This new option is located in the shadows options in the render settings. This approach is simple and just randomize the shadow map position (not the lamp itself) and just let the temporal supersampling do the average of all the shadowing. The downside is that is needs quite a large number of samples to give smooth results and individual sample position can remain visible. Enabling this option will make the viewport refresh all shadow maps every redraw so it has a serious performance impact. This approach is not physicaly based at all and will not match cycles. ---- The sampling for point lamps (spheres) is not
481 lines
15 KiB
C
481 lines
15 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_engine.c
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "BLI_rand.h"
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#include "BKE_object.h"
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#include "BKE_global.h" /* for G.debug_value */
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#include "BKE_screen.h"
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#include "DNA_world_types.h"
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#include "ED_screen.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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#include "eevee_engine.h"
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#include "eevee_private.h"
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#define EEVEE_ENGINE "BLENDER_EEVEE"
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extern GlobalsUboStorage ts;
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/* *********** FUNCTIONS *********** */
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static void eevee_engine_init(void *ved)
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{
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EEVEE_Data *vedata = (EEVEE_Data *)ved;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->use_color_view_settings = USE_SCENE_LIGHT(v3d) || !LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
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stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
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stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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stl->g_data->valid_taa_history = (txl->taa_history != NULL);
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/* Main Buffer */
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DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
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GPU_framebuffer_ensure_config(&fbl->main_fb, {
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(txl->color),
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE
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});
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GPU_framebuffer_ensure_config(&fbl->main_color_fb, {
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(txl->color)
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});
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if (sldata->common_ubo == NULL) {
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sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
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}
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if (sldata->clip_ubo == NULL) {
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sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
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}
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/* EEVEE_effects_init needs to go first for TAA */
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EEVEE_effects_init(sldata, vedata, camera, false);
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EEVEE_materials_init(sldata, stl, fbl);
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EEVEE_lights_init(sldata);
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EEVEE_lightprobes_init(sldata, vedata);
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if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
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/* XXX otherwise it would break the other engines. */
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DRW_viewport_matrix_override_unset_all();
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}
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}
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static void eevee_cache_init(void *vedata)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_bloom_cache_init(sldata, vedata);
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EEVEE_depth_of_field_cache_init(sldata, vedata);
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EEVEE_effects_cache_init(sldata, vedata);
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EEVEE_lightprobes_cache_init(sldata, vedata);
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EEVEE_lights_cache_init(sldata, vedata);
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EEVEE_materials_cache_init(sldata, vedata);
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EEVEE_motion_blur_cache_init(sldata, vedata);
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EEVEE_occlusion_cache_init(sldata, vedata);
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EEVEE_screen_raytrace_cache_init(sldata, vedata);
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EEVEE_subsurface_cache_init(sldata, vedata);
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EEVEE_temporal_sampling_cache_init(sldata, vedata);
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EEVEE_volumes_cache_init(sldata, vedata);
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}
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void EEVEE_cache_populate(void *vedata, Object *ob)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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bool cast_shadow = false;
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if (ob->base_flag & BASE_VISIBLE) {
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EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
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}
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if (DRW_object_is_renderable(ob) &&
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DRW_object_is_visible_in_active_context(ob))
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{
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if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
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EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
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}
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else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
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/* do not add any scene light sources to the cache */
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}
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else if (ob->type == OB_LIGHTPROBE) {
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if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
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/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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}
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else {
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EEVEE_lightprobes_cache_add(sldata, vedata, ob);
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}
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}
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else if (ob->type == OB_LAMP) {
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EEVEE_lights_cache_add(sldata, ob);
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}
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}
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if (cast_shadow) {
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EEVEE_lights_cache_shcaster_object_add(sldata, ob);
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}
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}
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static void eevee_cache_finish(void *vedata)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_materials_cache_finish(vedata);
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EEVEE_lights_cache_finish(sldata, vedata);
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EEVEE_lightprobes_cache_finish(sldata, vedata);
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}
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/* As renders in an HDR offscreen buffer, we need draw everything once
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* during the background pass. This way the other drawing callback between
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* the background and the scene pass are visible.
