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blender-archive/source/blender/draw/engines/eevee/eevee_lights.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 2016, Blender Foundation.
*/
/** \file
* \ingroup DNA
*/
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_rand.h"
#include "BLI_rect.h"
#include "BKE_object.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#define SHADOW_CASTER_ALLOC_CHUNK 16
// #define DEBUG_CSM
// #define DEBUG_SHADOW_DISTRIBUTION
static struct {
struct GPUShader *shadow_sh;
struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX];
struct GPUShader *shadow_store_cube_high_sh[SHADOW_METHOD_MAX];
struct GPUShader *shadow_store_cascade_sh[SHADOW_METHOD_MAX];
struct GPUShader *shadow_store_cascade_high_sh[SHADOW_METHOD_MAX];
struct GPUShader *shadow_copy_cube_sh[SHADOW_METHOD_MAX];
struct GPUShader *shadow_copy_cascade_sh[SHADOW_METHOD_MAX];
} e_data = {NULL}; /* Engine data */
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_frag_glsl[];
extern char datatoc_shadow_store_frag_glsl[];
extern char datatoc_shadow_copy_frag_glsl[];
extern char datatoc_concentric_samples_lib_glsl[];
/* Prototypes */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli);
static float light_attenuation_radius_get(Light *la, float light_threshold);
/* *********** LIGHT BITS *********** */
static void lightbits_set_single(EEVEE_LightBits *bitf, uint idx, bool val)
{
if (val) {
bitf->fields[idx / 8] |= (1 << (idx % 8));
}
else {
bitf->fields[idx / 8] &= ~(1 << (idx % 8));
}
}
static void lightbits_set_all(EEVEE_LightBits *bitf, bool val)
{
memset(bitf, (val) ? 0xFF : 0x00, sizeof(EEVEE_LightBits));
}
static void lightbits_or(EEVEE_LightBits *r, const EEVEE_LightBits *v)
{
for (int i = 0; i < MAX_LIGHTBITS_FIELDS; ++i) {
r->fields[i] |= v->fields[i];
}
}
static bool lightbits_get(const EEVEE_LightBits *r, uint idx)
{
return r->fields[idx / 8] & (1 << (idx % 8));
}
static void lightbits_convert(
EEVEE_LightBits *r, const EEVEE_LightBits *bitf, const int *light_bit_conv_table, uint table_length)
{
for (int i = 0; i < table_length; ++i) {
if (lightbits_get(bitf, i) != 0) {
if (light_bit_conv_table[i] >= 0) {
r->fields[i / 8] |= (1 << (i % 8));
}
}
}
}
/* *********** FUNCTIONS *********** */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
{
const uint shadow_ubo_size = sizeof(EEVEE_Shadow) * MAX_SHADOW +
sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE +
sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
if (!e_data.shadow_sh) {
e_data.shadow_sh = DRW_shader_create(
datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
}
if (!sldata->lights) {
sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo");
sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
for (int i = 0; i < 2; ++i) {
sldata->shcasters_buffers[i].shadow_casters = MEM_callocN(sizeof(EEVEE_ShadowCaster) * SHADOW_CASTER_ALLOC_CHUNK, "EEVEE_ShadowCaster buf");
sldata->shcasters_buffers[i].flags = MEM_callocN(sizeof(sldata->shcasters_buffers[0].flags) * SHADOW_CASTER_ALLOC_CHUNK, "EEVEE_shcast_buffer flags buf");
sldata->shcasters_buffers[i].alloc_count = SHADOW_CASTER_ALLOC_CHUNK;
sldata->shcasters_buffers[i].count = 0;
}
sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1];
}
/* Flip buffers */
SWAP(EEVEE_ShadowCasterBuffer *, sldata->lights->shcaster_frontbuffer, sldata->lights->shcaster_backbuffer);
const int sh_method = scene_eval->eevee.shadow_method;
int sh_cube_size = scene_eval->eevee.shadow_cube_size;
int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
EEVEE_LightsInfo *linfo = sldata->lights;
if ((linfo->shadow_cube_size != sh_cube_size) ||
(linfo->shadow_method != sh_method) ||
(linfo->shadow_high_bitdepth != sh_high_bitdepth))
{
BLI_assert((sh_cube_size > 0) && (sh_cube_size <= 4096));
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur);
/* Compute adequate size for the octahedral map. */
linfo->shadow_cube_store_size = OCTAHEDRAL_SIZE_FROM_CUBESIZE(sh_cube_size);
CLAMP(linfo->shadow_cube_store_size, 1, 4096);
CLAMP(sh_cube_size, 1, 4096);
linfo->shadow_render_data.cube_texel_size = 1.0f / sh_cube_size;
}
if ((linfo->shadow_cascade_size != sh_cascade_size) ||
(linfo->shadow_method != sh_method) ||
(linfo->shadow_high_bitdepth != sh_high_bitdepth))
{
BLI_assert((sh_cascade_size > 0) && (sh_cascade_size <= 4096));
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur);
CLAMP(sh_cascade_size, 1, 4096);
}
linfo->shadow_high_bitdepth = sh_high_bitdepth;
linfo->shadow_method = sh_method;
linfo->shadow_cube_size = sh_cube_size;
linfo->shadow_cascade_size = sh_cascade_size;
/* only compile the ones needed. reduce startup time. */
if ((sh_method == SHADOW_ESM) && !e_data.shadow_copy_cube_sh[SHADOW_ESM]) {
e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
datatoc_shadow_copy_frag_glsl,
"#define ESM\n"
"#define COPY\n");
e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
datatoc_shadow_copy_frag_glsl,
"#define ESM\n"
"#define COPY\n"
"#define CSM\n");
}
else if ((sh_method == SHADOW_VSM) && !e_data.shadow_copy_cube_sh[SHADOW_VSM]) {
e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
datatoc_shadow_copy_frag_glsl,
"#define VSM\n"
"#define COPY\n");
e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
datatoc_shadow_copy_frag_glsl,
"#define VSM\n"
"#define COPY\n"
"#define CSM\n");
}
}
static GPUShader *eevee_lights_get_store_sh(int shadow_method, bool high_blur, bool cascade)
{
GPUShader **shader;
if (cascade) {
shader = (high_blur) ? &e_data.shadow_store_cascade_high_sh[shadow_method]
: &e_data.shadow_store_cascade_sh[shadow_method];
}
else {
shader = (high_blur) ? &e_data.shadow_store_cube_high_sh[shadow_method]
: &e_data.shadow_store_cube_sh[shadow_method];
}
if (*shader == NULL) {
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, (shadow_method == SHADOW_VSM) ? "#define VSM\n" : "#define ESM\n");
if (high_blur) {
BLI_dynstr_append(ds_frag, "#define HIGH_BLUR\n");
}
if (cascade) {
