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goo-engine/source/blender/draw/engines/eevee_next/eevee_light.cc
T
Brecht Van Lommel e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00

478 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*
* The light module manages light data buffers and light culling system.
*/
#include "draw_debug.hh"
#include "eevee_instance.hh"
#include "eevee_light.hh"
#include "BLI_math_rotation.h"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name LightData
* \{ */
static eLightType to_light_type(short blender_light_type, short blender_area_type)
{
switch (blender_light_type) {
default:
case LA_LOCAL:
return LIGHT_POINT;
case LA_SUN:
return LIGHT_SUN;
case LA_SPOT:
return LIGHT_SPOT;
case LA_AREA:
return ELEM(blender_area_type, LA_AREA_DISK, LA_AREA_ELLIPSE) ? LIGHT_ELLIPSE : LIGHT_RECT;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Light Object
* \{ */
void Light::sync(ShadowModule &shadows, const Object *ob, float threshold)
{
const ::Light *la = (const ::Light *)ob->data;
float scale[3];
float max_power = max_fff(la->r, la->g, la->b) * fabsf(la->energy / 100.0f);
float surface_max_power = max_ff(la->diff_fac, la->spec_fac) * max_power;
float volume_max_power = la->volume_fac * max_power;
float influence_radius_surface = attenuation_radius_get(la, threshold, surface_max_power);
float influence_radius_volume = attenuation_radius_get(la, threshold, volume_max_power);
this->influence_radius_max = max_ff(influence_radius_surface, influence_radius_volume);
this->influence_radius_invsqr_surface = 1.0f / square_f(max_ff(influence_radius_surface, 1e-8f));
this->influence_radius_invsqr_volume = 1.0f / square_f(max_ff(influence_radius_volume, 1e-8f));
this->color = float3(&la->r) * la->energy;
normalize_m4_m4_ex(this->object_mat.ptr(), ob->object_to_world, scale);
/* Make sure we have consistent handedness (in case of negatively scaled Z axis). */
float3 cross = math::cross(float3(this->_right), float3(this->_up));
if (math::dot(cross, float3(this->_back)) < 0.0f) {
negate_v3(this->_up);
}
shape_parameters_set(la, scale);
float shape_power = shape_radiance_get(la);
float point_power = point_radiance_get(la);
this->power[LIGHT_DIFFUSE] = la->diff_fac * shape_power;
this->power[LIGHT_TRANSMIT] = la->diff_fac * point_power;
this->power[LIGHT_SPECULAR] = la->spec_fac * shape_power;
this->power[LIGHT_VOLUME] = la->volume_fac * point_power;
eLightType new_type = to_light_type(la->type, la->area_shape);
if (assign_if_different(this->type, new_type)) {
shadow_discard_safe(shadows);
}
if (la->mode & LA_SHADOW) {
shadow_ensure(shadows);
if (is_sun_light(this->type)) {
this->directional->sync(this->object_mat,
1.0f,
la->sun_angle * la->shadow_softness_factor,
la->shadow_trace_distance);
}
else {
/* Reuse shape radius as near clip plane. */
/* This assumes `shape_parameters_set` has already set `radius_squared`. */
float radius = math::sqrt(this->radius_squared);
this->punctual->sync(this->type,
this->object_mat,
la->spotsize,
radius,
this->influence_radius_max,
la->shadow_softness_factor);
}
}
else {
shadow_discard_safe(shadows);
}
