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blender-archive/source/blender/draw/engines/eevee/eevee_private.h
Clément Foucault ba9a4dedda Eevee: Initial Final Render support.
TAA / multiple samples is not working at the moment.
2018-01-29 22:00:15 +01:00

909 lines
32 KiB
C++

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_private.h
* \ingroup DNA
*/
#ifndef __EEVEE_PRIVATE_H__
#define __EEVEE_PRIVATE_H__
struct Object;
struct EEVEE_BoundSphere;
struct EEVEE_ShadowCasterBuffer;
extern struct DrawEngineType draw_engine_eevee_type;
/* Minimum UBO is 16384 bytes */
#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
#define MAX_CASCADE_NUM 4
#define MAX_SHADOW 256 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
#define MAX_SHADOW_CASCADE 8
#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
#define MAX_BLOOM_STEP 16
/* Only define one of these. */
// #define IRRADIANCE_SH_L2
// #define IRRADIANCE_CUBEMAP
#define IRRADIANCE_HL2
#if defined(IRRADIANCE_SH_L2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
# define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
#endif
#define SHADER_DEFINES \
"#define EEVEE_ENGINE\n" \
"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
"#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
"#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
SHADER_IRRADIANCE
#define SWAP_DOUBLE_BUFFERS() { \
if (effects->swap_double_buffer) { \
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
effects->swap_double_buffer = false; \
} \
} ((void)0)
#define SWAP_BUFFERS() { \
if (effects->target_buffer != fbl->main) { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color_post; \
effects->target_buffer = fbl->main; \
} \
else { \
SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color; \
effects->target_buffer = fbl->effect_fb; \
} \
} ((void)0)
/* World shader variations */
enum {
VAR_WORLD_BACKGROUND = 0,
VAR_WORLD_PROBE = 1,
VAR_WORLD_VOLUME = 2,
};
/* Material shader variations */
enum {
VAR_MAT_MESH = (1 << 0),
VAR_MAT_PROBE = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
VAR_MAT_FLAT = (1 << 3),
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_VSM = (1 << 5),
VAR_MAT_ESM = (1 << 6),
/* Max number of variation */
/* IMPORTANT : Leave it last and set
* it's value accordingly. */
VAR_MAT_MAX = (1 << 7),
/* These are options that are not counted in VAR_MAT_MAX
* because they are not cumulative with the others above. */
VAR_MAT_CLIP = (1 << 8),
VAR_MAT_HASH = (1 << 9),
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
VAR_MAT_REFRACT = (1 << 12),
VAR_MAT_VOLUME = (1 << 13),
VAR_MAT_SSS = (1 << 14),
VAR_MAT_TRANSLUC = (1 << 15),
VAR_MAT_SSSALBED = (1 << 16),
};
/* Shadow Technique */
enum {
SHADOW_ESM = 1,
SHADOW_VSM = 2,
SHADOW_METHOD_MAX = 3,
};
typedef struct EEVEE_BoundSphere {
float center[3], radius;
} EEVEE_BoundSphere;
typedef struct EEVEE_BoundBox {
float center[3], halfdim[3];
} EEVEE_BoundBox;
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_cube_pass;
struct DRWPass *shadow_cube_copy_pass;
struct DRWPass *shadow_cube_store_pass;
struct DRWPass *shadow_cascade_pass;
struct DRWPass *shadow_cascade_copy_pass;
struct DRWPass *shadow_cascade_store_pass;
/* Probes */
struct DRWPass *probe_background;
struct DRWPass *probe_glossy_compute;
struct DRWPass *probe_diffuse_compute;
struct DRWPass *probe_visibility_compute;
struct DRWPass *probe_grid_fill;
struct DRWPass *probe_display;
struct DRWPass *probe_planar_downsample_ps;
/* Effects */
struct DRWPass *ao_horizon_search;
struct DRWPass *ao_horizon_search_layer;
struct DRWPass *ao_horizon_debug;