BLI_dynstr_append(ds_frag, "#define CSM\n");
}
char *define_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
*shader = DRW_shader_create_fullscreen(
store_shadow_shader_str, define_str);
MEM_freeN(store_shadow_shader_str);
MEM_freeN(define_str);
}
return *shader;
}
static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, EEVEE_ViewLayerData *sldata, int shadow_method, int shadow_samples_len)
{
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass;
if (*pass == NULL) {
EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_blur);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
return *pass;
}
static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_ViewLayerData *sldata, int shadow_method, int shadow_samples_len)
{
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass;
if (*pass == NULL) {
EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_blur);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1);
DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
return *pass;
}
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
linfo->shcaster_frontbuffer->count = 0;
linfo->num_light = 0;
linfo->num_cube_layer = 0;
linfo->num_cascade_layer = 0;
linfo->gpu_cube_len = linfo->gpu_cascade_len = linfo->gpu_shadow_len = 0;
linfo->cpu_cube_len = linfo->cpu_cascade_len = 0;
memset(linfo->light_ref, 0, sizeof(linfo->light_ref));
memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref));
memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref));
memset(linfo->new_shadow_id, -1, sizeof(linfo->new_shadow_id));
/* Shadow Casters: Reset flags. */
memset(linfo->shcaster_backbuffer->flags, (char)SHADOW_CASTER_PRUNED, linfo->shcaster_backbuffer->alloc_count);
memset(linfo->shcaster_frontbuffer->flags, 0x00, linfo->shcaster_frontbuffer->alloc_count);
psl->shadow_cube_store_pass = NULL;
psl->shadow_cube_store_high_pass = NULL;
psl->shadow_cascade_store_pass = NULL;
psl->shadow_cascade_store_high_pass = NULL;
{
psl->shadow_cube_copy_pass = DRW_pass_create("Shadow Copy Pass", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(
e_data.shadow_copy_cube_sh[linfo->shadow_method], psl->shadow_cube_copy_pass);
DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_target);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
DRW_shgroup_uniform_int(grp, "faceId", &linfo->current_shadow_face, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
{
psl->shadow_cascade_copy_pass = DRW_pass_create("Shadow Cascade Copy Pass", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(
e_data.shadow_copy_cascade_sh[linfo->shadow_method], psl->shadow_cascade_copy_pass);
DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_target);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->shadow_pass = DRW_pass_create("Shadow Pass", state);
stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
}
}
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float threshold = draw_ctx->scene->eevee.light_threshold;
/* Step 1 find all lights in the scene and setup them */
if (linfo->num_light >= MAX_LIGHT) {
printf("Too many lights in the scene !!!\n");
}
else {
Light *la = (Light *)ob->data;
/* Early out if light has no power. */
if (la->energy == 0.0f || is_zero_v3(&la->r)) {
return;
}
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
/* We do not support shadowmaps for dupli lights. */
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
linfo->num_light++;
return;
}
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
/* Save previous shadow id. */
int prev_cube_sh_id = led->prev_cube_shadow_id;
/* Default light without shadows */
led->data.ld.shadow_id = -1;
led->prev_cube_shadow_id = -1;
if (la->mode & LA_SHADOW) {
if (la->type == LA_SUN) {
int cascade_nbr = la->cascade_count;
if ((linfo->gpu_cascade_len + 1) <= MAX_SHADOW_CASCADE) {
/* Save Light object. */
linfo->shadow_cascade_ref[linfo->cpu_cascade_len] = ob;
/* Store indices. */
EEVEE_ShadowCascadeData *data = &led->data.scad;
data->shadow_id = linfo->gpu_shadow_len;
data->cascade_id = linfo->gpu_cascade_len;
data->layer_id = linfo->num_cascade_layer;
/* Increment indices. */
linfo->gpu_shadow_len += 1;
linfo->gpu_cascade_len += 1;
linfo->num_cascade_layer += cascade_nbr;
linfo->cpu_cascade_len += 1;
}
}
else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) {
if ((linfo->gpu_cube_len + 1) <= MAX_SHADOW_CUBE) {
/* Save Light object. */
linfo->shadow_cube_ref[linfo->cpu_cube_len] = ob;
/* For light update tracking. */
if ((prev_cube_sh_id >= 0) &&
(prev_cube_sh_id < linfo->shcaster_backbuffer->count))
{
linfo->new_shadow_id[prev_cube_sh_id] = linfo->cpu_cube_len;
}
led->prev_cube_shadow_id = linfo->cpu_cube_len;
/* Saving light bounds for later. */
BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT);
copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]);
linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get(la, threshold);
EEVEE_ShadowCubeData *data = &led->data.scd;
/* Store indices. */
data->shadow_id = linfo->gpu_shadow_len;
data->cube_id = linfo->gpu_cube_len;
data->layer_id = linfo->num_cube_layer;
/* Increment indices. */
linfo->gpu_shadow_len += 1;
linfo->gpu_cube_len += 1;
linfo->num_cube_layer += 1;
linfo->cpu_cube_len += 1;
}
}
}
led->data.ld.light_id = linfo->num_light;
linfo->light_ref[linfo->num_light] = ob;
linfo->num_light++;
}
}
/* Add a shadow caster to the shadowpasses */
void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_StorageList *stl, struct GPUBatch *geom, Object *ob)
{
DRW_shgroup_call_object_add(
stl->g_data->shadow_shgrp,
geom, ob);
}
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct GPUMaterial *gpumat,
struct GPUBatch *geom, struct Object *ob, float *alpha_threshold)
{
/* TODO / PERF : reuse the same shading group for objects with the same material */
DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
if (grp == NULL) {
return;
}
/* Grrr needed for correctness but not 99% of the time not needed.