this->initialized = true;
}
void Light::shadow_discard_safe(ShadowModule &shadows)
{
if (this->directional != nullptr) {
shadows.directional_pool.destruct(*directional);
this->directional = nullptr;
}
if (this->punctual != nullptr) {
shadows.punctual_pool.destruct(*punctual);
this->punctual = nullptr;
}
}
void Light::shadow_ensure(ShadowModule &shadows)
{
if (is_sun_light(this->type) && this->directional == nullptr) {
this->directional = &shadows.directional_pool.construct(shadows);
}
else if (this->punctual == nullptr) {
this->punctual = &shadows.punctual_pool.construct(shadows);
}
}
float Light::attenuation_radius_get(const ::Light *la, float light_threshold, float light_power)
{
if (la->type == LA_SUN) {
return (light_power > 1e-5f) ? 1e16f : 0.0f;
}
if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
}
/* Compute the distance (using the inverse square law)
* at which the light power reaches the light_threshold. */
/* TODO take area light scale into account. */
return sqrtf(light_power / light_threshold);
}
void Light::shape_parameters_set(const ::Light *la, const float scale[3])
{
if (la->type == LA_AREA) {
float area_size_y = ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE) ? la->area_sizey :
la->area_size;
_area_size_x = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
_area_size_y = max_ff(0.003f, area_size_y * scale[1] * 0.5f);
/* For volume point lighting. */
radius_squared = max_ff(0.001f, hypotf(_area_size_x, _area_size_y) * 0.5f);
radius_squared = square_f(radius_squared);
}
else {
if (la->type == LA_SPOT) {
/* Spot size & blend */
spot_size_inv[0] = scale[2] / scale[0];
spot_size_inv[1] = scale[2] / scale[1];
float spot_size = cosf(la->spotsize * 0.5f);
float spot_blend = (1.0f - spot_size) * la->spotblend;
_spot_mul = 1.0f / max_ff(1e-8f, spot_blend);
_spot_bias = -spot_size * _spot_mul;
spot_tan = tanf(min_ff(la->spotsize * 0.5f, M_PI_2 - 0.0001f));
}
if (la->type == LA_SUN) {
_area_size_x = tanf(min_ff(la->sun_angle, DEG2RADF(179.9f)) / 2.0f);
}
else {
_area_size_x = la->radius;
}
_area_size_y = _area_size_x = max_ff(0.001f, _area_size_x);
radius_squared = square_f(_area_size_x);
}
}
float Light::shape_radiance_get(const ::Light *la)
{
/* Make illumination power constant. */
switch (la->type) {
case LA_AREA: {
/* Rectangle area. */
float area = (_area_size_x * 2.0f) * (_area_size_y * 2.0f);
/* Scale for the lower area of the ellipse compared to the surrounding rectangle. */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
area *= M_PI / 4.0f;
}
/* Convert radiant flux to radiance. */
return float(M_1_PI) / area;
}
case LA_SPOT:
case LA_LOCAL: {
/* Sphere area. */
float area = 4.0f * float(M_PI) * square_f(_radius);
/* Convert radiant flux to radiance. */
return 1.0f / (area * float(M_PI));
}
default:
case LA_SUN: {
float inv_sin_sq = 1.0f + 1.0f / square_f(_radius);
/* Convert irradiance to radiance. */
return float(M_1_PI) * inv_sin_sq;
}
}
}
float Light::point_radiance_get(const ::Light *la)
{
/* Volume light is evaluated as point lights. */
switch (la->type) {
case LA_AREA: {
/* This corrects for area light most representative point trick.
