Eevee: Make lightprobes work with new DRWView system
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@ -717,8 +717,15 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb
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stl->g_data->background_alpha = 1.0f;
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/* XXX TODO remove this. This is in order to make the init functions work. */
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DRWMatrixState dummy_mats = {{{{{0}}}}};
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DRW_viewport_matrix_override_set_all(&dummy_mats);
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if (DRW_view_default_get() == NULL) {
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float winmat[4][4], viewmat[4][4];
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unit_m4(viewmat);
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unit_m4(winmat);
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negate_v3(winmat[2]);
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DRWView *view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
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DRW_view_default_set(view);
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DRW_view_set_active(view);
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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),
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@ -167,7 +167,9 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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e_data.hammersley = create_hammersley_sample_texture(HAMMERSLEY_SIZE);
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}
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memset(stl->g_data->bake_views, 0, sizeof(stl->g_data->bake_views));
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memset(stl->g_data->cube_views, 0, sizeof(stl->g_data->cube_views));
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memset(stl->g_data->world_views, 0, sizeof(stl->g_data->world_views));
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memset(stl->g_data->planar_views, 0, sizeof(stl->g_data->planar_views));
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/* Use fallback if we don't have gpu texture allocated an we cannot restore them. */
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@ -802,32 +804,43 @@ typedef struct EEVEE_BakeRenderData {
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static void render_cubemap(void (*callback)(int face, EEVEE_BakeRenderData *user_data),
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EEVEE_BakeRenderData *user_data,
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const float pos[3],
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float clipsta,
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float clipend)
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float near,
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float far,
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bool do_culling)
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{
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DRWMatrixState matstate;
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EEVEE_StorageList *stl = user_data->vedata->stl;
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DRWView **views = do_culling ? stl->g_data->bake_views : stl->g_data->world_views;
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/* Move to capture position */
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float posmat[4][4];
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unit_m4(posmat);
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negate_v3_v3(posmat[3], pos);
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float winmat[4][4], viewmat[4][4];
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perspective_m4(winmat, -near, near, -near, near, near, far);
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perspective_m4(matstate.winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
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invert_m4_m4(matstate.wininv, matstate.winmat);
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/* Prepare views at the same time for faster culling. */
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for (int i = 0; i < 6; i++) {
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unit_m4(viewmat);
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negate_v3_v3(viewmat[3], pos);
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mul_m4_m4m4(viewmat, cubefacemat[i], viewmat);
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if (do_culling) {
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if (views[i] == NULL) {
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views[i] = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
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}
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else {
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DRW_view_update(views[i], viewmat, winmat, NULL, NULL);
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}
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}
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else {
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if (views[i] == NULL) {
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const DRWView *default_view = DRW_view_default_get();
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views[i] = DRW_view_create_sub(default_view, viewmat, winmat);
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}
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else {
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DRW_view_update_sub(views[i], viewmat, winmat);
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}
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}
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}
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/* 1 - Render to each cubeface individually.
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* We do this instead of using geometry shader because a) it's faster,
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* b) it's easier than fixing the nodetree shaders (for view dependent effects). */
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for (int i = 0; i < 6; ++i) {
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/* Setup custom matrices */
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mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat);
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mul_m4_m4m4(matstate.persmat, matstate.winmat, matstate.viewmat);
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invert_m4_m4(matstate.persinv, matstate.persmat);
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invert_m4_m4(matstate.viewinv, matstate.viewmat);
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invert_m4_m4(matstate.wininv, matstate.winmat);
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DRW_viewport_matrix_override_set_all(&matstate);
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DRW_view_set_active(views[i]);
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callback(i, user_data);
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}
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}
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@ -872,17 +885,20 @@ void EEVEE_lightbake_render_world(EEVEE_ViewLayerData *UNUSED(sldata),
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.face_fb = face_fb,
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};
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render_cubemap(lightbake_render_world_face, &brdata, (float[3]){0.0f}, 1.0f, 10.0f);
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render_cubemap(lightbake_render_world_face, &brdata, (float[3]){0.0f}, 1.0f, 10.0f, false);
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}
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static void lightbake_render_scene_face(int face, EEVEE_BakeRenderData *user_data)
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{
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EEVEE_ViewLayerData *sldata = user_data->sldata;
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EEVEE_PassList *psl = user_data->vedata->psl;
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EEVEE_PrivateData *g_data = user_data->vedata->stl->g_data;
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DRWView **views = g_data->bake_views;
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struct GPUFrameBuffer **face_fb = user_data->face_fb;
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/* Be sure that cascaded shadow maps are updated. */
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EEVEE_draw_shadows(sldata, user_data->vedata, NULL /* TODO */);
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EEVEE_draw_shadows(sldata, user_data->vedata, views[face]);
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GPU_framebuffer_bind(face_fb[face]);
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GPU_framebuffer_clear_depth(face_fb[face], 1.0f);
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@ -911,7 +927,7 @@ void EEVEE_lightbake_render_scene(EEVEE_ViewLayerData *sldata,
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.face_fb = face_fb,
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};
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render_cubemap(lightbake_render_scene_face, &brdata, pos, near_clip, far_clip);
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render_cubemap(lightbake_render_scene_face, &brdata, pos, near_clip, far_clip, true);
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}
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static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *user_data)
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@ -1225,7 +1241,6 @@ void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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{
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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EEVEE_LightProbesInfo *pinfo = sldata->probes;
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DRWMatrixState saved_mats;
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if (pinfo->num_planar == 0) {
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/* Disable SSR if we cannot read previous frame */
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@ -1234,9 +1249,6 @@ void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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return;
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}
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/* We need to save the Matrices before overidding them */
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DRW_viewport_matrix_get_all(&saved_mats);
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/* Temporary Remove all planar reflections (avoid lag effect). */
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common_data->prb_num_planar = 0;
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/* Turn off ssr to avoid black specular */
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@ -1265,8 +1277,6 @@ void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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EEVEE_lightbake_filter_planar(vedata);
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}
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DRW_viewport_matrix_override_set_all(&saved_mats);
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if (DRW_state_is_image_render()) {
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/* Sort transparents because planar reflections could have re-sorted them. */
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DRW_pass_sort_shgroup_z(vedata->psl->transparent_pass);
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@ -1284,10 +1294,7 @@ void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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if ((light_cache->flag & LIGHTCACHE_UPDATE_WORLD) &&
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(light_cache->flag & LIGHTCACHE_BAKED) == 0) {
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DRWMatrixState saved_mats;
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DRW_viewport_matrix_get_all(&saved_mats);
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EEVEE_lightbake_update_world_quick(sldata, vedata, scene_eval);
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DRW_viewport_matrix_override_set_all(&saved_mats);
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}
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}
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@ -836,8 +836,13 @@ typedef struct EEVEE_PrivateData {
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float studiolight_glossy_clamp;
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float studiolight_filter_quality;
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/** For rendering probes and shadows. */
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/** For rendering shadows. */
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struct DRWView *cube_views[6];
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/** For rendering probes. */
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struct DRWView *bake_views[6];
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/** Same as bake_views but does not generate culling infos. */
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struct DRWView *world_views[6];
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/** For rendering planar reflections. */
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struct DRWView *planar_views[MAX_PLANAR];
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} EEVEE_PrivateData; /* Transient data */
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