* TODO detect when needed? */
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
if (alpha_threshold != NULL) {
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
}
DRW_shgroup_call_object_add(grp, geom, ob);
}
/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
return;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
int past_id = oedata->shadow_caster_id;
/* Update flags in backbuffer. */
if (past_id > -1 && past_id < backbuffer->count) {
backbuffer->flags[past_id] &= ~SHADOW_CASTER_PRUNED;
if (oedata->need_update) {
backbuffer->flags[past_id] |= SHADOW_CASTER_UPDATED;
}
}
/* Update id. */
oedata->shadow_caster_id = frontbuffer->count++;
/* Make sure shadow_casters is big enough. */
if (oedata->shadow_caster_id >= frontbuffer->alloc_count) {
frontbuffer->alloc_count += SHADOW_CASTER_ALLOC_CHUNK;
frontbuffer->shadow_casters = MEM_reallocN(frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
frontbuffer->flags = MEM_reallocN(frontbuffer->flags, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
}
EEVEE_ShadowCaster *shcaster = frontbuffer->shadow_casters + oedata->shadow_caster_id;
if (oedata->need_update) {
frontbuffer->flags[oedata->shadow_caster_id] = SHADOW_CASTER_UPDATED;
}
/* Update World AABB in frontbuffer. */
BoundBox *bb = BKE_object_boundbox_get(ob);
float min[3], max[3];
INIT_MINMAX(min, max);
for (int i = 0; i < 8; ++i) {
float vec[3];
copy_v3_v3(vec, bb->vec[i]);
mul_m4_v3(ob->obmat, vec);
minmax_v3v3_v3(min, max, vec);
}
EEVEE_BoundBox *aabb = &shcaster->bbox;
add_v3_v3v3(aabb->center, min, max);
mul_v3_fl(aabb->center, 0.5f);
sub_v3_v3v3(aabb->halfdim, aabb->center, max);
aabb->halfdim[0] = fabsf(aabb->halfdim[0]);
aabb->halfdim[1] = fabsf(aabb->halfdim[1]);
aabb->halfdim[2] = fabsf(aabb->halfdim[2]);
oedata->need_update = false;
}
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LightsInfo *linfo = sldata->lights;
eGPUTextureFormat shadow_pool_format = GPU_R32F;
sldata->common_data.la_num_light = linfo->num_light;
/* Setup enough layers. */
/* Free textures if number mismatch. */
if (linfo->num_cube_layer != linfo->cache_num_cube_layer) {
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
linfo->cache_num_cube_layer = linfo->num_cube_layer;
linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
}
if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) {
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
linfo->cache_num_cascade_layer = linfo->num_cascade_layer;
}
switch (linfo->shadow_method) {
case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_R32F : GPU_R16F); break;
case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_RG32F : GPU_RG16F); break;
default:
BLI_assert(!"Incorrect Shadow Method");
break;
}
/* Cubemaps */
if (!sldata->shadow_cube_target) {
sldata->shadow_cube_target = DRW_texture_create_cube(
linfo->shadow_cube_size, GPU_DEPTH_COMPONENT24, 0, NULL);
sldata->shadow_cube_blur = DRW_texture_create_cube(
linfo->shadow_cube_size, shadow_pool_format, DRW_TEX_FILTER, NULL);
}
if (!sldata->shadow_cube_pool) {
sldata->shadow_cube_pool = DRW_texture_create_2d_array(
linfo->shadow_cube_store_size, linfo->shadow_cube_store_size, max_ii(1, linfo->num_cube_layer),
shadow_pool_format, DRW_TEX_FILTER, NULL);
}
GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
});
GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
});
/* CSM */
if (!sldata->shadow_cascade_target) {
sldata->shadow_cascade_target = DRW_texture_create_2d_array(
linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, GPU_DEPTH_COMPONENT24, 0, NULL);
sldata->shadow_cascade_blur = DRW_texture_create_2d_array(
linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL);
}
if (!sldata->shadow_cascade_pool) {
sldata->shadow_cascade_pool = DRW_texture_create_2d_array(
linfo->shadow_cascade_size, linfo->shadow_cascade_size, max_ii(1, linfo->num_cascade_layer),
shadow_pool_format, DRW_TEX_FILTER, NULL);
}
GPU_framebuffer_ensure_config(&sldata->shadow_cascade_target_fb, {
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_target)
});
GPU_framebuffer_ensure_config(&sldata->shadow_cascade_store_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
});
/* Update Lights UBOs. */
EEVEE_lights_update(sldata, vedata);
}
float light_attenuation_radius_get(Light *la, float light_threshold)
{
if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
}
/* Compute max light power. */
float power = max_fff(la->r, la->g, la->b);
power *= fabsf(la->energy);
power *= max_ff(1.0f, la->spec_fac);
/* Compute the distance (using the inverse square law)
* at which the light power reaches the light_threshold. */
float distance = sqrtf(max_ff(1e-16, power / max_ff(1e-16, light_threshold)));
return distance;
}
static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, float scale[3])
{
if (la->type == LA_SPOT) {
/* Spot size & blend */
evli->sizex = scale[0] / scale[2];
evli->sizey = scale[1] / scale[2];
evli->spotsize = cosf(la->spotsize * 0.5f);
evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
evli->radius = max_ff(0.001f, la->area_size);
}
else if (la->type == LA_AREA) {
evli->sizex = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
