2017-11-01 01:03:36 +01:00
|
|
|
/*
|
|
|
|
|
* 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
|
|
|
|
|
*
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/** \file eevee_depth_of_field.c
|
|
|
|
|
* \ingroup draw_engine
|
2017-11-20 14:11:45 +11:00
|
|
|
*
|
|
|
|
|
* Depth of field post process effect.
|
2017-11-01 01:03:36 +01:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "DRW_render.h"
|
|
|
|
|
|
2017-11-20 14:11:45 +11:00
|
|
|
#include "BLI_dynstr.h"
|
|
|
|
|
#include "BLI_rand.h"
|
|
|
|
|
|
2017-11-01 01:03:36 +01:00
|
|
|
#include "DNA_anim_types.h"
|
|
|
|
|
#include "DNA_camera_types.h"
|
|
|
|
|
#include "DNA_object_force.h"
|
|
|
|
|
#include "DNA_screen_types.h"
|
|
|
|
|
#include "DNA_view3d_types.h"
|
|
|
|
|
#include "DNA_world_types.h"
|
|
|
|
|
|
|
|
|
|
#include "BKE_global.h" /* for G.debug_value */
|
|
|
|
|
#include "BKE_camera.h"
|
|
|
|
|
#include "BKE_mesh.h"
|
|
|
|
|
#include "BKE_object.h"
|
|
|
|
|
#include "BKE_animsys.h"
|
|
|
|
|
#include "BKE_screen.h"
|
|
|
|
|
|
|
|
|
|
#include "DEG_depsgraph.h"
|
|
|
|
|
|
|
|
|
|
#include "eevee_private.h"
|
|
|
|
|
#include "GPU_extensions.h"
|
|
|
|
|
#include "GPU_framebuffer.h"
|
|
|
|
|
#include "GPU_texture.h"
|
|
|
|
|
|
2017-11-20 14:11:45 +11:00
|
|
|
#include "ED_screen.h"
|
|
|
|
|
|
2017-11-01 01:03:36 +01:00
|
|
|
static struct {
|
|
|
|
|
/* Depth Of Field */
|
|
|
|
|
struct GPUShader *dof_downsample_sh;
|
|
|
|
|
struct GPUShader *dof_scatter_sh;
|
|
|
|
|
struct GPUShader *dof_resolve_sh;
|
|
|
|
|
} e_data = {NULL}; /* Engine data */
|
|
|
|
|
|
|
|
|
|
extern char datatoc_effect_dof_vert_glsl[];
|
|
|
|
|
extern char datatoc_effect_dof_geom_glsl[];
|
|
|
|
|
extern char datatoc_effect_dof_frag_glsl[];
|
|
|
|
|
|
|
|
|
|
static void eevee_create_shader_depth_of_field(void)
|
|
|
|
|
{
|
|
|
|
|
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");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int EEVEE_depth_of_field_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
|
|
|
|
{
|
|
|
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
|
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
|
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
|
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
|
|
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
|
SceneLayer *scene_layer = draw_ctx->scene_layer;
|
|
|
|
|
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
|
|
|
|
|
|
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
|
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
|
RegionView3D *rv3d = draw_ctx->rv3d;
|
|
|
|
|
|
|
|
|
|
if (!e_data.dof_downsample_sh) {
|
|
|
|
|
eevee_create_shader_depth_of_field();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
|
|
|
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
|
|
|
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};
|
|
|
|
|
|
|
|
|
|
/* Reuse buffer from Bloom if available */
|
|
|
|
|
/* WATCH IT : must have the same size */
|
|
|
|
|
struct GPUTexture **dof_down_near;
|
|
|
|
|
|
|
|
|
|
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
|
|
|
|
|
dof_down_near = &txl->bloom_downsample[0];
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
dof_down_near = &txl->dof_down_near;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
|
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);
|
|
|
|
|
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");
|
|
|
|
|
|
|
|
|
|
return EFFECT_DOF | EFFECT_POST_BUFFER;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Cleanup to release memory */
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->dof_down_near);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->dof_down_far);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->dof_coc);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->dof_far_blur);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->dof_near_blur);
|
|
|
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
|
|
|
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_far_fb);
|
|
|
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_near_fb);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_depth_of_field_cache_init(EEVEE_SceneLayerData *UNUSED(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();
|
|
|
|
|
|
|
|
|
|
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
|
|
|
|
|
/** 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;
|
|
|
|
|
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
|
|
|
|
|
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_depth_of_field_draw(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;
|
|
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
|
}
|
|
|
|
|
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();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_depth_of_field_free(void)
|
|
|
|
|
{
|
|
|
|
|
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);
|
|
|
|
|
}
|