struct DRWPass *motion_blur;
struct DRWPass *bloom_blit;
struct DRWPass *bloom_downsample_first;
struct DRWPass *bloom_downsample;
struct DRWPass *bloom_upsample;
struct DRWPass *bloom_resolve;
struct DRWPass *dof_down;
struct DRWPass *dof_scatter;
struct DRWPass *dof_resolve;
struct DRWPass *volumetric_world_ps;
struct DRWPass *volumetric_objects_ps;
struct DRWPass *volumetric_scatter_ps;
struct DRWPass *volumetric_integration_ps;
struct DRWPass *volumetric_resolve_ps;
struct DRWPass *ssr_raytrace;
struct DRWPass *ssr_resolve;
struct DRWPass *sss_blur_ps;
struct DRWPass *sss_resolve_ps;
struct DRWPass *color_downsample_ps;
struct DRWPass *color_downsample_cube_ps;
struct DRWPass *taa_resolve;
/* HiZ */
struct DRWPass *minz_downlevel_ps;
struct DRWPass *maxz_downlevel_ps;
struct DRWPass *minz_downdepth_ps;
struct DRWPass *maxz_downdepth_ps;
struct DRWPass *minz_downdepth_layer_ps;
struct DRWPass *maxz_downdepth_layer_ps;
struct DRWPass *minz_copydepth_ps;
struct DRWPass *maxz_copydepth_ps;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
struct DRWPass *depth_pass_clip;
struct DRWPass *depth_pass_clip_cull;
struct DRWPass *refract_depth_pass;
struct DRWPass *refract_depth_pass_cull;
struct DRWPass *refract_depth_pass_clip;
struct DRWPass *refract_depth_pass_clip_cull;
struct DRWPass *default_pass[VAR_MAT_MAX];
struct DRWPass *sss_pass;
struct DRWPass *material_pass;
struct DRWPass *refract_pass;
struct DRWPass *transparent_pass;
struct DRWPass *background_pass;
struct DRWPass *update_noise_pass;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {
/* Effects */
struct GPUFrameBuffer *gtao_fb;
struct GPUFrameBuffer *gtao_debug_fb;
struct GPUFrameBuffer *downsample_fb;
struct GPUFrameBuffer *effect_fb;
struct GPUFrameBuffer *bloom_blit_fb;
struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_clear_fb;
struct GPUFrameBuffer *dof_down_fb;
struct GPUFrameBuffer *dof_scatter_far_fb;
struct GPUFrameBuffer *dof_scatter_near_fb;
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *volumetric_scat_fb;
struct GPUFrameBuffer *volumetric_integ_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *refract_fb;
struct GPUFrameBuffer *update_noise_fb;
struct GPUFrameBuffer *planarref_fb;
struct GPUFrameBuffer *main;
struct GPUFrameBuffer *double_buffer;
struct GPUFrameBuffer *depth_double_buffer_fb;
} EEVEE_FramebufferList;
typedef struct EEVEE_TextureList {
/* Effects */
struct GPUTexture *color_post; /* R16_G16_B16 */
struct GPUTexture *dof_down_near; /* R16_G16_B16_A16 */
struct GPUTexture *dof_down_far; /* R16_G16_B16_A16 */
struct GPUTexture *dof_coc; /* R16_G16 */
struct GPUTexture *dof_near_blur; /* R16_G16_B16_A16 */
struct GPUTexture *dof_far_blur; /* R16_G16_B16_A16 */
struct GPUTexture *bloom_blit; /* R16_G16_B16 */
struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */
struct GPUTexture *ssr_normal_input;
struct GPUTexture *ssr_specrough_input;
struct GPUTexture *ssr_hit_output;
struct GPUTexture *refract_color;
struct GPUTexture *volume_prop_scattering;
struct GPUTexture *volume_prop_extinction;
struct GPUTexture *volume_prop_emission;
struct GPUTexture *volume_prop_phase;
struct GPUTexture *volume_scatter;
struct GPUTexture *volume_transmittance;
struct GPUTexture *volume_scatter_history;
struct GPUTexture *volume_transmittance_history;
struct GPUTexture *planar_pool;
struct GPUTexture *planar_depth;
struct GPUTexture *gtao_horizons;
struct GPUTexture *sss_data;
struct GPUTexture *sss_albedo;
struct GPUTexture *sss_blur;
struct GPUTexture *sss_stencil;
struct GPUTexture *maxzbuffer;
struct GPUTexture *color; /* R16_G16_B16 */
struct GPUTexture *color_double_buffer;
