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blender-archive/source/blender/draw/engines/eevee/eevee_effects.c

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/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
/** \file eevee_effects.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DNA_anim_types.h"
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#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_global.h" /* for G.debug_value */
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#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "BKE_screen.h"
#include "DEG_depsgraph.h"
#include "BLI_dynstr.h"
#include "eevee_private.h"
#include "GPU_texture.h"
#include "GPU_framebuffer.h"
#define SHADER_DEFINES \
"#define EEVEE_ENGINE\n" \
"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n"
typedef struct EEVEE_LightProbeData {
short probe_id, shadow_id;
} EEVEE_LightProbeData;
/* SSR shader variations */
enum {
SSR_SAMPLES = (1 << 0) | (1 << 1),
SSR_RESOLVE = (1 << 2),
SSR_FULL_TRACE = (1 << 3),
SSR_MAX_SHADER = (1 << 4),
};
static struct {
/* Downsample Depth */
struct GPUShader *minz_downlevel_sh;
struct GPUShader *maxz_downlevel_sh;
struct GPUShader *minz_downdepth_sh;
struct GPUShader *maxz_downdepth_sh;
struct GPUShader *minz_downdepth_layer_sh;
struct GPUShader *maxz_downdepth_layer_sh;
struct GPUShader *minz_copydepth_sh;
struct GPUShader *maxz_copydepth_sh;
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/* Motion Blur */
struct GPUShader *motion_blur_sh;
/* Bloom */
struct GPUShader *bloom_blit_sh[2];
struct GPUShader *bloom_downsample_sh[2];
struct GPUShader *bloom_upsample_sh[2];
struct GPUShader *bloom_resolve_sh[2];
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/* Depth Of Field */
struct GPUShader *dof_downsample_sh;
struct GPUShader *dof_scatter_sh;
struct GPUShader *dof_resolve_sh;
/* Volumetric */
struct GPUShader *volumetric_upsample_sh;
/* Screen Space Reflection */
struct GPUShader *ssr_sh[SSR_MAX_SHADER];
/* Simple Downsample */
struct GPUShader *downsample_sh;
struct GPUShader *downsample_cube_sh;
/* Ground Truth Ambient Occlusion */
struct GPUShader *gtao_sh;
struct GPUShader *gtao_debug_sh;
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
int depth_src_layer;
float cube_texel_size;
} e_data = {NULL}; /* Engine data */
extern char datatoc_ambient_occlusion_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_bsdf_sampling_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
extern char datatoc_effect_bloom_frag_glsl[];
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extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
extern char datatoc_effect_downsample_frag_glsl[];
extern char datatoc_effect_downsample_cube_frag_glsl[];
extern char datatoc_effect_gtao_frag_glsl[];
extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_tonemap_frag_glsl[];
extern char datatoc_volumetric_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(
const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
{
EvaluationContext eval_ctx;
float obmat[4][4];
/* HACK */
Object cam_cpy; Camera camdata_cpy;
memcpy(&cam_cpy, camera, sizeof(cam_cpy));
memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
cam_cpy.data = &camdata_cpy;
CTX_data_eval_ctx(C, &eval_ctx);
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manualy */
BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(&eval_ctx, scene, &cam_cpy, time);
/* Compute winmat */
CameraParams params;
BKE_camera_params_init(&params);
/* copy of BKE_camera_params_from_view3d */
{
params.lens = v3d->lens;
params.clipsta = v3d->near;
params.clipend = v3d->far;
/* camera view */
BKE_camera_params_from_object(&params, &cam_cpy);
params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params.offsetx = 2.0f * rv3d->camdx * params.zoom;
params.offsety = 2.0f * rv3d->camdy * params.zoom;
params.shiftx *= params.zoom;
params.shifty *= params.zoom;
params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
/* FIXME Should be done per view (MULTIVIEW) */
normalize_m4_m4(obmat, cam_cpy.obmat);
invert_m4(obmat);
mul_m4_m4m4(r_mat, params.winmat, obmat);
}
static struct GPUShader *eevee_effects_ssr_shader_get(int options)
{
if (e_data.ssr_sh[options] == NULL) {
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
int samples = (SSR_SAMPLES & options) + 1;
DynStr *ds_defines = BLI_dynstr_new();
BLI_dynstr_appendf(ds_defines, SHADER_DEFINES);
BLI_dynstr_appendf(ds_defines, "#define RAY_COUNT %d\n", samples);
if (options & SSR_RESOLVE) {
BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n");
}
else {
BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
}
if (options & SSR_FULL_TRACE) {
BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");
}
char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines);
BLI_dynstr_free(ds_defines);
e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str);
MEM_freeN(ssr_shader_str);
MEM_freeN(ssr_define_str);
}
return e_data.ssr_sh[options];
}
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void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->scene_layer;
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Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
const float *viewport_size = DRW_viewport_size_get();
/* Shaders */
if (!e_data.motion_blur_sh) {
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl);
char *frag_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
MEM_freeN(frag_str);
e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
datatoc_lightprobe_geom_glsl,
datatoc_effect_downsample_cube_frag_glsl, NULL);
