489 lines
16 KiB
C++
489 lines
16 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation.
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*/
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/** \file
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* \ingroup eevee
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*
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* The light module manages light data buffers and light culling system.
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*/
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#include "draw_debug.hh"
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#include "eevee_instance.hh"
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#include "eevee_light.hh"
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namespace blender::eevee {
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/* -------------------------------------------------------------------- */
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/** \name LightData
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* \{ */
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static eLightType to_light_type(short blender_light_type, short blender_area_type)
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{
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switch (blender_light_type) {
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default:
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case LA_LOCAL:
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return LIGHT_POINT;
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case LA_SUN:
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return LIGHT_SUN;
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case LA_SPOT:
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return LIGHT_SPOT;
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case LA_AREA:
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return ELEM(blender_area_type, LA_AREA_DISK, LA_AREA_ELLIPSE) ? LIGHT_ELLIPSE : LIGHT_RECT;
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Light Object
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* \{ */
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void Light::sync(/* ShadowModule &shadows , */ const Object *ob, float threshold)
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{
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const ::Light *la = (const ::Light *)ob->data;
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float scale[3];
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float max_power = max_fff(la->r, la->g, la->b) * fabsf(la->energy / 100.0f);
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float surface_max_power = max_ff(la->diff_fac, la->spec_fac) * max_power;
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float volume_max_power = la->volume_fac * max_power;
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float influence_radius_surface = attenuation_radius_get(la, threshold, surface_max_power);
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float influence_radius_volume = attenuation_radius_get(la, threshold, volume_max_power);
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this->influence_radius_max = max_ff(influence_radius_surface, influence_radius_volume);
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this->influence_radius_invsqr_surface = 1.0f / square_f(max_ff(influence_radius_surface, 1e-8f));
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this->influence_radius_invsqr_volume = 1.0f / square_f(max_ff(influence_radius_volume, 1e-8f));
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this->color = float3(&la->r) * la->energy;
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normalize_m4_m4_ex(this->object_mat.ptr(), ob->obmat, scale);
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/* Make sure we have consistent handedness (in case of negatively scaled Z axis). */
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float3 cross = math::cross(float3(this->_right), float3(this->_up));
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if (math::dot(cross, float3(this->_back)) < 0.0f) {
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negate_v3(this->_up);
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}
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shape_parameters_set(la, scale);
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float shape_power = shape_power_get(la);
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float point_power = point_power_get(la);
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this->diffuse_power = la->diff_fac * shape_power;
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this->transmit_power = la->diff_fac * point_power;
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this->specular_power = la->spec_fac * shape_power;
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this->volume_power = la->volume_fac * point_power;
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eLightType new_type = to_light_type(la->type, la->area_shape);
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if (this->type != new_type) {
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/* shadow_discard_safe(shadows); */
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this->type = new_type;
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}
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#if 0
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if (la->mode & LA_SHADOW) {
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if (la->type == LA_SUN) {
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if (this->shadow_id == LIGHT_NO_SHADOW) {
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this->shadow_id = shadows.directionals.alloc();
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}
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ShadowDirectional &shadow = shadows.directionals[this->shadow_id];
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shadow.sync(this->object_mat, la->bias * 0.05f, 1.0f);
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}
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else {
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float cone_aperture = DEG2RAD(360.0);
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if (la->type == LA_SPOT) {
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cone_aperture = min_ff(DEG2RAD(179.9), la->spotsize);
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}
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else if (la->type == LA_AREA) {
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cone_aperture = DEG2RAD(179.9);
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}
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if (this->shadow_id == LIGHT_NO_SHADOW) {
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this->shadow_id = shadows.punctuals.alloc();
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}
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ShadowPunctual &shadow = shadows.punctuals[this->shadow_id];
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shadow.sync(this->type,
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this->object_mat,
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cone_aperture,
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la->clipsta,
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this->influence_radius_max,
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la->bias * 0.05f);
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}
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}
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else {
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shadow_discard_safe(shadows);
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}
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#endif
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this->initialized = true;
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}
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#if 0
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void Light::shadow_discard_safe(ShadowModule &shadows)
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{
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if (shadow_id != LIGHT_NO_SHADOW) {
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if (this->type != LIGHT_SUN) {
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shadows.punctuals.free(shadow_id);
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}
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else {
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shadows.directionals.free(shadow_id);
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}
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shadow_id = LIGHT_NO_SHADOW;
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}
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}