struct GPUTexture *depth_double_buffer;
} EEVEE_TextureList;
typedef struct EEVEE_StorageList {
/* Effects */
struct EEVEE_EffectsInfo *effects;
struct EEVEE_PrivateData *g_data;
} EEVEE_StorageList;
/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
float position[3], dist;
float color[3], spec;
float spotsize, spotblend, radius, shadowid;
float rightvec[3], sizex;
float upvec[3], sizey;
float forwardvec[3], lamptype;
} EEVEE_Light;
typedef struct EEVEE_Shadow {
float near, far, bias, exp;
float shadow_start, data_start, multi_shadow_count, shadow_blur;
float contact_dist, contact_bias, contact_spread, contact_thickness;
} EEVEE_Shadow;
typedef struct EEVEE_ShadowCube {
float position[3], pad;
} EEVEE_ShadowCube;
typedef struct EEVEE_ShadowCascade {
float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
float split_start[4];
float split_end[4];
} EEVEE_ShadowCascade;
typedef struct EEVEE_ShadowRender {
float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustum for cubemap shadow */
float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
float position[3], pad;
float cube_texel_size;
float stored_texel_size;
float clip_near;
float clip_far;
int shadow_samples_ct;
float shadow_inv_samples_ct;
} EEVEE_ShadowRender;
/* This is just a really long bitflag with special function to access it. */
#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8)
typedef struct EEVEE_LightBits {
unsigned char fields[MAX_LIGHTBITS_FIELDS];
} EEVEE_LightBits;
typedef struct EEVEE_ShadowCaster {
struct EEVEE_LightBits bits;
struct EEVEE_BoundBox bbox;
} EEVEE_ShadowCaster;
typedef struct EEVEE_ShadowCasterBuffer {
struct EEVEE_ShadowCaster *shadow_casters;
char *flags;
unsigned int alloc_count;
unsigned int count;
} EEVEE_ShadowCasterBuffer;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
int num_light, cache_num_light;
int num_layer, cache_num_layer;
int gpu_cube_ct, gpu_cascade_ct, gpu_shadow_ct;
int cpu_cube_ct, cpu_cascade_ct;
int update_flag;
int shadow_size, shadow_method;
bool shadow_high_bitdepth;
int shadow_cube_target_size;
int current_shadow_cascade;
int current_shadow_face;
float filter_size;
/* List of lights in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
struct Object *light_ref[MAX_LIGHT];
struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
/* UBO Storage : data used by UBO */
struct EEVEE_Light light_data[MAX_LIGHT];
struct EEVEE_ShadowRender shadow_render_data;
struct EEVEE_Shadow shadow_data[MAX_SHADOW];
struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
/* Lights tracking */
int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
} EEVEE_LampsInfo;
/* EEVEE_LampsInfo->shadow_casters_flag */
enum {
SHADOW_CASTER_PRUNED = (1 << 0),
SHADOW_CASTER_UPDATED = (1 << 1),
};
/* EEVEE_LampsInfo->update_flag */
enum {
LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};
/* ************ PROBE UBO ************* */
typedef struct EEVEE_LightProbe {
float position[3], parallax_type;
float attenuation_fac;
float attenuation_type;
float pad3[2];
float attenuationmat[4][4];
float parallaxmat[4][4];
} EEVEE_LightProbe;
typedef struct EEVEE_LightGrid {
float mat[4][4];
int resolution[3], offset;
float corner[3], attenuation_scale;
float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
float increment_y[3], level_bias;
float increment_z[3], pad4;
float visibility_bias, visibility_bleed, visibility_range, pad5;
} EEVEE_LightGrid;
typedef struct EEVEE_PlanarReflection {
float plane_equation[4];
float clip_vec_x[3], attenuation_scale;
float clip_vec_y[3], attenuation_bias;
float clip_edge_x_pos, clip_edge_x_neg;