e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
"#define INPUT_DEPTH\n");
e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
"#define INPUT_DEPTH\n");
e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
"#define LAYERED\n"
"#define INPUT_DEPTH\n");
e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
"#define LAYERED\n"
"#define INPUT_DEPTH\n");
e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
"#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
"#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
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e_data.dof_downsample_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n");
e_data.dof_resolve_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
"#define HIGH_QUALITY\n");
e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
"#define HIGH_QUALITY\n");
}
if (!stl->effects) {
stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
}
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effects = stl->effects;
int enabled_effects = 0;
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if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
float persmat[4][4];
float ctime = BKE_scene_frame_get(scene);
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
/* Current matrix */
eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
/* Viewport Matrix */
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
/* Only continue if camera is not being keyed */
if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) {
/* Past matrix */
eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc);
#if 0 /* for future high quality blur */
/* Future matrix */
eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime + delta, effects->future_world_to_ndc);
#endif
invert_m4(effects->current_ndc_to_world);
effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples");
enabled_effects |= EFFECT_MOTION_BLUR;
}
}
}
if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
/* Bloom */
int blitsize[2], texsize[2];
/* Blit Buffer */
effects->source_texel_size[0] = 1.0f / viewport_size[0];
effects->source_texel_size[1] = 1.0f / viewport_size[1];
blitsize[0] = (int)viewport_size[0];
blitsize[1] = (int)viewport_size[1];
effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type,
(int)blitsize[0], (int)blitsize[1],
&tex_blit, 1);
/* Parameters */
float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp");
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
effects->bloom_curve_threshold[0] = threshold - knee;
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
mul_v3_v3fl(effects->bloom_color, color, intensity);
/* Downsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_ct; ++i) {
texsize[0] /= 2; texsize[1] /= 2;
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type,
(int)texsize[0], (int)texsize[1],
&tex_bloom, 1);
}
/* Upsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) {
texsize[0] /= 2; texsize[1] /= 2;
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type,
(int)texsize[0], (int)texsize[1],
&tex_bloom, 1);
}
enabled_effects |= EFFECT_BLOOM;
}
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if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
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/* Depth Of Field */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
Camera *cam = (Camera *)v3d->camera->data;
/* Retreive Near and Far distance */
effects->dof_near_far[0] = -cam->clipsta;
effects->dof_near_far[1] = -cam->clipend;
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
struct GPUTexture **dof_down_near = &txl->dof_down_near;
bool fb_reset = false;
/* Reuse buffer from Bloom if available */
/* WATCH IT : must have the same size */
if ((enabled_effects & EFFECT_BLOOM) != 0) {
dof_down_near = &txl->bloom_downsample[0]; /* should always exists */
if ((effects->enabled_effects & EFFECT_BLOOM) == 0) {
fb_reset = true;
}
}
else if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
fb_reset = true;
}
/* if framebuffer config must be changed */
if (fb_reset && (fbl->dof_down_fb != NULL)) {
DRW_framebuffer_free(fbl->dof_down_fb);
fbl->dof_down_fb = NULL;
}
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/* Setup buffers */
DRWFboTexture tex_down[3] = {{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */
{&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0},
{&txl->dof_coc, DRW_TEX_RG_16, 0}};
DRW_framebuffer_init(&fbl->dof_down_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], tex_down, 3);
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DRWFboTexture tex_scatter_far = {&txl->dof_far_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->dof_scatter_far_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_far, 1);
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DRWFboTexture tex_scatter_near = {&txl->dof_near_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->dof_scatter_near_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_near, 1);
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/* Parameters */
/* TODO UI Options */
float fstop = cam->gpu_dof.fstop;
float blades = cam->gpu_dof.num_blades;
float rotation = cam->gpu_dof.rotation;
float ratio = 1.0f / cam->gpu_dof.ratio;
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float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
float focus_dist = BKE_camera_object_dof_distance(v3d->camera);
float focal_len = cam->lens;
UNUSED_VARS(rotation, ratio);
/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
* unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
* because the shader reads coordinates in world space, which is in blender units.
* Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
float scale_camera = 0.001f / scale;
/* we want radius here for the aperture number */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] = -focus_dist;
effects->dof_params[2] = viewport_size[0] / (rv3d->viewcamtexcofac[0] * sensor_scaled);
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effects->dof_bokeh[0] = blades;
effects->dof_bokeh[1] = rotation;
effects->dof_bokeh[2] = ratio;
effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size");
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enabled_effects |= EFFECT_DOF;
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}
}
effects->enabled_effects = enabled_effects;
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/* Only allocate if at least one effect is activated */
if (effects->enabled_effects != 0) {
/* Ping Pong buffer */
DRWFboTexture tex = {&txl->color_post, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->effect_fb, &draw_engine_eevee_type,
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(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
}
if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) {
/* Ambient Occlusion*/
effects->enabled_effects |= EFFECT_GTAO;
effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
effects->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality");
effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
effects->ao_samples_inv = 1.0f / effects->ao_samples;
effects->ao_settings = 1.0; /* USE_AO */
if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) {
effects->ao_settings += 2.0; /* USE_BENT_NORMAL */
}
if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) {
effects->ao_settings += 4.0; /* USE_DENOISE */
}
effects->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
effects->ao_texsize[0] = ((int)viewport_size[0]);
effects->ao_texsize[1] = ((int)viewport_size[1]);
/* Round up to multiple of 2 */
if ((effects->ao_texsize[0] & 0x1) != 0) {
effects->ao_texsize[0] += 1;
}
if ((effects->ao_texsize[1] & 0x1) != 0) {
effects->ao_texsize[1] += 1;
}
CLAMP(effects->ao_samples, 1, 32);
if (effects->hori_tex_layers != effects->ao_samples) {
DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
}
if (txl->gtao_horizons == NULL) {
effects->hori_tex_layers = effects->ao_samples;
txl->gtao_horizons = DRW_texture_create_2D_array((int)viewport_size[0], (int)viewport_size[1], effects->hori_tex_layers, DRW_TEX_RG_8, 0, NULL);
}
DRWFboTexture tex = {&txl->gtao_horizons, DRW_TEX_RG_8, 0};
DRW_framebuffer_init(&fbl->gtao_fb, &draw_engine_eevee_type,
effects->ao_texsize[0], effects->ao_texsize[1],
&tex, 1);
if (G.debug_value == 6) {
DRWFboTexture tex_debug = {&stl->g_data->gtao_horizons_debug, DRW_TEX_RGBA_8, DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->gtao_debug_fb, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex_debug, 1);
}
}
else {
/* Cleanup */
DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
effects->ao_settings = 0.0f;
}
/* MinMax Pyramid */
DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&texmin, 1);
/* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */
if (txl->maxzbuffer == NULL) {
txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL);
}
/* Compute Mipmap texel alignement. */
for (int i = 0; i < 10; ++i) {
float mip_size[2] = {viewport_size[0], viewport_size[1]};
for (int j = 0; j < i; ++j) {
mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f));
mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f));
}
stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0])))));
stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1])))));
}
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
World *wo = scene->world;
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/* TODO: this will not be the case if we support object volumetrics */
if ((wo != NULL) && (wo->use_nodes) && (wo->nodetree != NULL)) {
effects->enabled_effects |= EFFECT_VOLUMETRIC;
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if (sldata->volumetrics == NULL) {
sldata->volumetrics = MEM_callocN(sizeof(EEVEE_VolumetricsInfo), "EEVEE_VolumetricsInfo");
}
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
bool last_use_colored_transmit = volumetrics->use_colored_transmit; /* Save to compare */
volumetrics->integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start");
volumetrics->integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end");
if (DRW_viewport_is_persp_get()) {
/* Negate */
volumetrics->integration_start = -volumetrics->integration_start;
volumetrics->integration_end = -volumetrics->integration_end;
}
else {
const float clip_start = stl->g_data->viewvecs[0][2];
const float clip_end = stl->g_data->viewvecs[1][2];
volumetrics->integration_start = min_ff(volumetrics->integration_end, clip_start);
volumetrics->integration_end = max_ff(-volumetrics->integration_end, clip_end);
}
volumetrics->sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution");
volumetrics->integration_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_samples");
volumetrics->shadow_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples");
