Eevee: Move cube shadows to octahedron shadowmaps.
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array. This render the sampling function much more simpler and without edge artifacts.
This commit is contained in:
parent
4c3382d55f
commit
d9d65a06d3
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@ -131,6 +131,9 @@ data_to_c_simple(engines/eevee/shaders/probe_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_store_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_store_geom.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_store_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/bsdf_direct_lib.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
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@ -56,8 +56,6 @@ static struct {
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struct GPUShader *default_world;
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struct GPUShader *default_background;
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struct GPUShader *depth_sh;
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struct GPUShader *tonemap;
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struct GPUShader *shadow_sh;
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struct GPUShader *probe_filter_sh;
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struct GPUShader *probe_spherical_harmonic_sh;
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@ -263,11 +261,6 @@ static void EEVEE_engine_init(void *ved)
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MEM_freeN(frag_str);
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}
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if (!e_data.shadow_sh) {
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e_data.shadow_sh = DRW_shader_create(
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datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL);
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}
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if (!e_data.default_world) {
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e_data.default_world = DRW_shader_create(
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datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_default_world_frag_glsl, NULL);
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@ -341,32 +334,6 @@ static DRWShadingGroup *eevee_cube_shgroup(struct GPUShader *sh, DRWPass *pass,
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return grp;
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}
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static DRWShadingGroup *eevee_cube_shadow_shgroup(
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EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
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{
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DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom);
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DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo);
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DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
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for (int i = 0; i < 6; ++i)
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DRW_shgroup_call_dynamic_add_empty(grp);
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return grp;
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}
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static DRWShadingGroup *eevee_cascade_shadow_shgroup(
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EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
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{
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DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom);
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DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo);
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DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
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for (int i = 0; i < MAX_CASCADE_NUM; ++i)
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DRW_shgroup_call_dynamic_add_empty(grp);
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return grp;
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}
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static void EEVEE_cache_init(void *vedata)
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{
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static int zero = 0;
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@ -380,14 +347,6 @@ static void EEVEE_cache_init(void *vedata)
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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}
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{
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psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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}
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{
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// psl->shadow_pass = DRW_pass_create("Shadow Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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// stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
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@ -556,7 +515,7 @@ static void EEVEE_cache_init(void *vedata)
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}
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EEVEE_lights_cache_init(stl);
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EEVEE_lights_cache_init(stl, psl, txl);
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EEVEE_effects_cache_init(vedata);
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}
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@ -683,8 +642,11 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