float clip_edge_y_pos, clip_edge_y_neg;
float facing_scale, facing_bias, pad[2];
float reflectionmat[4][4];
} EEVEE_PlanarReflection;
/* ************ PROBE DATA ************* */
typedef struct EEVEE_LightProbesInfo {
int num_cube, cache_num_cube;
int num_grid, cache_num_grid;
int num_planar, cache_num_planar;
int total_irradiance_samples; /* Total for all grids */
int cache_irradiance_size[3];
int update_flag;
int updated_bounce;
int num_bounce;
int cubemap_res;
int target_size;
int grid_initialized;
struct World *prev_world;
bool do_cube_update;
/* For rendering probes */
float probemat[6][4][4];
int layer;
float texel_size;
float padding_size;
float samples_ct;
float invsamples_ct;
float near_clip;
float far_clip;
float roughness;
float lodfactor;
float lod_rt_max, lod_cube_max, lod_planar_max;
float visibility_range;
float visibility_blur;
float intensity_fac;
int shres;
/* List of probes in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
struct Object *probes_cube_ref[MAX_PROBE];
struct Object *probes_grid_ref[MAX_GRID];
struct Object *probes_planar_ref[MAX_PLANAR];
/* UBO Storage : data used by UBO */
struct EEVEE_LightProbe probe_data[MAX_PROBE];
struct EEVEE_LightGrid grid_data[MAX_GRID];
struct EEVEE_PlanarReflection planar_data[MAX_PLANAR];
} EEVEE_LightProbesInfo;
/* EEVEE_LightProbesInfo->update_flag */
enum {
PROBE_UPDATE_CUBE = (1 << 0),
PROBE_UPDATE_GRID = (1 << 1),
PROBE_UPDATE_ALL = 0xFFFFFF,
};
/* ************ EFFECTS DATA ************* */
typedef struct EEVEE_EffectsInfo {
int enabled_effects;
bool swap_double_buffer;
/* SSSS */
int sss_sample_count;
bool sss_separate_albedo;
/* Volumetrics */
int volume_current_sample;
/* SSR */
bool reflection_trace_full;
int ssr_neighbor_ofs;
int ssr_halfres_ofs[2];
/* Temporal Anti Aliasing */
int taa_current_sample;
int taa_render_sample;
int taa_total_sample;
float taa_alpha;
bool prev_drw_support;
float prev_drw_persmat[4][4];
float overide_persmat[4][4];
float overide_persinv[4][4];
float overide_winmat[4][4];
float overide_wininv[4][4];
/* Ambient Occlusion */
int ao_depth_layer;
struct GPUTexture *ao_src_depth; /* pointer copy */
/* Motion Blur */
float current_ndc_to_world[4][4];
float past_world_to_ndc[4][4];
int motion_blur_samples;
/* Depth Of Field */
float dof_near_far[2];
float dof_params[3];
float dof_bokeh[4];
float dof_layer_select[2];
int dof_target_size[2];
/* Bloom */
int bloom_iteration_ct;
float source_texel_size[2];
float blit_texel_size[2];
float downsamp_texel_size[MAX_BLOOM_STEP][2];
float bloom_color[3];
float bloom_clamp;
float bloom_sample_scale;
float bloom_curve_threshold[4];
float unf_source_texel_size[2];
struct GPUTexture *unf_source_buffer; /* pointer copy */
struct GPUTexture *unf_base_buffer; /* pointer copy */
/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
struct GPUTexture *source_buffer; /* latest updated texture */
struct GPUFrameBuffer *target_buffer; /* next target to render to */
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */
} EEVEE_EffectsInfo;
enum {
EFFECT_MOTION_BLUR = (1 << 0),
EFFECT_BLOOM = (1 << 1),
EFFECT_DOF = (1 << 2),
EFFECT_VOLUMETRIC = (1 << 3),
EFFECT_SSR = (1 << 4),
EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
EFFECT_REFRACT = (1 << 6),
EFFECT_GTAO = (1 << 7),
EFFECT_TAA = (1 << 8),
EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
EFFECT_SSS = (1 << 11),
};
/* ***************** COMMON DATA **************** */
/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
/* !! CAUTION !!
* - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
* - Make sure that [i]vec4 start at a multiple of 16 bytes.