evli->sizey = max_ff(0.003f, la->area_sizey * scale[1] * 0.5f);
}
else {
evli->sizey = max_ff(0.003f, la->area_size * scale[1] * 0.5f);
}
}
else {
evli->radius = max_ff(0.001f, la->area_size);
}
}
static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
{
float power;
/* Make illumination power constant */
if (la->type == LA_AREA) {
power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */
80.0f; /* XXX : Empirical, Fit cycles power */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
/* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */
power *= 4.0f / M_PI;
}
}
else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(4*r²*Pi²) */
M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
/* for point lights (a.k.a radius == 0.0) */
// power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
}
else {
power = 1.0f / (evli->radius * evli->radius * M_PI); /* 1/(r²*Pi) */
/* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we cannot reproduce
* so we account for that by scaling the light power. This function is the result of a rough manual fitting. */
power += 1.0f / (2.0f * M_PI); /* power *= 1 + r²/2 */
}
return power;
}
/* Update buffer with light data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
Light *la = (Light *)ob->data;
float mat[4][4], scale[3], power, att_radius;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
/* Position */
copy_v3_v3(evli->position, ob->obmat[3]);
/* Color */
copy_v3_v3(evli->color, &la->r);
evli->spec = la->spec_fac;
/* Influence Radius */
att_radius = light_attenuation_radius_get(la, light_threshold);
/* Take the inverse square of this distance. */
evli->invsqrdist = 1.0 / max_ff(1e-4f, att_radius * att_radius);
/* Vectors */
normalize_m4_m4_ex(mat, ob->obmat, scale);
copy_v3_v3(evli->forwardvec, mat[2]);
normalize_v3(evli->forwardvec);
negate_v3(evli->forwardvec);
copy_v3_v3(evli->rightvec, mat[0]);
normalize_v3(evli->rightvec);
copy_v3_v3(evli->upvec, mat[1]);
normalize_v3(evli->upvec);
/* Make sure we have a consistent Right Hand coord frame.
* (in case of negatively scaled Z axis) */
float cross[3];
cross_v3_v3v3(cross, evli->rightvec, evli->forwardvec);
if (dot_v3v3(cross, evli->upvec) < 0.0) {
negate_v3(evli->upvec);
}
light_shape_parameters_set(evli, la, scale);
/* Light Type */
evli->light_type = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->light_type = LAMPTYPE_AREA_ELLIPSE;
}
power = light_shape_power_get(la, evli);
mul_v3_fl(evli->color, power * la->energy);
/* No shadow by default */
evli->shadowid = -1.0f;
}
/**
* Special ball distribution:
* Point are distributed in a way that when they are orthogonaly
* projected into any plane, the resulting distribution is (close to)
* a uniform disc distribution.
*/
static void sample_ball(int sample_ofs, float radius, float rsample[3])
{
double ht_point[3];
double ht_offset[3] = {0.0, 0.0, 0.0};
uint ht_primes[3] = {2, 3, 7};
BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point);
float omega = ht_point[1] * 2.0f * M_PI;
rsample[2] = ht_point[0] * 2.0f - 1.0f; /* cos theta */
float r = sqrtf(fmaxf(0.0f, 1.0f - rsample[2] * rsample[2])); /* sin theta */
rsample[0] = r * cosf(omega);
rsample[1] = r * sinf(omega);
radius *= sqrt(sqrt(ht_point[2]));
mul_v3_fl(rsample, radius);
}
static void sample_rectangle(
int sample_ofs, float x_axis[3], float y_axis[3], float size_x, float size_y,
float rsample[3])
{
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
uint ht_primes[2] = {2, 3};
BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point);
/* Change ditribution center to be 0,0 */
ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0];
ht_point[1] = (ht_point[1] > 0.5f) ? ht_point[1] - 1.0f : ht_point[1];
zero_v3(rsample);
madd_v3_v3fl(rsample, x_axis, (ht_point[0] * 2.0f) * size_x);
madd_v3_v3fl(rsample, y_axis, (ht_point[1] * 2.0f) * size_y);
}
static void sample_ellipse(
int sample_ofs, float x_axis[3], float y_axis[3], float size_x, float size_y,
float rsample[3])
{
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
uint ht_primes[2] = {2, 3};
BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point);
/* Uniform disc sampling. */
float omega = ht_point[1] * 2.0f * M_PI;
float r = sqrtf(ht_point[0]);
ht_point[0] = r * cosf(omega) * size_x;
ht_point[1] = r * sinf(omega) * size_y;
zero_v3(rsample);
madd_v3_v3fl(rsample, x_axis, ht_point[0]);
madd_v3_v3fl(rsample, y_axis, ht_point[1]);
}
static void shadow_cube_random_position_set(
EEVEE_Light *evli, Light *la,
int sample_ofs,
float ws_sample_pos[3])
{
float jitter[3];
#ifndef DEBUG_SHADOW_DISTRIBUTION
int i = sample_ofs;
#else
for (int i = 0; i <= sample_ofs; ++i) {
#endif
switch (la->type) {
case LA_AREA:
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_SQUARE)) {
sample_rectangle(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter);
}
else {
sample_ellipse(i, evli->rightvec, evli->upvec, evli->sizex, evli->sizey, jitter);
}
break;
default:
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});
}
#endif
add_v3_v3(ws_sample_pos, jitter);
}
static void eevee_shadow_cube_setup(Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, int sample_ofs)
