Eevee: Make lightprobes work with new DRWView system

This commit is contained in:
Clément Foucault 2019-05-21 20:24:54 +02:00
parent 800641a77f
commit 2d2ff27ce8
3 changed files with 55 additions and 36 deletions

View File

@ -717,8 +717,15 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb
stl->g_data->background_alpha = 1.0f;
/* XXX TODO remove this. This is in order to make the init functions work. */
DRWMatrixState dummy_mats = {{{{{0}}}}};
DRW_viewport_matrix_override_set_all(&dummy_mats);
if (DRW_view_default_get() == NULL) {
float winmat[4][4], viewmat[4][4];
unit_m4(viewmat);
unit_m4(winmat);
negate_v3(winmat[2]);
DRWView *view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
DRW_view_default_set(view);
DRW_view_set_active(view);
}
if (sldata->common_ubo == NULL) {
sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),

View File

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

View File

@ -836,8 +836,13 @@ typedef struct EEVEE_PrivateData {
float studiolight_glossy_clamp;
float studiolight_filter_quality;
/** For rendering probes and shadows. */
/** For rendering shadows. */
struct DRWView *cube_views[6];
/** For rendering probes. */
struct DRWView *bake_views[6];
/** Same as bake_views but does not generate culling infos. */
struct DRWView *world_views[6];
/** For rendering planar reflections. */
struct DRWView *planar_views[MAX_PLANAR];
} EEVEE_PrivateData; /* Transient data */