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// GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options)
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// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
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eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
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eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
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const bool cast_shadow = true;
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if (cast_shadow) {
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EEVEE_lights_cache_shcaster_add(psl, stl, geom, ob->obmat);
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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(stl, ob);
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@ -692,7 +654,6 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
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}
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typedef struct eevee_bind_shadow_data {
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struct GPUTexture *shadow_depth_map_pool;
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struct GPUTexture *shadow_depth_cube_pool;
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struct GPUTexture *shadow_depth_cascade_pool;
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} eevee_bind_shadow_data;
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@ -700,7 +661,6 @@ typedef struct eevee_bind_shadow_data {
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static void eevee_bind_shadow(void *data, DRWShadingGroup *shgrp)
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{
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eevee_bind_shadow_data *shdw_data = data;
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DRW_shgroup_uniform_texture(shgrp, "shadowMaps", shdw_data->shadow_depth_map_pool);
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DRW_shgroup_uniform_texture(shgrp, "shadowCubes", shdw_data->shadow_depth_cube_pool);
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DRW_shgroup_uniform_texture(shgrp, "shadowCascades", shdw_data->shadow_depth_cascade_pool);
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}
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@ -717,7 +677,6 @@ static void EEVEE_cache_finish(void *vedata)
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/* Shadows binding */
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eevee_bind_shadow_data data;
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data.shadow_depth_map_pool = txl->shadow_depth_map_pool;
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data.shadow_depth_cube_pool = txl->shadow_depth_cube_pool;
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data.shadow_depth_cascade_pool = txl->shadow_depth_cascade_pool;
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@ -757,11 +716,11 @@ static void EEVEE_draw_scene(void *vedata)
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static void EEVEE_engine_free(void)
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{
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EEVEE_effects_free();
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EEVEE_lights_free();
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MEM_SAFE_FREE(e_data.frag_shader_lib);
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DRW_SHADER_FREE_SAFE(e_data.default_lit);
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DRW_SHADER_FREE_SAFE(e_data.default_lit_flat);
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DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
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DRW_SHADER_FREE_SAFE(e_data.default_world);
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DRW_SHADER_FREE_SAFE(e_data.default_background);
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DRW_SHADER_FREE_SAFE(e_data.probe_filter_sh);
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@ -47,6 +47,18 @@ typedef struct EEVEE_ShadowCascadeData {
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float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
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} EEVEE_ShadowCascadeData;
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static struct {
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struct GPUShader *shadow_sh;
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struct GPUShader *shadow_store_sh;
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_shadow_vert_glsl[];
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extern char datatoc_shadow_geom_glsl[];
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extern char datatoc_shadow_frag_glsl[];
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extern char datatoc_shadow_store_vert_glsl[];
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extern char datatoc_shadow_store_geom_glsl[];
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extern char datatoc_shadow_store_frag_glsl[];
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/* *********** FUNCTIONS *********** */
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void EEVEE_lights_init(EEVEE_StorageList *stl)
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@ -55,6 +67,14 @@ void EEVEE_lights_init(EEVEE_StorageList *stl)
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sizeof(EEVEE_ShadowMap) * MAX_SHADOW_MAP +
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sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;
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if (!e_data.shadow_sh) {
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e_data.shadow_sh = DRW_shader_create(
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datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL);