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#endif
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/* Returns attenuation radius inverted & squared for easy bound checking inside the shader. */
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float Light::attenuation_radius_get(const ::Light *la, float light_threshold, float light_power)
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{
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if (la->type == LA_SUN) {
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return (light_power > 1e-5f) ? 1e16f : 0.0f;
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}
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if (la->mode & LA_CUSTOM_ATTENUATION) {
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return la->att_dist;
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}
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/* Compute the distance (using the inverse square law)
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* at which the light power reaches the light_threshold. */
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/* TODO take area light scale into account. */
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return sqrtf(light_power / light_threshold);
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}
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void Light::shape_parameters_set(const ::Light *la, const float scale[3])
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{
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if (la->type == LA_AREA) {
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float area_size_y = (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) ? la->area_sizey :
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la->area_size;
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_area_size_x = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
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_area_size_y = max_ff(0.003f, area_size_y * scale[1] * 0.5f);
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/* For volume point lighting. */
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radius_squared = max_ff(0.001f, hypotf(_area_size_x, _area_size_y) * 0.5f);
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radius_squared = square_f(radius_squared);
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}
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else {
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if (la->type == LA_SPOT) {
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/* Spot size & blend */
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spot_size_inv[0] = scale[2] / scale[0];
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spot_size_inv[1] = scale[2] / scale[1];
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float spot_size = cosf(la->spotsize * 0.5f);
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float spot_blend = (1.0f - spot_size) * la->spotblend;
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_spot_mul = 1.0f / max_ff(1e-8f, spot_blend);
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_spot_bias = -spot_size * _spot_mul;
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spot_tan = tanf(min_ff(la->spotsize * 0.5f, M_PI_2 - 0.0001f));
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}
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if (la->type == LA_SUN) {
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_area_size_x = tanf(min_ff(la->sun_angle, DEG2RADF(179.9f)) / 2.0f);
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}
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else {
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_area_size_x = la->area_size;
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}
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_area_size_y = _area_size_x = max_ff(0.001f, _area_size_x);
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radius_squared = square_f(_area_size_x);
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}
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}
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float Light::shape_power_get(const ::Light *la)
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{
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/* Make illumination power constant */
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switch (la->type) {
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case LA_AREA: {
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float area = _area_size_x * _area_size_y;
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float power = 1.0f / (area * 4.0f * float(M_PI));
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/* FIXME : Empirical, Fit cycles power */
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power *= 0.8f;
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if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
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/* Scale power to account for the lower area of the ellipse compared to the surrounding
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* rectangle. */
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power *= 4.0f / M_PI;
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}
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return power;
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}
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case LA_SPOT:
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case LA_LOCAL: {
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return 1.0f / (4.0f * square_f(_radius) * float(M_PI * M_PI));
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}
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default:
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case LA_SUN: {
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float power = 1.0f / (square_f(_radius) * float(M_PI));
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/* Make illumination power closer to cycles for bigger radii. Cycles uses a cos^3 term that
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* we cannot reproduce so we account for that by scaling the light power. This function is
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* the result of a rough manual fitting. */
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/* Simplification of: power *= 1 + r²/2 */
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power += 1.0f / (2.0f * M_PI);
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return power;
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}
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}
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}
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float Light::point_power_get(const ::Light *la)
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{
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/* Volume light is evaluated as point lights. Remove the shape power. */
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switch (la->type) {
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case LA_AREA: {
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/* Match cycles. Empirical fit... must correspond to some constant. */
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float power = 0.0792f * M_PI;
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/* This corrects for area light most representative point trick. The fit was found by
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* reducing the average error compared to cycles. */
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float area = _area_size_x * _area_size_y;
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float tmp = M_PI_2 / (M_PI_2 + sqrtf(area));
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/* Lerp between 1.0 and the limit (1 / pi). */
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power *= tmp + (1.0f - tmp) * M_1_PI;
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return power;
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}
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case LA_SPOT:
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case LA_LOCAL: {
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/* Match cycles. Empirical fit... must correspond to some constant. */
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return 0.0792f;
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}
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default:
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case LA_SUN: {
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return 1.0f;
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}
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}
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}
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void Light::debug_draw()
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{