{
EEVEE_ShadowCubeData *sh_data = &led->data.scd;
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + sh_data->cube_id;
Light *la = (Light *)ob->data;
copy_v3_v3(cube_data->position, ob->obmat[3]);
if (linfo->soft_shadows) {
shadow_cube_random_position_set(evli, la, sample_ofs, cube_data->position);
}
ubo_data->bias = 0.05f * la->bias;
ubo_data->near = la->clipsta;
ubo_data->far = 1.0f / (evli->invsqrdist * evli->invsqrdist);
ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp;
evli->shadowid = (float)(sh_data->shadow_id);
ubo_data->shadow_start = (float)(sh_data->layer_id);
ubo_data->data_start = (float)(sh_data->cube_id);
ubo_data->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */
ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f;
ubo_data->contact_bias = 0.05f * la->contact_bias;
ubo_data->contact_spread = la->contact_spread;
ubo_data->contact_thickness = la->contact_thickness;
}
static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int sample_ofs)
{
float jitter[3];
#ifndef DEBUG_SHADOW_DISTRIBUTION
int i = sample_ofs;
#else
for (int i = 0; i <= sample_ofs; ++i) {
#endif
sample_ellipse(i, mat[0], mat[1], radius, radius, jitter);
#ifdef DEBUG_SHADOW_DISTRIBUTION
float p[3];
add_v3_v3v3(p, jitter, mat[2]);
DRW_debug_sphere(p, 0.01f, (float[4]){1.0f, (sample_ofs == i) ? 1.0f : 0.0f, 0.0f, 1.0f});
}
#endif
add_v3_v3(mat[2], jitter);
orthogonalize_m4(mat, 2);
}
#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
static double round_to_digits(double value, int digits)
{
double factor = pow(10.0, digits - ceil(log10(fabs(value))));
return round(value * factor) / factor;
}
static void frustum_min_bounding_sphere(const float corners[8][3], float r_center[3], float *r_radius)
{
#if 0 /* Simple solution but waste too much space. */
float minvec[3], maxvec[3];
/* compute the bounding box */
INIT_MINMAX(minvec, maxvec);
for (int i = 0; i < 8; ++i) {
minmax_v3v3_v3(minvec, maxvec, corners[i]);
}
/* compute the bounding sphere of this box */
r_radius = len_v3v3(minvec, maxvec) * 0.5f;
add_v3_v3v3(r_center, minvec, maxvec);
mul_v3_fl(r_center, 0.5f);
#else
/* Find averaged center. */
zero_v3(r_center);
for (int i = 0; i < 8; ++i) {
add_v3_v3(r_center, corners[i]);
}
mul_v3_fl(r_center, 1.0f / 8.0f);
/* Search the largest distance from the sphere center. */
*r_radius = 0.0f;
for (int i = 0; i < 8; ++i) {
float rad = len_squared_v3v3(corners[i], r_center);
if (rad > *r_radius) {
*r_radius = rad;
}
}
/* TODO try to reduce the radius further by moving the center.
* Remember we need a __stable__ solution! */
/* Try to reduce float imprecision leading to shimmering. */
*r_radius = (float)round_to_digits(sqrtf(*r_radius), 3);
#endif
}
static void eevee_shadow_cascade_setup(
Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led,
DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs)
{
Light *la = (Light *)ob->data;
/* Camera Matrices */
float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
bool is_persp = DRW_viewport_is_persp_get();
/* Lights Matrices */
int cascade_nbr = la->cascade_count;
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
EEVEE_ShadowCascade *cascade_data = linfo->shadow_cascade_data + sh_data->cascade_id;
/* obmat = Object Space > World Space */
/* viewmat = World Space > View Space */
float (*viewmat)[4] = sh_data->viewmat;
#if 0 /* done at culling time */
normalize_m4_m4(viewmat, ob->obmat);
#endif
if (linfo->soft_shadows) {
shadow_cascade_random_matrix_set(viewmat, evli->radius, sample_ofs);
}
copy_m4_m4(sh_data->viewinv, viewmat);
invert_m4(viewmat);
/* The technique consists into splitting
* the view frustum into several sub-frustum
* that are individually receiving one shadow map */
float csm_start, csm_end;
if (is_persp) {
csm_start = view_near;
csm_end = max_ff(view_far, -la->cascade_max_dist);
/* Avoid artifacts */
csm_end = min_ff(view_near, csm_end);
}
else {
csm_start = -view_far;
csm_end = view_far;
}
/* init near/far */
for (int c = 0; c < MAX_CASCADE_NUM; ++c) {
cascade_data->split_start[c] = csm_end;
cascade_data->split_end[c] = csm_end;
}
/* Compute split planes */
float splits_start_ndc[MAX_CASCADE_NUM];
float splits_end_ndc[MAX_CASCADE_NUM];
{
/* Nearest plane */
float p[4] = {1.0f, 1.0f, csm_start, 1.0f};
/* TODO: we don't need full m4 multiply here */
mul_m4_v4(vp_projmat, p);
splits_start_ndc[0] = p[2];
if (is_persp) {
splits_start_ndc[0] /= p[3];
}
}
{
/* Farthest plane */
float p[4] = {1.0f, 1.0f, csm_end, 1.0f};
/* TODO: we don't need full m4 multiply here */
mul_m4_v4(vp_projmat, p);
splits_end_ndc[cascade_nbr - 1] = p[2];
if (is_persp) {
splits_end_ndc[cascade_nbr - 1] /= p[3];
}
}
cascade_data->split_start[0] = csm_start;
cascade_data->split_end[cascade_nbr - 1] = csm_end;
for (int c = 1; c < cascade_nbr; ++c) {
/* View Space */
float linear_split = LERP(((float)(c) / (float)cascade_nbr), csm_start, csm_end);
float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr);
if (is_persp) {
cascade_data->split_start[c] = LERP(la->cascade_exponent, linear_split, exp_split);
}
else {
cascade_data->split_start[c] = linear_split;
}
cascade_data->split_end[c - 1] = cascade_data->split_start[c];