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e_data.shadow_store_sh = DRW_shader_create(
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datatoc_shadow_store_vert_glsl, datatoc_shadow_store_geom_glsl, datatoc_shadow_store_frag_glsl, NULL);
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}
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if (!stl->lamps) {
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stl->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
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stl->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
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@ -63,7 +83,7 @@ void EEVEE_lights_init(EEVEE_StorageList *stl)
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}
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}
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void EEVEE_lights_cache_init(EEVEE_StorageList *stl)
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void EEVEE_lights_cache_init(EEVEE_StorageList *stl, EEVEE_PassList *psl, EEVEE_TextureList *txl)
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{
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EEVEE_LampsInfo *linfo = stl->lamps;
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@ -72,6 +92,23 @@ void EEVEE_lights_cache_init(EEVEE_StorageList *stl)
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memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref));
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memset(linfo->shadow_map_ref, 0, sizeof(linfo->shadow_map_ref));
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memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref));
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{
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psl->shadow_cube_store_pass = DRW_pass_create("Shadow Storage Pass", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.shadow_store_sh, psl->shadow_cube_store_pass);
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DRW_shgroup_uniform_buffer(grp, "shadowCube", &txl->shadow_color_cube_target);
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DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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{
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psl->shadow_cube_pass = DRW_pass_create("Shadow Cube Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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}
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{
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psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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}
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}
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void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob)
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@ -89,7 +126,7 @@ void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob)
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DRW_lamp_engine_data_free((void *)led);
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#if 0 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */
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#if 1 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */
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if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {
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if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) {
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led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData");
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@ -119,6 +156,24 @@ void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob)
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}
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}
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/* Add a shadow caster to the shadowpasses */
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void EEVEE_lights_cache_shcaster_add(EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
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{
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DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom);
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DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo);
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DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
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for (int i = 0; i < 6; ++i)
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DRW_shgroup_call_dynamic_add_empty(grp);
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grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom);
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DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo);
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DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
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for (int i = 0; i < MAX_CASCADE_NUM; ++i)
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DRW_shgroup_call_dynamic_add_empty(grp);
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}
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void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, EEVEE_FramebufferList *fbl)
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{
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EEVEE_LampsInfo *linfo = stl->lamps;
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@ -141,10 +196,21 @@ void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, E
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linfo->cache_num_cascade = linfo->num_cascade;
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}
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/* Initialize Textures Arrays first so DRW_framebuffer_init just bind them */