* - Arrays of vec2/vec3 are padded as arrays of vec4.
* - sizeof(bool) == sizeof(int) in GLSL so use int in C */
typedef struct EEVEE_CommonUniformBuffer {
float prev_persmat[4][4]; /* mat4 */
float view_vecs[2][4]; /* vec4[2] */
float mip_ratio[10][4]; /* vec2[10] */
/* Ambient Occlusion */
/* -- 16 byte aligned -- */
float ao_dist, pad1, ao_factor, pad2; /* vec4 */
float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
/* Volumetric */
/* -- 16 byte aligned -- */
int vol_tex_size[3], pad3; /* ivec3 */
float vol_depth_param[3], pad4; /* vec3 */
float vol_inv_tex_size[3], pad5; /* vec3 */
float vol_jitter[3], pad6; /* vec3 */
float vol_coord_scale[2], pad7[2]; /* vec2 */
/* -- 16 byte aligned -- */
float vol_history_alpha; /* float */
float vol_light_clamp; /* float */
float vol_shadow_steps; /* float */
int vol_use_lights; /* bool */
/* Screen Space Reflections */
/* -- 16 byte aligned -- */
float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
float ssr_border_fac; /* float */
float ssr_max_roughness; /* float */
float ssr_firefly_fac; /* float */
float ssr_brdf_bias; /* float */
int ssr_toggle; /* bool */
/* SubSurface Scattering */
float sss_jitter_threshold; /* float */
int sss_toggle; /* bool */
/* Specular */
int spec_toggle; /* bool */
/* Lamps */
int la_num_light; /* int */
/* Probes */
int prb_num_planar; /* int */
int prb_num_render_cube; /* int */
int prb_num_render_grid; /* int */
int prb_irradiance_vis_size; /* int */
float prb_lod_cube_max; /* float */
float prb_lod_planar_max; /* float */
} EEVEE_CommonUniformBuffer;
/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
/* Lamps */
struct EEVEE_LampsInfo *lamps;
struct GPUUniformBuffer *light_ubo;
struct GPUUniformBuffer *shadow_ubo;
struct GPUUniformBuffer *shadow_render_ubo;
struct GPUUniformBuffer *shadow_samples_ubo;
struct GPUFrameBuffer *shadow_target_fb;
struct GPUFrameBuffer *shadow_store_fb;
struct GPUTexture *shadow_cube_target;
struct GPUTexture *shadow_cube_blur;
struct GPUTexture *shadow_cascade_target;
struct GPUTexture *shadow_cascade_blur;
struct GPUTexture *shadow_pool;
struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
/* Probes */
struct EEVEE_LightProbesInfo *probes;
struct GPUUniformBuffer *probe_ubo;
struct GPUUniformBuffer *grid_ubo;
struct GPUUniformBuffer *planar_ubo;
struct GPUFrameBuffer *probe_fb;
struct GPUFrameBuffer *probe_filter_fb;
struct GPUTexture *probe_rt;
struct GPUTexture *probe_depth_rt;
struct GPUTexture *probe_pool;
struct GPUTexture *irradiance_pool;
struct GPUTexture *irradiance_rt;
/* Common Uniform Buffer */
struct EEVEE_CommonUniformBuffer common_data;
struct GPUUniformBuffer *common_ubo;
} EEVEE_ViewLayerData;
/* ************ OBJECT DATA ************ */
typedef struct EEVEE_LightData {
short light_id, shadow_id;
} EEVEE_LightData;
typedef struct EEVEE_ShadowCubeData {
short light_id, shadow_id, cube_id, layer_id;
} EEVEE_ShadowCubeData;
typedef struct EEVEE_ShadowCascadeData {
short light_id, shadow_id, cascade_id, layer_id;
float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
float radius[MAX_CASCADE_NUM];
} EEVEE_ShadowCascadeData;
/* Theses are the structs stored inside Objects.