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* Note: we could break it up in two passes using some depth test
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* to reduce the fillrate */
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static void eevee_draw_background(void *vedata)
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{
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EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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/* Default framebuffer and texture */
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Sort transparents before the loop. */
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DRW_pass_sort_shgroup_z(psl->transparent_pass);
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/* Number of iteration: needed for all temporal effect (SSR, volumetrics)
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* when using opengl render. */
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int loop_len = (DRW_state_is_image_render() &&
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(stl->effects->enabled_effects & (EFFECT_VOLUMETRIC | EFFECT_SSR)) != 0) ? 4 : 1;
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while (loop_len--) {
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float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float clear_depth = 1.0f;
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uint clear_stencil = 0x0;
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uint primes[3] = {2, 3, 7};
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double offset[3] = {0.0, 0.0, 0.0};
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double r[3];
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bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
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if (DRW_state_is_image_render() ||
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taa_use_reprojection ||
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((stl->effects->enabled_effects & EFFECT_TAA) != 0))
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{
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int samp = taa_use_reprojection
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? stl->effects->taa_reproject_sample + 1
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: stl->effects->taa_current_sample;
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BLI_halton_3D(primes, offset, samp, r);
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EEVEE_update_noise(psl, fbl, r);
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EEVEE_volumes_set_jitter(sldata, samp - 1);
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EEVEE_materials_init(sldata, stl, fbl);
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}
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/* Copy previous persmat to UBO data */
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copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
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if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
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(stl->effects->taa_current_sample > 1) &&
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!DRW_state_is_image_render() &&
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!taa_use_reprojection)
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{
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DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
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DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
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DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
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DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
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}
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/* Refresh Probes */
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DRW_stats_group_start("Probes Refresh");
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EEVEE_lightprobes_refresh(sldata, vedata);
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/* Probes refresh can have reset the current sample. */
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if (stl->effects->taa_current_sample == 1) {
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DRW_viewport_matrix_override_unset_all();
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}
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EEVEE_lightprobes_refresh_planar(sldata, vedata);
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DRW_stats_group_end();
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/* Update common buffer after probe rendering. */
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DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
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/* Refresh shadows */
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DRW_stats_group_start("Shadows");
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EEVEE_draw_shadows(sldata, vedata);
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DRW_stats_group_end();
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GPU_framebuffer_bind(fbl->main_fb);
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GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
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clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT;
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clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0;
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GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
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/* Depth prepass */
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DRW_stats_group_start("Prepass");
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->depth_pass_cull);
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DRW_stats_group_end();
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/* Create minmax texture */
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DRW_stats_group_start("Main MinMax buffer");
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EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
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DRW_stats_group_end();
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EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
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EEVEE_volumes_compute(sldata, vedata);
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/* Shading pass */
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DRW_stats_group_start("Shading");
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if (DRW_state_draw_background()) {
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DRW_draw_pass(psl->background_pass);
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}
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EEVEE_draw_default_passes(psl);
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DRW_draw_pass(psl->material_pass);
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EEVEE_subsurface_data_render(sldata, vedata);
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DRW_stats_group_end();
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/* Effects pre-transparency */
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EEVEE_subsurface_compute(sldata, vedata);
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EEVEE_reflection_compute(sldata, vedata);
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EEVEE_occlusion_draw_debug(sldata, vedata);
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if (psl->probe_display) {
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DRW_draw_pass(psl->probe_display);
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}
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EEVEE_refraction_compute(sldata, vedata);
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/* Opaque refraction */
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DRW_stats_group_start("Opaque Refraction");
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DRW_draw_pass(psl->refract_depth_pass);
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DRW_draw_pass(psl->refract_depth_pass_cull);
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DRW_draw_pass(psl->refract_pass);
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DRW_stats_group_end();
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/* Volumetrics Resolve Opaque */
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EEVEE_volumes_resolve(sldata, vedata);
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/* Transparent */
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DRW_draw_pass(psl->transparent_pass);
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/* Post Process */
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DRW_stats_group_start("Post FX");
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EEVEE_draw_effects(sldata, vedata);
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DRW_stats_group_end();
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if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