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/* Initialize Textures Arrays first so DRW_framebuffer_init just bind them. */
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if (!txl->shadow_depth_cube_target) {
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/* Render Cubemap */
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txl->shadow_depth_cube_target = DRW_texture_create_cube(512, DRW_TEX_DEPTH_24, 0, NULL);
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txl->shadow_color_cube_target = DRW_texture_create_cube(512, DRW_TEX_R_32, 0, NULL);
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if (fbl->shadow_cube_fb) {
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DRW_framebuffer_texture_attach(fbl->shadow_cube_fb, txl->shadow_depth_cube_target, 0, 0);
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DRW_framebuffer_texture_attach(fbl->shadow_cube_fb, txl->shadow_color_cube_target, 0, 0);
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}
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}
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if (!txl->shadow_depth_cube_pool) {
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/* Cubemap / octahedra map pool */
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/* TODO Cubemap array */
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txl->shadow_depth_cube_pool = DRW_texture_create_2D_array(
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512, 512, max_ff(1, linfo->num_cube * 6), DRW_TEX_DEPTH_24,
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512, 512, max_ff(1, linfo->num_cube), DRW_TEX_R_32,
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DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
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if (fbl->shadow_cube_fb) {
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DRW_framebuffer_texture_attach(fbl->shadow_cube_fb, txl->shadow_depth_cube_pool, 0, 0);
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}
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}
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DRWFboTexture tex_cube = {&txl->shadow_depth_cube_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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DRW_framebuffer_init(&fbl->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1);
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DRWFboTexture tex_cube_target[2] = {
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{&txl->shadow_depth_cube_target, DRW_TEX_DEPTH_24, 0},
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{&txl->shadow_color_cube_target, DRW_TEX_R_32, 0}};
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DRW_framebuffer_init(&fbl->shadow_cube_target_fb, &draw_engine_eevee_type, 512, 512, tex_cube_target, 2);
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DRWFboTexture tex_map = {&txl->shadow_depth_map_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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DRW_framebuffer_init(&fbl->shadow_map_fb, &draw_engine_eevee_type, 512, 512, &tex_map, 1);
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DRWFboTexture tex_cube = {&txl->shadow_depth_cube_pool, DRW_TEX_R_32, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1);
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DRWFboTexture tex_cascade = {&txl->shadow_depth_cascade_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE};
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DRW_framebuffer_init(&fbl->shadow_cascade_fb, &draw_engine_eevee_type, 512, 512, &tex_cascade, 1);
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@ -515,14 +583,9 @@ void EEVEE_draw_shadows(EEVEE_Data *vedata)
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EEVEE_LampsInfo *linfo = stl->lamps;
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Object *ob;
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int i;
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float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Cube Shadow Maps */
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/* For old hardware support, we render each face of the shadow map
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* onto 6 layer of a big 2D texture array and sample manualy the right layer
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* in the fragment shader. */
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DRW_framebuffer_bind(fbl->shadow_cube_fb);
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DRW_framebuffer_clear(false, true, false, NULL, 1.0);
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/* Render each shadow to one layer of the array */
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for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
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EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
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@ -530,12 +593,20 @@ void EEVEE_draw_shadows(EEVEE_Data *vedata)
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EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
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srd->layer = i;
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copy_v3_v3(srd->position, ob->obmat[3]);
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for (int j = 0; j < 6; ++j) {
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copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
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}
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DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
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DRW_framebuffer_bind(fbl->shadow_cube_target_fb);
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DRW_framebuffer_clear(true, true, false, clear_color, 1.0);
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/* Render shadow cube */