volumetrics->light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp");
/* Disable clamp if equal to 0. */
if (volumetrics->light_clamp == 0.0) {
volumetrics->light_clamp = FLT_MAX;
}
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volumetrics->use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights");
volumetrics->use_volume_shadows = BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows");
volumetrics->use_colored_transmit = BKE_collection_engine_property_value_get_bool(props, "volumetric_colored_transmittance");
if (last_use_colored_transmit != volumetrics->use_colored_transmit) {
if (fbl->volumetric_fb != NULL) {
DRW_framebuffer_free(fbl->volumetric_fb);
fbl->volumetric_fb = NULL;
}
}
/* Integration result buffer(s) */
if (volumetrics->use_colored_transmit == false) {
/* Monocromatic transmittance in alpha */
DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex_vol, 1);
}
else {
/* Transmittance is separated, No need for alpha and DRW_TEX_RGB_11_11_10 gives the same vram usage */
/* Hint ! Could reuse this for transparency! */
DRWFboTexture tex_vol[2] = {{&stl->g_data->volumetric, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP},
{&stl->g_data->volumetric_transmit, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
tex_vol, 2);
}
}
}
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
effects->enabled_effects |= EFFECT_SSR;
if (BKE_collection_engine_property_value_get_bool(props, "ssr_refraction")) {
effects->enabled_effects |= EFFECT_REFRACT;
DRWFboTexture tex = {&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&fbl->refract_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1);
}
/* Enable double buffering to be able to read previous frame color */
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
effects->ssr_ray_count = BKE_collection_engine_property_value_get_int(props, "ssr_ray_count");
effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres");
effects->ssr_use_normalization = BKE_collection_engine_property_value_get_bool(props, "ssr_normalize_weight");
effects->ssr_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "ssr_quality");
effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness");
effects->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade");
effects->ssr_firefly_fac = BKE_collection_engine_property_value_get_float(props, "ssr_firefly_fac");
effects->ssr_max_roughness = BKE_collection_engine_property_value_get_float(props, "ssr_max_roughness");
if (effects->ssr_firefly_fac < 1e-8f) {
effects->ssr_firefly_fac = FLT_MAX;
}
/* Important, can lead to breakage otherwise. */
CLAMP(effects->ssr_ray_count, 1, 4);
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const int divisor = (effects->reflection_trace_full) ? 1 : 2;
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
const bool high_qual_input = true; /* TODO dither low quality input */
/* MRT for the shading pass in order to output needed data for the SSR pass. */
/* TODO create one texture layer per lobe */
if (txl->ssr_specrough_input == NULL) {
DRWTextureFormat specrough_format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
txl->ssr_specrough_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], specrough_format, 0, NULL);
}
/* Reattach textures to the right buffer (because we are alternating between buffers) */
/* TODO multiple FBO per texture!!!! */
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
/* Raytracing output */
/* TODO try integer format for hit coord to increase precision */
DRWFboTexture tex_output[4] = {{&stl->g_data->ssr_hit_output[0], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
{&stl->g_data->ssr_hit_output[1], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
{&stl->g_data->ssr_hit_output[2], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
{&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}};
DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count);
/* Compute pixel size */
copy_v2_v2(effects->ssr_pixelsize, viewport_size);
invert_v2(effects->ssr_pixelsize);
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
for (int i = 0; i < 4; ++i) {
stl->g_data->ssr_hit_output[i] = NULL;
}
}
/* Normal buffer for deferred passes. */
if ((((effects->enabled_effects & EFFECT_GTAO) != 0) && G.debug_value == 6) ||
((effects->enabled_effects & EFFECT_SSR) != 0))
{
if (txl->ssr_normal_input == NULL) {
DRWTextureFormat nor_format = DRW_TEX_RG_16;
txl->ssr_normal_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], nor_format, 0, NULL);
}
/* Reattach textures to the right buffer (because we are alternating between buffers) */
/* TODO multiple FBO per texture!!!! */
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input);
}
/* Setup double buffer so we can access last frame as it was before post processes */
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&fbl->double_buffer, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex_double_buffer, 1);
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->color_double_buffer);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer);
}
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