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DRW_viewport_matrix_override_unset_all();
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}
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}
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/* LookDev */
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EEVEE_lookdev_draw_background(vedata);
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/* END */
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/* Tonemapping and transfer result to default framebuffer. */
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bool use_view_settings = stl->g_data->use_color_view_settings;
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GPU_framebuffer_bind(dfbl->default_fb);
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DRW_transform_to_display(stl->effects->final_tx, use_view_settings);
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/* Debug : Output buffer to view. */
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switch (G.debug_value) {
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case 1:
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if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings);
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break;
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case 2:
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if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output, use_view_settings);
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break;
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case 3:
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if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input, use_view_settings);
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break;
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case 4:
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if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input, use_view_settings);
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break;
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case 5:
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if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer, use_view_settings);
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break;
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case 6:
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if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug, use_view_settings);
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break;
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case 7:
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if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons, use_view_settings);
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break;
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case 8:
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if (effects->sss_data) DRW_transform_to_display(effects->sss_data, use_view_settings);
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break;
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case 9:
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if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx, use_view_settings);
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break;
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default:
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break;
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}
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EEVEE_volumes_free_smoke_textures();
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stl->g_data->view_updated = false;
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}
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static void eevee_view_update(void *vedata)
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{
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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if (stl->g_data) {
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stl->g_data->view_updated = true;
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}
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}
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static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
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{
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EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
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if (ped != NULL && ped->dd.recalc != 0) {
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ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM | ID_RECALC_COPY_ON_WRITE)) != 0;
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ped->dd.recalc = 0;
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}
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EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
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if (led != NULL && led->dd.recalc != 0) {
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led->need_update = true;
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led->dd.recalc = 0;
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}
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EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
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if (oedata != NULL && oedata->dd.recalc != 0) {
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oedata->need_update = true;
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oedata->dd.recalc = 0;
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}
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}
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static void eevee_id_world_update(void *vedata, World *wo)
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{
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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LightCache *lcache = stl->g_data->light_cache;
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EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
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if (wedata != NULL && wedata->dd.recalc != 0) {
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if ((lcache->flag & (LIGHTCACHE_BAKED | LIGHTCACHE_BAKING)) == 0) {
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lcache->flag |= LIGHTCACHE_UPDATE_WORLD;
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}
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wedata->dd.recalc = 0;
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}
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}
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static void eevee_id_update(void *vedata, ID *id)
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{
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/* Handle updates based on ID type. */
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switch (GS(id->name)) {
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case ID_WO:
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eevee_id_world_update(vedata, (World *)id);
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break;
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case ID_OB:
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eevee_id_object_update(vedata, (Object *)id);
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break;
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default:
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/* pass */
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break;
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}
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}
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static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
|
|
|
|
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
|
|
|
|
/* Actually do the rendering. */
|
|
EEVEE_render_draw(vedata, engine, render_layer, rect);
|
|
}
|
|
|
|
static void eevee_engine_free(void)
|
|
{
|
|
EEVEE_bloom_free();
|
|
EEVEE_depth_of_field_free();
|
|
EEVEE_effects_free();
|
|
EEVEE_lightprobes_free();
|
|
EEVEE_lights_free();
|
|
EEVEE_materials_free();
|
|
EEVEE_mist_free();
|
|
EEVEE_motion_blur_free();
|
|
EEVEE_occlusion_free();
|
|
EEVEE_screen_raytrace_free();
|
|
EEVEE_subsurface_free();
|
|
EEVEE_temporal_sampling_free();
|
|
EEVEE_volumes_free();
|
|
}
|
|
|
|
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
|
|
|
|
DrawEngineType draw_engine_eevee_type = {
|
|
NULL, NULL,
|
|
N_("Eevee"),
|
|
&eevee_data_size,
|
|
&eevee_engine_init,
|
|
&eevee_engine_free,
|
|
&eevee_cache_init,
|
|
&EEVEE_cache_populate,
|
|
&eevee_cache_finish,
|
|
&eevee_draw_background,
|
|
NULL, /* Everything is drawn in the background pass (see comment on function) */
|
|
&eevee_view_update,
|
|
&eevee_id_update,
|
|
&eevee_render_to_image,
|
|
};
|
|
|
|
RenderEngineType DRW_engine_viewport_eevee_type = {
|
|
NULL, NULL,
|
|
EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES | RE_USE_PREVIEW,
|
|
NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
|
|
&EEVEE_render_update_passes,
|
|
&draw_engine_eevee_type,
|
|
{NULL, NULL, NULL}
|
|
};
|
|
|
|
|
|
#undef EEVEE_ENGINE
|