTRIBUTION
float p[3];
add_v3_v3v3(p, jitter, ws_sample_pos);
DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f});
if (i++ < sample_ofs) {
goto start;
}
#endif
add_v3_v3(ws_sample_pos, jitter);
}
/* Return true if sample has changed and light needs to be updated. */
bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs)
{
EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id;
EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + (int)shdw_data->type_data_id;
eevee_light_matrix_get(evli, cube_data->shadowmat);
shdw_data->far = max_ff(sqrt(1.0f / evli->invsqrdist), 3e-4);
shdw_data->near = min_ff(shdw_data->near, shdw_data->far - 1e-4);
bool update = false;
if (linfo->soft_shadows) {
shadow_cube_random_position_set(evli, sample_ofs, cube_data->shadowmat[3]);
/* Update if position changes (avoid infinite update if soft shadows does not move).
* Other changes are caught by depsgraph tagging. This one is for update between samples. */
update = !compare_v3v3(cube_data->shadowmat[3], cube_data->position, 1e-10f);
/**
* Anti-Aliasing jitter: Add random rotation.
*
* The 2.0 factor is because texel angular size is not even across the cube-map,
* so we make the rotation range a bit bigger.
* This will not blur the shadow even if the spread is too big since we are just
* rotating the shadow cube-map.
* Note that this may be a rough approximation an may not converge to a perfectly
* smooth shadow (because sample distribution is quite non-uniform) but is enough
* in practice.
**/
/* NOTE: this has implication for spotlight rendering optimization
* (see EEVEE_shadows_draw_cubemap). */
float angular_texel_size = 2.0f * DEG2RADF(90) / (float)linfo->shadow_cube_size;
EEVEE_random_rotation_m4(sample_ofs, angular_texel_size, cube_data->shadowmat);
}
copy_v3_v3(cube_data->position, cube_data->shadowmat[3]);
invert_m4(cube_data->shadowmat);
return update;
}
static void eevee_ensure_cube_views(
float near, float far, int cube_res, const float viewmat[4][4], DRWView *view[6])
{
float winmat[4][4];
float side = near;
/* TODO shadowcube array. */
if (true) {
/* This half texel offset is used to ensure correct filtering between faces. */
/* FIXME: This exhibit float precision issue with lower cube_res.
* But it seems to be caused by the perspective_m4. */
side *= ((float)cube_res + 1.0f) / (float)(cube_res);
}
perspective_m4(winmat, -side, side, -side, side, near, far);
for (int i = 0; i < 6; i++) {
float tmp[4][4];
mul_m4_m4m4(tmp, cubefacemat[i], viewmat);
if (view[i] == NULL) {
view[i] = DRW_view_create(tmp, winmat, NULL, NULL, NULL);
}
else {
DRW_view_update(view[i], tmp, winmat, NULL, NULL);
}
}
}
/* Does a spot angle fits a single cubeface. */
static bool spot_angle_fit_single_face(const EEVEE_Light *evli)
{
/* alpha = spot/cone half angle. */
/* beta = scaled spot/cone half angle. */
float cos_alpha = evli->spotsize;
float sin_alpha = sqrtf(max_ff(0.0f, 1.0f - cos_alpha * cos_alpha));
float cos_beta = min_ff(cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizex),
cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizey));
/* Don't use 45 degrees because AA jitter can offset the face. */
return cos_beta > cosf(DEG2RADF(42.0f));
}
void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PrivateData *g_data = stl->g_data;
EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_Light *evli = linfo->light_data + linfo->shadow_cube_light_indices[cube_index];
EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id;
EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + (int)shdw_data->type_data_id;
eevee_ensure_cube_views(shdw_data->near,
shdw_data->far,
linfo->shadow_cube_size,
cube_data->shadowmat,
g_data->cube_views);
/* Render shadow cube */
/* Render 6 faces separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
* outweigh the instancing overhead. which is rarely the case. */
for (int j = 0; j < 6; j++) {
/* Optimization: Only render the needed faces. */
/* Skip all but -Z face. */
if (evli->light_type == LA_SPOT && j != 5 && spot_angle_fit_single_face(evli)) {
continue;
}
/* Skip +Z face. */
if (evli->light_type != LA_LOCAL && j == 4) {
continue;
}
/* TODO(fclem) some cube sides can be invisible in the main views. Cull them. */
// if (frustum_intersect(g_data->cube_views[j], main_view))
// continue;
DRW_view_set_active(g_data->cube_views[j]);
int layer = cube_index * 6 + j;
GPU_framebuffer_texture_layer_attach(sldata->shadow_fb, sldata->shadow_cube_pool, 0, layer, 0);
GPU_framebuffer_bind(sldata->shadow_fb);
GPU_framebuffer_clear_depth(sldata->shadow_fb, 1.0f);
DRW_draw_pass(psl->shadow_pass);
}
BLI_BITMAP_SET(&linfo->sh_cube_update[0], cube_index, false);
}