/* Add some overlap for smooth transition */
cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c - 1],
(c > 1) ? cascade_data->split_end[c - 2] : cascade_data->split_start[0]);
/* NDC Space */
{
float p[4] = {1.0f, 1.0f, cascade_data->split_start[c], 1.0f};
/* TODO: we don't need full m4 multiply here */
mul_m4_v4(vp_projmat, p);
splits_start_ndc[c] = p[2];
if (is_persp) {
splits_start_ndc[c] /= p[3];
}
}
{
float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f};
/* TODO: we don't need full m4 multiply here */
mul_m4_v4(vp_projmat, p);
splits_end_ndc[c - 1] = p[2];
if (is_persp) {
splits_end_ndc[c - 1] /= p[3];
}
}
}
/* Set last cascade split fade distance into the first split_start. */
float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr - 2] : cascade_data->split_start[0];
cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split);
/* For each cascade */
for (int c = 0; c < cascade_nbr; ++c) {
float (*projmat)[4] = sh_data->projmat[c];
/* Given 8 frustum corners */
float corners[8][3] = {
/* Near Cap */
{ 1.0f, -1.0f, splits_start_ndc[c]},
{-1.0f, -1.0f, splits_start_ndc[c]},
{-1.0f, 1.0f, splits_start_ndc[c]},
{ 1.0f, 1.0f, splits_start_ndc[c]},
/* Far Cap */
{ 1.0f, -1.0f, splits_end_ndc[c]},
{-1.0f, -1.0f, splits_end_ndc[c]},
{-1.0f, 1.0f, splits_end_ndc[c]},
{ 1.0f, 1.0f, splits_end_ndc[c]},
};
/* Transform them into world space */
for (int i = 0; i < 8; ++i) {
mul_project_m4_v3(persinv, corners[i]);
}
float center[3];
frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c]));
#ifdef DEBUG_CSM
float dbg_col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
if (c < 3) {
dbg_col[c] = 1.0f;
}
DRW_debug_bbox((BoundBox *)&corners, dbg_col);
DRW_debug_sphere(center, sh_data->radius[c], dbg_col);
#endif
/* Project into lightspace */
mul_m4_v3(viewmat, center);
/* Snap projection center to nearest texel to cancel shimmering. */
float shadow_origin[2], shadow_texco[2];
/* Light to texture space. */
mul_v2_v2fl(shadow_origin, center, linfo->shadow_cascade_size / (2.0f * sh_data->radius[c]));
/* Find the nearest texel. */
shadow_texco[0] = roundf(shadow_origin[0]);
shadow_texco[1] = roundf(shadow_origin[1]);
/* Compute offset. */
sub_v2_v2(shadow_texco, shadow_origin);
mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size); /* Texture to light space. */
/* Apply offset. */
add_v2_v2(center, shadow_texco);
/* Expand the projection to cover frustum range */
rctf rect_cascade;
BLI_rctf_init_pt_radius(&rect_cascade, center, sh_data->radius[c]);
orthographic_m4(projmat,
rect_cascade.xmin, rect_cascade.xmax,
rect_cascade.ymin, rect_cascade.ymax,
la->clipsta, la->clipend);
mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat);
mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]);
#ifdef DEBUG_CSM
DRW_debug_m4_as_bbox(sh_data->viewprojmat[c], dbg_col, true);
#endif
}
ubo_data->bias = 0.05f * la->bias;
ubo_data->near = la->clipsta;
ubo_data->far = la->clipend;
ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp;
evli->shadowid = (float)(sh_data->shadow_id);
ubo_data->shadow_start = (float)(sh_data->layer_id);
ubo_data->data_start = (float)(sh_data->cascade_id);
ubo_data->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */
ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f;
ubo_data->contact_bias = 0.05f * la->contact_bias;
ubo_data->contact_spread = la->contact_spread;
ubo_data->contact_thickness = la->contact_thickness;
}
/* Used for checking if object is inside the shadow volume. */
static bool sphere_bbox_intersect(const EEVEE_BoundSphere *bs, const EEVEE_BoundBox *bb)
{
/* We are testing using a rougher AABB vs AABB test instead of full AABB vs Sphere. */
/* TODO test speed with AABB vs Sphere. */
bool x = fabsf(bb->center[0] - bs->center[0]) <= (bb->halfdim[0] + bs->radius);
bool y = fabsf(bb->center[1] - bs->center[1]) <= (bb->halfdim[1] + bs->radius);
bool z = fabsf(bb->center[2] - bs->center[2]) <= (bb->halfdim[2] + bs->radius);
return x && y && z;
}
void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_LightsInfo *linfo = sldata->lights;
Object *ob;
int i;
char *flag;
EEVEE_ShadowCaster *shcaster;
EEVEE_BoundSphere *bsphere;
EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
EEVEE_LightBits update_bits = {{0}};
if ((linfo->update_flag & LIGHT_UPDATE_SHADOW_CUBE) != 0) {
/* Update all lights. */
lightbits_set_all(&update_bits, true);
}
else {
/* Search for deleted shadow casters and if shcaster WAS in shadow radius. */
/* No need to run this if we already update all lights. */
EEVEE_LightBits past_bits = {{0}};
EEVEE_LightBits curr_bits = {{0}};
shcaster = backbuffer->shadow_casters;
flag = backbuffer->flags;
for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) {
/* If the shadowcaster has been deleted or updated. */
if (*flag != 0) {
/* Add the lights that were intersecting with its BBox. */
lightbits_or(&past_bits, &shcaster->bits);
}
}
/* Convert old bits to new bits and add result to final update bits. */
/* NOTE: This might be overkill since all lights are tagged to refresh if
* the light count changes. */
lightbits_convert(&curr_bits, &past_bits, linfo->new_shadow_id, MAX_LIGHT);