* It works with even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LampEngineData {
ObjectEngineData engine_data;
bool need_update;
/* This needs to be out of the union to avoid undefined behaviour. */
short prev_cube_shadow_id;
union {
struct EEVEE_LightData ld;
struct EEVEE_ShadowCubeData scd;
struct EEVEE_ShadowCascadeData scad;
} data;
} EEVEE_LampEngineData;
typedef struct EEVEE_LightProbeEngineData {
ObjectEngineData engine_data;
/* NOTE: need_full_update is set by dependency graph when the probe or it's
* object is updated. This triggers full probe update, including it's
* "progressive" GI refresh.
*
* need_update is always set to truth when need_full_update is tagged, but
* might also be forced to be kept truth during GI refresh stages.
*
* TODO(sergey): Is there a way to avoid two flags here, or at least make
* it more clear what's going on here?
*/
bool need_full_update;
bool need_update;
bool ready_to_shade;
int updated_cells;
int updated_lvl;
int num_cell;
int max_lvl;
int probe_id; /* Only used for display data */
float probe_size; /* Only used for display data */
/* For planar reflection rendering */
float viewmat[4][4];
float persmat[4][4];
float planer_eq_offset[4];
struct ListBase captured_object_list;
} EEVEE_LightProbeEngineData;
typedef struct EEVEE_ObjectEngineData {
ObjectEngineData engine_data;
bool need_update;
unsigned int shadow_caster_id;
} EEVEE_ObjectEngineData;
/* *********************************** */
typedef struct EEVEE_Data {
void *engine_type;
EEVEE_FramebufferList *fbl;
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
} EEVEE_Data;
typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_cull;
struct DRWShadingGroup *depth_shgrp_clip;
struct DRWShadingGroup *depth_shgrp_clip_cull;
struct DRWShadingGroup *refract_depth_shgrp;
struct DRWShadingGroup *refract_depth_shgrp_cull;
struct DRWShadingGroup *refract_depth_shgrp_clip;
struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
struct DRWShadingGroup *cube_display_shgrp;
struct DRWShadingGroup *planar_display_shgrp;
struct DRWShadingGroup *planar_downsample;
struct GHash *material_hash;
struct GHash *hair_material_hash;
struct GPUTexture *minzbuffer;
struct GPUTexture *ssr_pdf_output;
struct GPUTexture *gtao_horizons_debug;
float background_alpha; /* TODO find a better place for this. */
/* For planar probes */
float planar_texel_size[2];
/* For double buffering */
bool view_updated;
bool valid_double_buffer;
/* Render Matrices */
float persmat[4][4], persinv[4][4];
float viewmat[4][4], viewinv[4][4];
float winmat[4][4], wininv[4][4];
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
/* eevee_materials.c */
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl);
void EEVEE_materials_cache_init(EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob);
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma, EEVEE_Data *vedata,
bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method);
struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
void EEVEE_materials_free(void);
void EEVEE_draw_default_passes(EEVEE_PassList *psl);
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, double offsets[3]);
/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,
float (*obmat)[4], float *alpha_threshold);
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_update(EEVEE_ViewLayerData *sldata);
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_free(void);
/* eevee_lightprobes.c */
void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob);
void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_free(void);
/* eevee_depth_of_field.c */
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
void EEVEE_depth_of_field_free(void);
/* eevee_bloom.c */
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_draw(EEVEE_Data *vedata);
void EEVEE_bloom_free(void);
/* eevee_occlusion.c */
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_free(void);
/* eevee_screen_raytrace.c */
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_free(void);
/* eevee_subsurface.c */
int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_add_pass(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, unsigned int sss_id, struct GPUUniformBuffer *sss_profile);
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_free(void);
/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
void EEVEE_motion_blur_free(void);
/* eevee_temporal_sampling.c */
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
void EEVEE_temporal_sampling_free(void);
/* eevee_volumes.c */
int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);
/* eevee_effects.c */
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_free(void);
/* eevee_ */
void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_output(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
{0.5f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.5f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.5f, 0.0f},
{0.5f, 0.5f, 0.5f, 1.0f}
};
/* Cubemap Matrices */
static const float cubefacemat[6][4][4] = {
/* Pos X */
{{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg X */
{{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Pos Y */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg Y */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Pos Z */
{{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
/* Neg Z */
{{-1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
};
#endif /* __EEVEE_PRIVATE_H__ */