* The fit was found by reducing the average error compared to cycles. */
float area = (_area_size_x * 2.0) * (_area_size_y * 2.0f);
float tmp = M_PI_2 / (M_PI_2 + sqrtf(area));
/* Lerp between 1.0 and the limit (1 / pi). */
float mrp_scaling = tmp + (1.0f - tmp) * M_1_PI;
return float(M_1_PI) * mrp_scaling;
}
case LA_SPOT:
case LA_LOCAL: {
/* Convert radiant flux to intensity. */
/* Inverse of sphere solid angle. */
return 0.25f * float(M_1_PI);
}
default:
case LA_SUN: {
return 1.0f;
}
}
}
void Light::debug_draw()
{
#ifndef NDEBUG
drw_debug_sphere(_position, influence_radius_max, float4(0.8f, 0.3f, 0.0f, 1.0f));
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name LightModule
* \{ */
LightModule::~LightModule()
{
/* WATCH: Destructor order. Expect shadow module to be destructed later. */
for (Light &light : light_map_.values()) {
light.shadow_discard_safe(inst_.shadows);
}
};
void LightModule::begin_sync()
{
use_scene_lights_ = inst_.use_scene_lights();
/* Disable sunlight if world has a volume shader as we consider the light cannot go through an
* infinite opaque medium. */
use_sun_lights_ = (inst_.world.has_volume_absorption() == false);
/* In begin_sync so it can be animated. */
if (assign_if_different(light_threshold_, max_ff(1e-16f, inst_.scene->eevee.light_threshold))) {
/* All local lights need to be re-sync. */
for (Light &light : light_map_.values()) {
if (!ELEM(light.type, LIGHT_SUN, LIGHT_SUN_ORTHO)) {
light.initialized = false;
}
}
}
sun_lights_len_ = 0;
local_lights_len_ = 0;
}
void LightModule::sync_light(const Object *ob, ObjectHandle &handle)
{
if (use_scene_lights_ == false) {
return;
}
if (use_sun_lights_ == false) {
if (static_cast<const ::Light *>(ob->data)->type == LA_SUN) {
return;
}
}
Light &light = light_map_.lookup_or_add_default(handle.object_key);
light.used = true;
if (handle.recalc != 0 || !light.initialized) {
light.initialized = true;
light.sync(inst_.shadows, ob, light_threshold_);
}
sun_lights_len_ += int(is_sun_light(light.type));
local_lights_len_ += int(!is_sun_light(light.type));
}
void LightModule::end_sync()
{
/* NOTE: We resize this buffer before removing deleted lights. */
int lights_allocated = ceil_to_multiple_u(max_ii(light_map_.size(), 1), LIGHT_CHUNK);
light_buf_.resize(lights_allocated);
/* Track light deletion. */
/* Indices inside GPU data array. */
int sun_lights_idx = 0;
int local_lights_idx = sun_lights_len_;
/* Fill GPU data with scene data. */
auto it_end = light_map_.items().end();
for (auto it = light_map_.items().begin(); it != it_end; ++it) {
Light &light = (*it).value;
if (!light.used) {
light_map_.remove(it);
continue;
}
int dst_idx = is_sun_light(light.type) ? sun_lights_idx++ : local_lights_idx++;
/* Put all light data into global data SSBO. */
light_buf_[dst_idx] = light;
/* Untag for next sync. */
light.used = false;
}
/* This scene data buffer is then immutable after this point. */
light_buf_.push_update();
/* If exceeding the limit, just trim off the excess to avoid glitchy rendering. */
if (sun_lights_len_ + local_lights_len_ > CULLING_MAX_ITEM) {
sun_lights_len_ = min_ii(sun_lights_len_, CULLING_MAX_ITEM);
local_lights_len_ = min_ii(local_lights_len_, CULLING_MAX_ITEM - sun_lights_len_);
inst_.info = "Error: Too many lights in the scene.";
}
lights_len_ = sun_lights_len_ + local_lights_len_;
/* Resize to the actual number of lights after pruning. */
lights_allocated = ceil_to_multiple_u(max_ii(lights_len_, 1), LIGHT_CHUNK);
culling_key_buf_.resize(lights_allocated);
culling_zdist_buf_.resize(lights_allocated);
culling_light_buf_.resize(lights_allocated);
{
/* Compute tile size and total word count. */
uint word_per_tile = divide_ceil_u(max_ii(lights_len_, 1), 32);
int2 render_extent = inst_.film.render_extent_get();
int2 tiles_extent;
/* Default to 32 as this is likely to be the maximum
* tile size used by hardware or compute shading. */
uint tile_size = 16;
do {
tile_size *= 2;
tiles_extent = math::divide_ceil(render_extent, int2(tile_size));
uint tile_count = tiles_extent.x * tiles_extent.y;
if (tile_count > max_tile_count_threshold) {
continue;
}
total_word_count_ = tile_count * word_per_tile;