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#ifdef DEBUG
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drw_debug_sphere(_position, influence_radius_max, float4(0.8f, 0.3f, 0.0f, 1.0f));
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#endif
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name LightModule
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* \{ */
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void LightModule::begin_sync()
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{
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use_scene_lights_ = inst_.use_scene_lights();
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/* In begin_sync so it can be animated. */
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if (assign_if_different(light_threshold_, max_ff(1e-16f, inst_.scene->eevee.light_threshold))) {
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inst_.sampling.reset();
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}
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sun_lights_len_ = 0;
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local_lights_len_ = 0;
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}
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void LightModule::sync_light(const Object *ob, ObjectHandle &handle)
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{
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if (use_scene_lights_ == false) {
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return;
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}
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Light &light = light_map_.lookup_or_add_default(handle.object_key);
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light.used = true;
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if (handle.recalc != 0 || !light.initialized) {
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light.sync(/* inst_.shadows, */ ob, light_threshold_);
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}
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sun_lights_len_ += int(light.type == LIGHT_SUN);
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local_lights_len_ += int(light.type != LIGHT_SUN);
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}
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void LightModule::end_sync()
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{
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// ShadowModule &shadows = inst_.shadows;
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/* NOTE: We resize this buffer before removing deleted lights. */
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int lights_allocated = ceil_to_multiple_u(max_ii(light_map_.size(), 1), LIGHT_CHUNK);
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light_buf_.resize(lights_allocated);
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/* Track light deletion. */
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Vector<ObjectKey, 0> deleted_keys;
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/* Indices inside GPU data array. */
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int sun_lights_idx = 0;
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int local_lights_idx = sun_lights_len_;
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/* Fill GPU data with scene data. */
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for (auto item : light_map_.items()) {
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Light &light = item.value;
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if (!light.used) {
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/* Deleted light. */
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deleted_keys.append(item.key);
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// light.shadow_discard_safe(shadows);
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continue;
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}
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int dst_idx = (light.type == LIGHT_SUN) ? sun_lights_idx++ : local_lights_idx++;
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/* Put all light data into global data SSBO. */
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light_buf_[dst_idx] = light;
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#if 0
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if (light.shadow_id != LIGHT_NO_SHADOW) {
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if (light.type == LIGHT_SUN) {
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light_buf_[dst_idx].shadow_data = shadows.directionals[light.shadow_id];
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}
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else {
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light_buf_[dst_idx].shadow_data = shadows.punctuals[light.shadow_id];
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}
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}
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#endif
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/* Untag for next sync. */
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light.used = false;
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}
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/* This scene data buffer is then immutable after this point. */
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light_buf_.push_update();
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for (auto key : deleted_keys) {
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light_map_.remove(key);
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}
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/* Update sampling on deletion or un-hiding (use_scene_lights). */
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if (assign_if_different(light_map_size_, light_map_.size())) {
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inst_.sampling.reset();
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}
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/* If exceeding the limit, just trim off the excess to avoid glitchy rendering. */
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if (sun_lights_len_ + local_lights_len_ > CULLING_MAX_ITEM) {
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sun_lights_len_ = min_ii(sun_lights_len_, CULLING_MAX_ITEM);
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local_lights_len_ = min_ii(local_lights_len_, CULLING_MAX_ITEM - sun_lights_len_);
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inst_.info = "Error: Too many lights in the scene.";
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}
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lights_len_ = sun_lights_len_ + local_lights_len_;
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/* Resize to the actual number of lights after pruning. */
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lights_allocated = ceil_to_multiple_u(max_ii(lights_len_, 1), LIGHT_CHUNK);
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culling_key_buf_.resize(lights_allocated);
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culling_zdist_buf_.resize(lights_allocated);
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culling_light_buf_.resize(lights_allocated);
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{
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/* Compute tile size and total word count. */
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uint word_per_tile = divide_ceil_u(max_ii(lights_len_, 1), 32);
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int2 render_extent = inst_.film.render_extent_get();
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int2 tiles_extent;
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/* Default to 32 as this is likely to be the maximum
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* tile size used by hardware or compute shading. */
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uint tile_size = 16;
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do {
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tile_size *= 2;
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tiles_extent = math::divide_ceil(render_extent, int2(tile_size));
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uint tile_count = tiles_extent.x * tiles_extent.y;
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if (tile_count > max_tile_count_threshold) {
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continue;
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}
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total_word_count_ = tile_count * word_per_tile;
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} while (total_word_count_ > max_word_count_threshold);
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/* Keep aligned with storage buffer requirements. */
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total_word_count_ = ceil_to_multiple_u(total_word_count_, 32);