lightbits_or(&update_bits, &curr_bits);
}
/* Search for updates in current shadow casters. */
shcaster = frontbuffer->shadow_casters;
flag = frontbuffer->flags;
for (i = 0; i < frontbuffer->count; i++, flag++, shcaster++) {
/* Run intersection checks to fill the bitfields. */
bsphere = linfo->shadow_bounds;
for (int j = 0; j < linfo->cpu_cube_len; j++, bsphere++) {
bool iter = sphere_bbox_intersect(bsphere, &shcaster->bbox);
lightbits_set_single(&shcaster->bits, j, iter);
}
/* Only add to final bits if objects has been updated. */
if (*flag != 0) {
lightbits_or(&update_bits, &shcaster->bits);
}
}
/* Setup shadow cube in UBO and tag for update if necessary. */
for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) {
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1);
if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) {
led->need_update = true;
}
}
/* Resize shcasters buffers if too big. */
if (frontbuffer->alloc_count - frontbuffer->count > SHADOW_CASTER_ALLOC_CHUNK) {
frontbuffer->alloc_count = (frontbuffer->count / SHADOW_CASTER_ALLOC_CHUNK) * SHADOW_CASTER_ALLOC_CHUNK;
frontbuffer->alloc_count += (frontbuffer->count % SHADOW_CASTER_ALLOC_CHUNK != 0) ? SHADOW_CASTER_ALLOC_CHUNK : 0;
frontbuffer->shadow_casters = MEM_reallocN(frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
frontbuffer->flags = MEM_reallocN(frontbuffer->flags, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
}
}
/* this refresh lights shadow buffers */
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
Object *ob;
int i;
DRWMatrixState saved_mats;
int saved_ray_type = sldata->common_data.ray_type;
/* TODO: make it optionnal if we don't draw shadows. */
sldata->common_data.ray_type = EEVEE_RAY_SHADOW;
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
/* Precompute all shadow/view test before rendering and trashing the culling cache. */
bool cube_visible[MAX_SHADOW_CUBE];
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
Light *la = (Light *)ob->data;
BoundSphere bsphere = {
.center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
.radius = light_attenuation_radius_get(la, light_threshold),
};
cube_visible[i] = DRW_culling_sphere_test(&bsphere);
}
bool cascade_visible[MAX_SHADOW_CASCADE];
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
EEVEE_LightEngineData *led = EEVEE_light_data_get(ob);
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
float plane[4];
normalize_m4_m4(sh_data->viewmat, ob->obmat);
plane_from_point_normal_v3(plane, sh_data->viewmat[3], sh_data->viewmat[2]);
/* TODO: check against near/far instead of "local Z = 0" plane.
* Or even the cascades AABB. */
cascade_visible[i] = DRW_culling_plane_test(plane);
}
/* We need to save the Matrices before overidding them */
DRW_viewport_matrix_get_all(&saved_mats);
/* Cube Shadow Maps */
DRW_stats_group_start("Cube Shadow Maps");
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
if (!led->need_update || !cube_visible[i]) {
continue;
}
DRWMatrixState render_mats;
float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
EEVEE_ShadowCubeData *evscd = &led->data.scd;
EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + evscd->cube_id;
srd->clip_near = la->clipsta;
srd->clip_far = light_attenuation_radius_get(la, light_threshold);
srd->stored_texel_size = 1.0 / (float)linfo->shadow_cube_store_size;
srd->exponent = la->bleedexp;
copy_v3_v3(srd->position, cube_data->position);
perspective_m4(winmat, -srd->clip_near, srd->clip_near, -srd->clip_near, srd->clip_near, srd->clip_near, srd->clip_far);
DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
/* 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++) {
/* TODO optimize */
float tmp[4][4];
unit_m4(tmp);
negate_v3_v3(tmp[3], srd->position);
mul_m4_m4m4(viewmat, cubefacemat[j], tmp);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
DRW_viewport_matrix_override_set_all(&render_mats);
GPU_framebuffer_texture_cubeface_attach(sldata->shadow_cube_target_fb,
sldata->shadow_cube_target, 0, j, 0);
GPU_framebuffer_bind(sldata->shadow_cube_target_fb);
GPU_framebuffer_clear_depth(sldata->shadow_cube_target_fb, 1.0f);
DRW_draw_pass(psl->shadow_pass);
}
/* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */
float filter_texture_size = la->soft * 0.001f;
float filter_pixel_size = ceil(filter_texture_size / srd->cube_texel_size);
linfo->filter_size = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f);
/* TODO: OPTI: Filter all faces in one/two draw call */
/* TODO: OPTI: Don't do this intermediate step if no filter is needed. */
for (linfo->current_shadow_face = 0;
linfo->current_shadow_face < 6;
linfo->current_shadow_face++)
{
/* Copy using a small 3x3 box filter */
GPU_framebuffer_texture_cubeface_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_blur, 0,
linfo->current_shadow_face, 0);
GPU_framebuffer_bind(sldata->shadow_cube_store_fb);
DRW_draw_pass(psl->shadow_cube_copy_pass);
}
/* Push it to shadowmap array */
/* Adjust constants if concentric samples change. */
const float max_filter_size = 7.5f;
const float magic = 4.5f; /* Dunno why but that works. */
const int max_sample = 256;