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DRW_draw_pass(psl->shadow_cube_pass);
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/* Push it to shadowmap array */
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DRW_framebuffer_bind(fbl->shadow_cube_fb);
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DRW_draw_pass(psl->shadow_cube_store_pass);
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}
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#if 0
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@ -555,21 +626,27 @@ void EEVEE_draw_shadows(EEVEE_Data *vedata)
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#endif
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/* Cascaded Shadow Maps */
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DRW_framebuffer_bind(fbl->shadow_cascade_fb);
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DRW_framebuffer_clear(false, true, false, NULL, 1.0);
|
||||
// DRW_framebuffer_bind(fbl->shadow_cascade_fb);
|
||||
// DRW_framebuffer_clear(false, true, false, NULL, 1.0);
|
||||
|
||||
/* Render each shadow to one layer of the array */
|
||||
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
|
||||
EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
|
||||
EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->sto;
|
||||
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
|
||||
// /* Render each shadow to one layer of the array */
|
||||
// for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
|
||||
// EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &DRW_engine_viewport_eevee_type);
|
||||
// EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->sto;
|
||||
// EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
|
||||
|
||||
srd->layer = i;
|
||||
for (int j = 0; j < MAX_CASCADE_NUM; ++j) {
|
||||
copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
|
||||
}
|
||||
DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
|
||||
// srd->layer = i;
|
||||
// for (int j = 0; j < MAX_CASCADE_NUM; ++j) {
|
||||
// copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
|
||||
// }
|
||||
// DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
|
||||
|
||||
DRW_draw_pass(psl->shadow_cascade_pass);
|
||||
}
|
||||
// DRW_draw_pass(psl->shadow_cascade_pass);
|
||||
// }
|
||||
}
|
||||
|
||||
void EEVEE_lights_free(void)
|
||||
{
|
||||
DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.shadow_store_sh);
|
||||
}
|
|
@ -42,6 +42,7 @@ typedef struct EEVEE_PassList {
|
|||
/* Shadows */
|
||||
struct DRWPass *shadow_pass;
|
||||
struct DRWPass *shadow_cube_pass;
|
||||
struct DRWPass *shadow_cube_store_pass;
|
||||
struct DRWPass *shadow_cascade_pass;
|
||||
|
||||
/* Probes */
|
||||
|
@ -69,6 +70,7 @@ typedef struct EEVEE_PassList {
|
|||
|
||||
typedef struct EEVEE_FramebufferList {
|
||||
/* Shadows */
|
||||
struct GPUFrameBuffer *shadow_cube_target_fb;
|
||||
struct GPUFrameBuffer *shadow_cube_fb;
|
||||
struct GPUFrameBuffer *shadow_map_fb;
|
||||
struct GPUFrameBuffer *shadow_cascade_fb;
|
||||
|
@ -90,6 +92,8 @@ typedef struct EEVEE_FramebufferList {
|
|||
|
||||
typedef struct EEVEE_TextureList {
|
||||
/* Shadows */
|
||||
struct GPUTexture *shadow_depth_cube_target;
|
||||
struct GPUTexture *shadow_color_cube_target;
|
||||
struct GPUTexture *shadow_depth_cube_pool;
|
||||
struct GPUTexture *shadow_depth_map_pool;
|
||||
struct GPUTexture *shadow_depth_cascade_pool;
|
||||
|
@ -157,6 +161,8 @@ typedef struct EEVEE_ShadowCascade {
|
|||
|
||||
typedef struct EEVEE_ShadowRender {
|
||||
float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustrum for cubemap shadow */
|
||||
float position[3];
|
||||
float pad;
|
||||
int layer;
|
||||
} EEVEE_ShadowRender;
|
||||
|
||||
|
@ -263,11 +269,13 @@ typedef struct EEVEE_PrivateData {
|
|||
|
||||
/* eevee_lights.c */
|
||||
void EEVEE_lights_init(EEVEE_StorageList *stl);
|
||||
void EEVEE_lights_cache_init(EEVEE_StorageList *stl);
|
||||
void EEVEE_lights_cache_init(EEVEE_StorageList *stl, EEVEE_PassList *psl, EEVEE_TextureList *txl);
|
||||
void EEVEE_lights_cache_add(EEVEE_StorageList *stl, struct Object *ob);
|
||||
void EEVEE_lights_cache_shcaster_add(EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4]);
|
||||
void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, EEVEE_FramebufferList *fbl);
|
||||
void EEVEE_lights_update(EEVEE_StorageList *stl);
|
||||
void EEVEE_draw_shadows(EEVEE_Data *vedata);
|
||||
void EEVEE_lights_free(void);
|
||||
|
||||
/* eevee_probes.c */
|
||||
void EEVEE_probes_init(EEVEE_Data *vedata);
|
||||
|
@ -305,13 +313,13 @@ static const float cubefacemat[6][4][4] = {
|
|||
{0.0, 0.0, 0.0, 1.0}},
|
||||
/* Pos Y */
|
||||
{{1.0, 0.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 1.0, 0.0},
|
||||
{0.0, -1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, -1.0, 0.0},
|
||||
{0.0, 1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 0.0, 1.0}},
|
||||
/* Neg Y */
|
||||
{{1.0, 0.0, 0.0, 0.0},
|
||||
{0.0, 0.0, -1.0, 0.0},
|
||||
{0.0, 1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 1.0, 0.0},
|
||||
{0.0, -1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 0.0, 1.0}},
|
||||
/* Pos Z */
|
||||
{{1.0, 0.0, 0.0, 0.0},
|
||||
|
|
|
@ -11,8 +11,7 @@ uniform vec3 shCoefs[9];
|
|||
#ifndef USE_LTC
|
||||
uniform sampler2D brdfLut;
|
||||
#endif
|
||||
uniform sampler2DArrayShadow shadowCubes;
|
||||
uniform sampler2DArrayShadow shadowMaps;
|
||||
uniform sampler2DArray shadowCubes;
|
||||
uniform sampler2DArrayShadow shadowCascades;
|
||||
|
||||
layout(std140) uniform light_block {
|
||||
|
@ -130,75 +129,30 @@ float light_visibility(LightData ld, ShadingData sd)
|
|||
|
||||
vis *= texture(shadowCascades, vec4(shpos.xy, shid * float(MAX_CASCADE_NUM) + cascade, shpos.z));
|
||||
}
|
||||
else if (ld.l_shadowid >= MAX_SHADOW_CUBE) {
|
||||
/* Shadow Map */
|
||||
float shid = ld.l_shadowid - MAX_SHADOW_CUBE;
|
||||