{
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
DRW_shgroup_call_add(grp, quad, NULL);
DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
if (upsample) {
DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer);
DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
}
return grp;
}
void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
struct World *wo = scene->world; /* Already checked non NULL */
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EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
struct GPUMaterial *mat = EEVEE_material_world_volume_get(
scene, wo, volumetrics->use_lights, volumetrics->use_volume_shadows,
false, volumetrics->use_colored_transmit, sldata->lamps->shadow_method);
psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
if (grp != NULL) {
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_vec2(grp, "volume_start_end", &sldata->volumetrics->integration_start, 1);
DRW_shgroup_uniform_vec4(grp, "volume_samples_clamp", &sldata->volumetrics->integration_step_count, 1);
DRW_shgroup_call_add(grp, quad, NULL);
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if (volumetrics->use_colored_transmit == false) { /* Monochromatic transmittance */
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
DRW_shgroup_call_add(grp, quad, NULL);
}
else {
psl->volumetric_resolve_transmit_ps = DRW_pass_create("Volumetric Transmittance Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_MULTIPLY);
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_transmit_ps);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric_transmit);
DRW_shgroup_call_add(grp, quad, NULL);
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
DRW_shgroup_call_add(grp, quad, NULL);
}
}
else {
/* Compilation failled */
effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
}
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
options |= (effects->ssr_ray_count - 1);
struct GPUShader *trace_shader = eevee_effects_ssr_shader_get(options);
struct GPUShader *resolve_shader = eevee_effects_ssr_shader_get(SSR_RESOLVE | options);
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psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
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DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1);
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_call_add(grp, quad, NULL);
psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
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grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_buffer(grp, "prevColorBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_uniform_buffer(grp, "hitBuffer0", &stl->g_data->ssr_hit_output[0]);
if (effects->ssr_ray_count > 1) {
DRW_shgroup_uniform_buffer(grp, "hitBuffer1", &stl->g_data->ssr_hit_output[1]);
}
if (effects->ssr_ray_count > 2) {
DRW_shgroup_uniform_buffer(grp, "hitBuffer2", &stl->g_data->ssr_hit_output[2]);
}
if (effects->ssr_ray_count > 3) {
DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]);
}
DRW_shgroup_call_add(grp, quad, NULL);
}
{
psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
static int zero = 0;
psl->color_downsample_cube_ps = DRW_pass_create("Downsample Cube", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps, quad);
DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
{
/* Perform min/max downsample */
psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downdepth_layer_sh, psl->minz_downdepth_layer_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_downdepth_layer_ps = DRW_pass_create("HiZ Max Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1);
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_call_add(grp, quad, NULL);
psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &txl->gtao_horizons);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_call_add(grp, quad, NULL);
}
{
psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world);
DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
/** Bloom algorithm
*
* Overview :
* - Downsample the color buffer doing a small blur during each step.
* - Accumulate bloom color using previously downsampled color buffers
* and do an upsample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quater res for performance)
*
* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
*
* Source Color [Blit] > Bright Color Extract [1/1] Final Color
* | Λ
* [Downsample First] Source Color > + [Resolve]
* v |
* Color Downsampled [1/2] > + Accumulation Buffer [1/2]
* | Λ
*
* Repeat Repeat
*
* v |
* Color Downsampled [1/N-1] > + Accumulation Buffer [1/N-1]
* | Λ
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N]
**/
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;
eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
}
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{
/** Depth of Field algorithm
*
* Overview :
* - Downsample the color buffer into 2 buffers weighted with
* CoC values. Also output CoC into a texture.
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
* - Finally composite the 2 blurred buffers with the original render.