if (filter_pixel_size > 2.0f) {
linfo->filter_size = srd->cube_texel_size * max_filter_size * magic;
filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f);
/* Compute number of concentric samples. Depends directly on filter size. */
float pix_size_sqr = filter_pixel_size * filter_pixel_size;
srd->shadow_samples_len = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr));
}
else {
linfo->filter_size = 0.0f;
srd->shadow_samples_len = 4;
}
srd->shadow_samples_len_inv = 1.0f / (float)srd->shadow_samples_len;
DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
GPU_framebuffer_texture_layer_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_pool, 0, evscd->layer_id, 0);
GPU_framebuffer_bind(sldata->shadow_cube_store_fb);
DRWPass *store_pass = eevee_lights_cube_store_pass_get(psl, sldata, linfo->shadow_method, srd->shadow_samples_len);
DRW_draw_pass(store_pass);
if (linfo->soft_shadows == false) {
led->need_update = false;
}
}
linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE;
DRW_stats_group_end();
DRW_viewport_matrix_override_set_all(&saved_mats);
float near = DRW_viewport_near_distance_get();
float far = DRW_viewport_far_distance_get();
/* Cascaded Shadow Maps */
DRW_stats_group_start("Cascaded Shadow Maps");
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
if (!cascade_visible[i]) {
continue;
}
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
EEVEE_ShadowCascadeData *evscd = &led->data.scad;
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
DRWMatrixState render_mats;
float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far, effects->taa_current_sample - 1);
srd->clip_near = la->clipsta;
srd->clip_far = la->clipend;
srd->stored_texel_size = 1.0 / (float)linfo->shadow_cascade_size;
DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
copy_m4_m4(viewmat, evscd->viewmat);
invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
/* Render shadow cascades */
/* Render cascade 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 < la->cascade_count; j++) {
copy_m4_m4(winmat, evscd->projmat[j]);
copy_m4_m4(persmat, evscd->viewprojmat[j]);
invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
DRW_viewport_matrix_override_set_all(&render_mats);
GPU_framebuffer_texture_layer_attach(sldata->shadow_cascade_target_fb,
sldata->shadow_cascade_target, 0, j, 0);
GPU_framebuffer_bind(sldata->shadow_cascade_target_fb);
GPU_framebuffer_clear_depth(sldata->shadow_cascade_target_fb, 1.0f);
DRW_draw_pass(psl->shadow_pass);
}
/* TODO: OPTI: Filter all cascade in one/two draw call */
for (linfo->current_shadow_cascade = 0;
linfo->current_shadow_cascade < la->cascade_count;
++linfo->current_shadow_cascade)
{
/* 0.01f factor to convert to percentage */
float filter_texture_size = la->soft * 0.01f / evscd->radius[linfo->current_shadow_cascade];
float filter_pixel_size = ceil(linfo->shadow_cascade_size * filter_texture_size);
/* Copy using a small 3x3 box filter */
/* NOTE: We always do it in the case of CSM because of artifacts in the farthest cascade. */
linfo->filter_size = srd->stored_texel_size;
GPU_framebuffer_texture_layer_attach(
sldata->shadow_cascade_store_fb, sldata->shadow_cascade_blur, 0, linfo->current_shadow_cascade, 0);
GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
DRW_draw_pass(psl->shadow_cascade_copy_pass);
/* Push it to shadowmap array and blur more */
/* Adjust constants if concentric samples change. */
const float max_filter_size = 7.5f;
const float magic = 3.2f; /* Arbitrary: less banding */
const int max_sample = 256;
if (filter_pixel_size > 2.0f) {
linfo->filter_size = srd->stored_texel_size * max_filter_size * magic;
filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f);
/* Compute number of concentric samples. Depends directly on filter size. */
float pix_size_sqr = filter_pixel_size * filter_pixel_size;
srd->shadow_samples_len = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr));
}
else {
linfo->filter_size = 0.0f;
srd->shadow_samples_len = 4;
}
srd->shadow_samples_len_inv = 1.0f / (float)srd->shadow_samples_len;
DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
int layer = evscd->layer_id + linfo->current_shadow_cascade;
GPU_framebuffer_texture_layer_attach(sldata->shadow_cascade_store_fb, sldata->shadow_cascade_pool, 0, layer, 0);
GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
DRWPass *store_pass = eevee_lights_cascade_store_pass_get(psl, sldata, linfo->shadow_method, srd->shadow_samples_len);
DRW_draw_pass(store_pass);
}
}
DRW_stats_group_end();
DRW_viewport_matrix_override_set_all(&saved_mats);
DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */
sldata->common_data.ray_type = saved_ray_type;
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
}
void EEVEE_lights_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
for (int i = 0; i < SHADOW_METHOD_MAX; ++i) {
DRW_SHADER_FREE_SAFE(e_data.shadow_store_cube_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.shadow_store_cube_high_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_high_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cube_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cascade_sh[i]);
}
}