ShadowMapData smd = shadows_map_data[int(shid)];
|
||||
vec4 shpos = smd.shadowmat * vec4(sd.W, 1.0);
|
||||
shpos.z -= smd.sh_map_bias * shpos.w;
|
||||
shpos.xyz /= shpos.w;
|
||||
|
||||
if (shpos.w > 0.0 && min(shpos.x, shpos.y) > 0.0 && max(shpos.x, shpos.y) < 1.0) {
|
||||
vis *= texture(shadowMaps, vec4(shpos.xy, shid, shpos.z));
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* Shadow Cube */
|
||||
float shid = ld.l_shadowid;
|
||||
ShadowCubeData scd = shadows_cube_data[int(shid)];
|
||||
|
||||
float face;
|
||||
vec2 uvs;
|
||||
vec3 Linv = sd.L;
|
||||
vec3 Labs = abs(Linv);
|
||||
vec3 maj_axis;
|
||||
vec3 cubevec = sd.W - ld.l_position;
|
||||
float dist = length(cubevec);
|
||||
|
||||
if (max(Labs.y, Labs.z) < Labs.x) {
|
||||
if (Linv.x > 0.0) {
|
||||
face = 1.0;
|
||||
uvs = vec2(1.0, -1.0) * Linv.zy / -Linv.x;
|
||||
maj_axis = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
else {
|
||||
face = 0.0;
|
||||
uvs = -Linv.zy / Linv.x;
|
||||
maj_axis = vec3(-1.0, 0.0, 0.0);
|
||||
}
|
||||
}
|
||||
else if (max(Labs.x, Labs.z) < Labs.y) {
|
||||
if (Linv.y > 0.0) {
|
||||
face = 2.0;
|
||||
uvs = vec2(-1.0, 1.0) * Linv.xz / Linv.y;
|
||||
maj_axis = vec3(0.0, 1.0, 0.0);
|
||||
}
|
||||
else {
|
||||
face = 3.0;
|
||||
uvs = -Linv.xz / -Linv.y;
|
||||
maj_axis = vec3(0.0, -1.0, 0.0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (Linv.z > 0.0) {
|
||||
face = 5.0;
|
||||
uvs = Linv.xy / Linv.z;
|
||||
maj_axis = vec3(0.0, 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
face = 4.0;
|
||||
uvs = vec2(-1.0, 1.0) * Linv.xy / -Linv.z;
|
||||
maj_axis = vec3(0.0, 0.0, -1.0);
|
||||
}
|
||||
/* projection onto octahedron */
|
||||
cubevec /= dot( vec3(1), abs(cubevec) );
|
||||
|
||||
/* out-folding of the downward faces */
|
||||
if ( cubevec.z < 0.0 ) {
|
||||
cubevec.xy = (1.0 - abs(cubevec.yx)) * sign(cubevec.xy);
|
||||
}
|
||||
vec2 texelSize = vec2(1.0 / 512.0);
|
||||
|
||||
uvs = uvs * 0.5 + 0.5;
|
||||
/* mapping to [0;1]ˆ2 texture space */
|
||||
vec2 uvs = cubevec.xy * (0.5) + 0.5;
|
||||
uvs = uvs * (1.0 - 2.0 * texelSize) + 1.0 * texelSize; /* edge filtering fix */
|
||||
|
||||
/* Depth in lightspace to compare against shadow map */
|
||||
float w = dot(maj_axis, sd.l_vector);
|
||||
w -= scd.sh_map_bias * w;
|
||||
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
|
||||
float shdepth = buffer_depth(is_persp, w, scd.sh_cube_far, scd.sh_cube_near);
|
||||
float sh_test = step(0, texture(shadowCubes, vec3(uvs, shid)).r - dist);
|
||||
|
||||
vis *= texture(shadowCubes, vec4(uvs, shid * 6.0 + face, shdepth));
|
||||
vis *= sh_test;
|
||||
}
|
||||
|
||||
return vis;
|
||||
|
|
|
@ -1,3 +1,8 @@
|
|||
|
||||
in float linearDistance;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
FragColor = vec4(linearDistance, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,21 +1,26 @@
|
|||
|
||||
layout(std140) uniform shadow_render_block {
|
||||
mat4 ShadowMatrix[6];
|
||||
vec4 lampPosition;
|
||||
int layer;
|
||||
};
|
||||
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices=3) out;
|
||||
|
||||
layout(std140) uniform shadow_render_block {
|
||||
mat4 ShadowMatrix[6];
|
||||
int Layer;
|
||||
};
|
||||
|
||||
in vec4 vPos[];
|
||||
in float lDist[];
|
||||
flat in int face[];
|
||||
|
||||
out float linearDistance;
|
||||
|
||||
void main() {
|
||||
int f = face[0];
|
||||
gl_Layer = Layer + f;
|
||||
gl_Layer = f;
|
||||
|
||||
for (int v = 0; v < 3; ++v) {
|
||||
gl_Position = ShadowMatrix[f] * vPos[v];
|
||||
linearDistance = lDist[v];
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,47 @@
|
|||
|
||||
uniform samplerCube shadowCube;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
vec3 octahedral_to_cubemap_proj(vec2 co)
|
||||
{
|
||||
co = co * 2.0 - 1.0;
|
||||
|
||||
vec2 abs_co = abs(co);
|
||||
vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
|
||||
|
||||
if ( abs_co.x + abs_co.y > 1.0 ) {
|
||||
v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
void main() {
|
||||
const vec2 texelSize = vec2(1.0 / 512.0);
|
||||
|
||||
vec2 uvs = gl_FragCoord.xy * texelSize;
|
||||
|
||||
/* add a 2 pixel border to ensure filtering is correct */
|
||||
uvs.xy *= 1.0 + texelSize * 2.0;
|
||||
uvs.xy -= texelSize;
|
||||
|
||||
float pattern = 1.0;
|
||||
|
||||
/* edge mirroring : only mirror if directly adjacent
|
||||
* (not diagonally adjacent) */
|
||||
vec2 m = abs(uvs - 0.5) + 0.5;
|
||||
vec2 f = floor(m);
|
||||
if (f.x - f.y != 0.0) {
|
||||
uvs.xy = 1.0 - uvs.xy;
|
||||
}
|
||||
|
||||
/* clamp to [0-1] */
|
||||
uvs.xy = fract(uvs.xy);
|
||||
|
||||
/* get cubemap vector */
|
||||
vec3 cubevec = octahedral_to_cubemap_proj(uvs.xy);
|
||||
|
||||
/* get cubemap vector */
|
||||
FragColor = texture(shadowCube, cubevec).rrrr;
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
|
||||
layout(std140) uniform shadow_render_block {
|
||||
mat4 ShadowMatrix[6];
|
||||
vec4 lampPosition;
|
||||
int layer;
|
||||
};
|
||||
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices=3) out;
|
||||
|
||||
in vec4 vPos[];
|
||||
|
||||
void main() {
|
||||
gl_Layer = layer;
|
||||
|
||||
for (int v = 0; v < 3; ++v) {
|
||||
gl_Position = vPos[v];
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
EndPrimitive();
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
in vec3 pos;
|
||||
|
||||
out vec4 vPos;
|
||||
|
||||
void main() {
|
||||
vPos = vec4(pos, 1.0);
|
||||
}
|
|
@ -1,12 +1,21 @@
|
|||
|
||||
layout(std140) uniform shadow_render_block {
|
||||
mat4 ShadowMatrix[6];
|
||||
vec4 lampPosition;
|
||||
int layer;
|
||||
};
|
||||
|
||||
uniform mat4 ShadowModelMatrix;
|
||||
|
||||
in vec3 pos;
|
||||
|
||||
out vec4 vPos;
|
||||
out float lDist;
|
||||
|
||||
flat out int face;
|
||||
|
||||
void main() {
|
||||
vPos = ShadowModelMatrix * vec4(pos, 1.0);
|
||||
lDist = distance(lampPosition.xyz, vPos.xyz);
|
||||
face = gl_InstanceID;
|
||||
}
|
Loading…
Reference in New Issue