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culling_data_buf_.tile_word_len = word_per_tile;
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culling_data_buf_.tile_size = tile_size;
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culling_data_buf_.tile_x_len = tiles_extent.x;
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culling_data_buf_.tile_y_len = tiles_extent.y;
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culling_data_buf_.items_count = lights_len_;
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culling_data_buf_.local_lights_len = local_lights_len_;
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culling_data_buf_.sun_lights_len = sun_lights_len_;
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}
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culling_tile_buf_.resize(total_word_count_);
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culling_pass_sync();
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debug_pass_sync();
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}
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void LightModule::culling_pass_sync()
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{
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uint safe_lights_len = max_ii(lights_len_, 1);
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uint culling_select_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SELECT_GROUP_SIZE);
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uint culling_sort_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SORT_GROUP_SIZE);
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uint culling_tile_dispatch_size = divide_ceil_u(total_word_count_, CULLING_TILE_GROUP_SIZE);
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/* NOTE: We reference the buffers that may be resized or updated later. */
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culling_ps_.init();
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{
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auto &sub = culling_ps_.sub("Select");
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sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT));
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sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
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sub.bind_ssbo("in_light_buf", light_buf_);
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sub.bind_ssbo("out_light_buf", culling_light_buf_);
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sub.bind_ssbo("out_zdist_buf", culling_zdist_buf_);
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sub.bind_ssbo("out_key_buf", culling_key_buf_);
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sub.dispatch(int3(culling_select_dispatch_size, 1, 1));
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sub.barrier(GPU_BARRIER_SHADER_STORAGE);
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}
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{
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auto &sub = culling_ps_.sub("Sort");
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sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SORT));
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sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
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sub.bind_ssbo("in_light_buf", light_buf_);
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sub.bind_ssbo("out_light_buf", culling_light_buf_);
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sub.bind_ssbo("in_zdist_buf", culling_zdist_buf_);
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sub.bind_ssbo("in_key_buf", culling_key_buf_);
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sub.dispatch(int3(culling_sort_dispatch_size, 1, 1));
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sub.barrier(GPU_BARRIER_SHADER_STORAGE);
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}
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{
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auto &sub = culling_ps_.sub("Zbin");
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sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN));
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sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
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sub.bind_ssbo("light_buf", culling_light_buf_);
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sub.bind_ssbo("out_zbin_buf", culling_zbin_buf_);
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sub.dispatch(int3(1, 1, 1));
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sub.barrier(GPU_BARRIER_SHADER_STORAGE);
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}
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{
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auto &sub = culling_ps_.sub("Tiles");
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sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_TILE));
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sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
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sub.bind_ssbo("light_buf", culling_light_buf_);
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sub.bind_ssbo("out_light_tile_buf", culling_tile_buf_);
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sub.dispatch(int3(culling_tile_dispatch_size, 1, 1));
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sub.barrier(GPU_BARRIER_SHADER_STORAGE);
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}
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}
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void LightModule::debug_pass_sync()
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{
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if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
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debug_draw_ps_.init();
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debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
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debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG));
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inst_.hiz_buffer.bind_resources(&debug_draw_ps_);
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debug_draw_ps_.bind_ssbo("light_buf", &culling_light_buf_);
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debug_draw_ps_.bind_ssbo("light_cull_buf", &culling_data_buf_);
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debug_draw_ps_.bind_ssbo("light_zbin_buf", &culling_zbin_buf_);
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debug_draw_ps_.bind_ssbo("light_tile_buf", &culling_tile_buf_);
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debug_draw_ps_.bind_texture("depth_tx", &inst_.render_buffers.depth_tx);
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debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
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}
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}
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void LightModule::set_view(View &view, const int2 extent)
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{
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float far_z = view.far_clip();
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float near_z = view.near_clip();
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culling_data_buf_.zbin_scale = -CULLING_ZBIN_COUNT / fabsf(far_z - near_z);
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culling_data_buf_.zbin_bias = -near_z * culling_data_buf_.zbin_scale;
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culling_data_buf_.tile_to_uv_fac = (culling_data_buf_.tile_size / float2(extent));
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|
culling_data_buf_.visible_count = 0;
|
|
culling_data_buf_.push_update();
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|
|
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inst_.manager->submit(culling_ps_, view);
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|
}
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void LightModule::debug_draw(View &view, GPUFrameBuffer *view_fb)
|
|
{
|
|
if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
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|
inst_.info = "Debug Mode: Light Culling Validation";
|
|
inst_.hiz_buffer.update();
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GPU_framebuffer_bind(view_fb);
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|
inst_.manager->submit(debug_draw_ps_, view);
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|
}
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|
}
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/** \} */
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} // namespace blender::eevee
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