208 lines
5.1 KiB
C
208 lines
5.1 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#include "DNA_ID.h"
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#include "DNA_defs.h"
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#include "DNA_listBase.h"
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#include "BLI_assert.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AnimData;
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struct Object;
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typedef struct LightProbe {
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ID id;
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/** Animation data (must be immediately after id for utilities to use it). */
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struct AnimData *adt;
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/** For realtime probe objects. */
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char type;
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/** General purpose flags for probes. */
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char flag;
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/** Attenuation type. */
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char attenuation_type;
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/** Parallax type. */
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char parallax_type;
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/** Influence Radius. */
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float distinf;
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/** Parallax Radius. */
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float distpar;
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/** Influence falloff. */
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float falloff;
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float clipsta, clipend;
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/** VSM visibility biases. */
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float vis_bias, vis_bleedbias;
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float vis_blur;
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/** Intensity multiplier. */
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float intensity;
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/** Irradiance grid resolution. */
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int grid_resolution_x;
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int grid_resolution_y;
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int grid_resolution_z;
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char _pad1[4];
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/** Object to use as a parallax origin. */
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struct Object *parallax_ob;
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/** Image to use on as lighting data. */
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struct Image *image;
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/** Object visibility group, inclusive or exclusive. */
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struct Collection *visibility_grp;
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/* Runtime display data */
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float distfalloff, distgridinf;
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char _pad[8];
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} LightProbe;
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/* Probe->type */
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enum {
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LIGHTPROBE_TYPE_CUBE = 0,
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LIGHTPROBE_TYPE_PLANAR = 1,
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LIGHTPROBE_TYPE_GRID = 2,
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};
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/* Probe->flag */
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enum {
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LIGHTPROBE_FLAG_CUSTOM_PARALLAX = (1 << 0),
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LIGHTPROBE_FLAG_SHOW_INFLUENCE = (1 << 1),
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LIGHTPROBE_FLAG_SHOW_PARALLAX = (1 << 2),
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LIGHTPROBE_FLAG_SHOW_CLIP_DIST = (1 << 3),
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LIGHTPROBE_FLAG_SHOW_DATA = (1 << 4),
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LIGHTPROBE_FLAG_INVERT_GROUP = (1 << 5),
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};
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/* Probe->display */
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enum {
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LIGHTPROBE_DISP_WIRE = 0,
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LIGHTPROBE_DISP_SHADED = 1,
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LIGHTPROBE_DISP_DIFFUSE = 2,
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LIGHTPROBE_DISP_REFLECTIVE = 3,
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};
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/* Probe->parallax && Probe->attenuation_type. */
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enum {
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LIGHTPROBE_SHAPE_ELIPSOID = 0,
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LIGHTPROBE_SHAPE_BOX = 1,
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};
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/* ------- Eevee LightProbes ------- */
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/* Needs to be there because written to file with the light-cache. */
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/* IMPORTANT Padding in these structs is essential. It must match
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* GLSL struct definition in lightprobe_lib.glsl. */
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/* Must match CubeData. */
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typedef struct LightProbeCache {
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float position[3], parallax_type;
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float attenuation_fac;
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float attenuation_type;
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float _pad3[2];
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float attenuationmat[4][4];
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float parallaxmat[4][4];
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} LightProbeCache;
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/* Must match GridData. */
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typedef struct LightGridCache {
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float mat[4][4];
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/** Offset to the first irradiance sample in the pool. */
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int resolution[3], offset;
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float corner[3], attenuation_scale;
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/** World space vector between 2 opposite cells. */
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float increment_x[3], attenuation_bias;
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float increment_y[3], level_bias;
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float increment_z[3], _pad4;
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float visibility_bias, visibility_bleed, visibility_range, _pad5;
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} LightGridCache;
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/* These are used as UBO data. They need to be aligned to size of vec4. */
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BLI_STATIC_ASSERT_ALIGN(LightProbeCache, 16)
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BLI_STATIC_ASSERT_ALIGN(LightGridCache, 16)
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/* ------ Eevee Lightcache ------- */
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typedef struct LightCacheTexture {
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struct GPUTexture *tex;
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/** Copy of GPU data to create GPUTextures on file read. */
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char *data;
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int tex_size[3];
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char data_type;
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char components;
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char _pad[2];
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} LightCacheTexture;
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typedef struct LightCache {
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int flag;
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/** Version number to know if the cache data is compatible with this version of blender. */
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int version;
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/** Type of data this cache contains. */
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int type;
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/* only a single cache for now */
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/** Number of probes to use for rendering. */
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int cube_len, grid_len;
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/** Number of mipmap level to use. */
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int mips_len;
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/** Size of a visibility/reflection sample. */
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int vis_res, ref_res;
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char _pad[4][2];
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/* In the future, we could create a bigger texture containing
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* multiple caches (for animation) and interpolate between the
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* caches overtime to another texture. */
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LightCacheTexture grid_tx;
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/** Contains data for mipmap level 0. */
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LightCacheTexture cube_tx;
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/** Does not contains valid GPUTexture, only data. */
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LightCacheTexture *cube_mips;
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/* All lightprobes data contained in the cache. */
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LightProbeCache *cube_data;
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LightGridCache *grid_data;
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} LightCache;
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/* Bump the version number for lightcache data structure changes. */
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#define LIGHTCACHE_STATIC_VERSION 2
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/* LightCache->type */
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enum {
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LIGHTCACHE_TYPE_STATIC = 0,
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};
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/* LightCache->flag */
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enum {
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LIGHTCACHE_BAKED = (1 << 0),
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LIGHTCACHE_BAKING = (1 << 1),
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LIGHTCACHE_CUBE_READY = (1 << 2),
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LIGHTCACHE_GRID_READY = (1 << 3),
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/* Update tagging */
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LIGHTCACHE_UPDATE_CUBE = (1 << 4),
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LIGHTCACHE_UPDATE_GRID = (1 << 5),
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LIGHTCACHE_UPDATE_WORLD = (1 << 6),
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LIGHTCACHE_UPDATE_AUTO = (1 << 7),
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/** Invalid means we tried to alloc it but failed. */
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LIGHTCACHE_INVALID = (1 << 8),
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/** The data present in the cache is valid but unusable on this GPU. */
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LIGHTCACHE_NOT_USABLE = (1 << 9),
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};
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/* EEVEE_LightCacheTexture->data_type */
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enum {
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LIGHTCACHETEX_BYTE = (1 << 0),
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LIGHTCACHETEX_FLOAT = (1 << 1),
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LIGHTCACHETEX_UINT = (1 << 2),
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};
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#ifdef __cplusplus
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}
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#endif
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