} while (total_word_count_ > max_word_count_threshold);
/* Keep aligned with storage buffer requirements. */
total_word_count_ = ceil_to_multiple_u(total_word_count_, 32);
culling_data_buf_.tile_word_len = word_per_tile;
culling_data_buf_.tile_size = tile_size;
culling_data_buf_.tile_x_len = tiles_extent.x;
culling_data_buf_.tile_y_len = tiles_extent.y;
culling_data_buf_.items_count = lights_len_;
culling_data_buf_.local_lights_len = local_lights_len_;
culling_data_buf_.sun_lights_len = sun_lights_len_;
}
culling_tile_buf_.resize(total_word_count_);
culling_pass_sync();
debug_pass_sync();
}
void LightModule::culling_pass_sync()
{
uint safe_lights_len = max_ii(lights_len_, 1);
uint culling_select_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SELECT_GROUP_SIZE);
uint culling_sort_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SORT_GROUP_SIZE);
uint culling_tile_dispatch_size = divide_ceil_u(total_word_count_, CULLING_TILE_GROUP_SIZE);
/* NOTE: We reference the buffers that may be resized or updated later. */
culling_ps_.init();
{
auto &sub = culling_ps_.sub("Select");
sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT));
sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
sub.bind_ssbo("in_light_buf", light_buf_);
sub.bind_ssbo("out_light_buf", culling_light_buf_);
sub.bind_ssbo("out_zdist_buf", culling_zdist_buf_);
sub.bind_ssbo("out_key_buf", culling_key_buf_);
sub.dispatch(int3(culling_select_dispatch_size, 1, 1));
sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
auto &sub = culling_ps_.sub("Sort");
sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SORT));
sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
sub.bind_ssbo("in_light_buf", light_buf_);
sub.bind_ssbo("out_light_buf", culling_light_buf_);
sub.bind_ssbo("in_zdist_buf", culling_zdist_buf_);
sub.bind_ssbo("in_key_buf", culling_key_buf_);
sub.dispatch(int3(culling_sort_dispatch_size, 1, 1));
sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
auto &sub = culling_ps_.sub("Zbin");
sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN));
sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
sub.bind_ssbo("light_buf", culling_light_buf_);
sub.bind_ssbo("out_zbin_buf", culling_zbin_buf_);
sub.dispatch(int3(1, 1, 1));
sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
auto &sub = culling_ps_.sub("Tiles");
sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_TILE));
sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
sub.bind_ssbo("light_buf", culling_light_buf_);
sub.bind_ssbo("out_light_tile_buf", culling_tile_buf_);
sub.dispatch(int3(culling_tile_dispatch_size, 1, 1));
sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
}
void LightModule::debug_pass_sync()
{
if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
debug_draw_ps_.init();
debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG));
inst_.bind_uniform_data(&debug_draw_ps_);
inst_.hiz_buffer.bind_resources(debug_draw_ps_);
debug_draw_ps_.bind_ssbo("light_buf", &culling_light_buf_);
debug_draw_ps_.bind_ssbo("light_cull_buf", &culling_data_buf_);
debug_draw_ps_.bind_ssbo("light_zbin_buf", &culling_zbin_buf_);
debug_draw_ps_.bind_ssbo("light_tile_buf", &culling_tile_buf_);
debug_draw_ps_.bind_texture("depth_tx", &inst_.render_buffers.depth_tx);
debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
}
void LightModule::set_view(View &view, const int2 extent)
{
float far_z = view.far_clip();
float near_z = view.near_clip();
culling_data_buf_.zbin_scale = -CULLING_ZBIN_COUNT / fabsf(far_z - near_z);
culling_data_buf_.zbin_bias = -near_z * culling_data_buf_.zbin_scale;
culling_data_buf_.tile_to_uv_fac = (culling_data_buf_.tile_size / float2(extent));
culling_data_buf_.visible_count = 0;
culling_data_buf_.push_update();
inst_.manager->submit(culling_ps_, view);
}
void LightModule::debug_draw(View &view, GPUFrameBuffer *view_fb)
{
if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
inst_.info = "Debug Mode: Light Culling Validation";
inst_.hiz_buffer.update();
GPU_framebuffer_bind(view_fb);
inst_.manager->submit(debug_draw_ps_, view);
}
}
/** \} */
} // namespace blender::eevee