**/
DRWShadingGroup *grp;
psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
/* This create an empty batch of N triangles to be positioned
* by the vertex shader 0.4ms against 6ms with instancing */
const float *viewport_size = DRW_viewport_size_get();
const int sprite_ct = ((int)viewport_size[0]/2) * ((int)viewport_size[1]/2); /* brackets matters */
grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->dof_coc);
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DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
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psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_buffer(grp, "nearBuffer", &txl->dof_near_blur);
DRW_shgroup_uniform_buffer(grp, "farBuffer", &txl->dof_far_blur);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
}
static void min_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->minz_downlevel_ps);
}
static void max_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->maxz_downlevel_ps);
}
static void simple_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->color_downsample_ps);
}
static void simple_downsample_cube_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
DRW_draw_pass(psl->color_downsample_cube_ps);
}
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
e_data.depth_src = depth_src;
e_data.depth_src_layer = layer;
DRW_stats_group_start("Min buffer");
/* Copy depth buffer to min texture top level */
DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
DRW_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
DRW_draw_pass(psl->minz_downdepth_layer_ps);
}
else {
DRW_draw_pass(psl->minz_downdepth_ps);
}
DRW_framebuffer_texture_detach(stl->g_data->minzbuffer);
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
DRW_stats_group_end();
DRW_stats_group_start("Max buffer");
/* Copy depth buffer to max texture top level */
DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
DRW_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
}
else {
DRW_draw_pass(psl->maxz_downdepth_ps);
}
DRW_framebuffer_texture_detach(txl->maxzbuffer);
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata);
DRW_stats_group_end();
}
/**
* Simple downsampling algorithm. Reconstruct mip chain up to mip level.
**/
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
{
e_data.color_src = texture_src;
DRW_stats_group_start("Downsample buffer");
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata);
DRW_stats_group_end();
}
/**
* Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
**/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
{
e_data.color_src = texture_src;
DRW_stats_group_start("Downsample Cube buffer");
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cube_cb, vedata);
DRW_stats_group_end();
}
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void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
/* Compute volumetric integration at halfres. */
DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric, 0, 0);
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if (sldata->volumetrics->use_colored_transmit) {
DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric_transmit, 1, 0);
}
DRW_framebuffer_bind(fbl->volumetric_fb);
DRW_draw_pass(psl->volumetric_integrate_ps);
/* Resolve at fullres */
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_bind(fbl->main);
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if (sldata->volumetrics->use_colored_transmit) {
DRW_draw_pass(psl->volumetric_resolve_transmit_ps);
}
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DRW_draw_pass(psl->volumetric_resolve_ps);
/* Restore */
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
DRW_framebuffer_texture_detach(stl->g_data->volumetric);
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if (sldata->volumetrics->use_colored_transmit) {
DRW_framebuffer_texture_detach(stl->g_data->volumetric_transmit);
}
/* Rebind main buffer after attach/detach operations */
DRW_framebuffer_bind(fbl->main);
}
}
void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
DRW_framebuffer_texture_attach(fbl->refract_fb, txl->refract_color, 0, 0);
DRW_framebuffer_blit(fbl->main, fbl->refract_fb, false);
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->refract_color, 9);
}
}
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
for (int i = 0; i < effects->ssr_ray_count; ++i) {
DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_hit_output[i], i, 0);
}
DRW_framebuffer_bind(fbl->screen_tracing_fb);
/* Raytrace. */
DRW_draw_pass(psl->ssr_raytrace);
for (int i = 0; i < effects->ssr_ray_count; ++i) {
DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output[i]);
}
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
/* Resolve at fullres */
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
DRW_framebuffer_bind(fbl->main);
DRW_draw_pass(psl->ssr_resolve);
/* Restore */
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
}
if ((effects->enabled_effects & EFFECT_GTAO) != 0 && G.debug_value == 6) {
/* GTAO Debug */
DRW_framebuffer_texture_attach(fbl->gtao_debug_fb, stl->g_data->gtao_horizons_debug, 0, 0);
DRW_framebuffer_bind(fbl->gtao_debug_fb);
DRW_draw_pass(psl->ao_horizon_debug);
/* Restore */
DRW_framebuffer_texture_detach(stl->g_data->gtao_horizons_debug);
}
DRW_framebuffer_bind(fbl->main);
}
void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
DRW_stats_group_start("GTAO Horizon Scan");
for (effects->ao_sample_nbr = 0.0;
effects->ao_sample_nbr < effects->ao_samples;
++effects->ao_sample_nbr)
{
DRW_framebuffer_texture_detach(txl->gtao_horizons);
DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0);
DRW_framebuffer_bind(fbl->gtao_fb);
DRW_draw_pass(psl->ao_horizon_search);
}
DRW_stats_group_end();
/* Restore */
DRW_framebuffer_bind(fbl->main);
}
}
#define SWAP_DOUBLE_BUFFERS() { \
if (swap_double_buffer) { \
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
swap_double_buffer = false; \
} \
} ((void)0)
#define SWAP_BUFFERS() { \
if (effects->source_buffer == txl->color) { \
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SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color_post; \
effects->target_buffer = fbl->main; \
} \
else { \
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SWAP_DOUBLE_BUFFERS(); \
effects->source_buffer = txl->color; \
effects->target_buffer = fbl->effect_fb; \
} \
} ((void)0)
void EEVEE_draw_effects(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
/* only once per frame after the first post process */
bool swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Init pointers */
effects->source_buffer = txl->color; /* latest updated texture */
effects->target_buffer = fbl->effect_fb; /* next target to render to */
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/* Detach depth for effects to use it */
DRW_framebuffer_texture_detach(dtxl->depth);
/* Motion Blur */
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
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DRW_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->motion_blur);
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SWAP_BUFFERS();
}
/* Depth Of Field */
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Downsample */
DRW_framebuffer_bind(fbl->dof_down_fb);
DRW_draw_pass(psl->dof_down);
/* Scatter Far */
effects->unf_source_buffer = txl->dof_down_far;
copy_v2_fl2(effects->dof_layer_select, 0.0f, 1.0f);
DRW_framebuffer_bind(fbl->dof_scatter_far_fb);
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
DRW_draw_pass(psl->dof_scatter);
/* Scatter Near */
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
/* Reuse bloom half res buffer */
effects->unf_source_buffer = txl->bloom_downsample[0];
}
else {
effects->unf_source_buffer = txl->dof_down_near;
}
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copy_v2_fl2(effects->dof_layer_select, 1.0f, 0.0f);
DRW_framebuffer_bind(fbl->dof_scatter_near_fb);
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
DRW_draw_pass(psl->dof_scatter);
/* Resolve */
DRW_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->dof_resolve);
SWAP_BUFFERS();
}
/* Bloom */
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
struct GPUTexture *last;
/* Extract bright pixels */
copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
effects->unf_source_buffer = effects->source_buffer;
DRW_framebuffer_bind(fbl->bloom_blit_fb);
DRW_draw_pass(psl->bloom_blit);
/* Downsample */
copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
effects->unf_source_buffer = txl->bloom_blit;
DRW_framebuffer_bind(fbl->bloom_down_fb[0]);
DRW_draw_pass(psl->bloom_downsample_first);
last = txl->bloom_downsample[0];
for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]);
effects->unf_source_buffer = last;
DRW_framebuffer_bind(fbl->bloom_down_fb[i]);
DRW_draw_pass(psl->bloom_downsample);
/* Used in next loop */
last = txl->bloom_downsample[i];
}
/* Upsample and accumulate */
for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
effects->unf_source_buffer = txl->bloom_downsample[i];
effects->unf_base_buffer = last;
DRW_framebuffer_bind(fbl->bloom_accum_fb[i]);
DRW_draw_pass(psl->bloom_upsample);
last = txl->bloom_upsample[i];
}
/* Resolve */
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
effects->unf_source_buffer = last;
effects->unf_base_buffer = effects->source_buffer;
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DRW_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->bloom_resolve);
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SWAP_BUFFERS();
}
/* Restore default framebuffer */
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
DRW_framebuffer_bind(dfbl->default_fb);
/* Tonemapping */
DRW_transform_to_display(effects->source_buffer);
/* Debug : Ouput buffer to view. */
if ((G.debug_value > 0) && (G.debug_value <= 6)) {
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
break;
case 2:
if (stl->g_data->ssr_hit_output[0]) DRW_transform_to_display(stl->g_data->ssr_hit_output[0]);
break;
case 3:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
break;
case 4:
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
break;
case 5:
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
break;
case 6:
if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
break;
default:
break;
}
}
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();
if (!stl->g_data->valid_double_buffer &&
((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
(DRW_state_is_image_render() == false))
{
/* If history buffer is not valid request another frame.
* This fix black reflections on area resize. */
DRW_viewport_request_redraw();
}
/* Record pers matrix for the next frame. */
DRW_viewport_matrix_get(stl->g_data->prev_persmat, DRW_MAT_PERS);
/* Update double buffer status if render mode. */
if (DRW_state_is_image_render()) {
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
}
}
void EEVEE_effects_free(void)
{
for (int i = 0; i < SSR_MAX_SHADER; ++i) {
DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
}
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
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DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[1]);
}