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

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/*
* 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.
*
2019-01-23 11:29:18 +11:00
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "ED_screen.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_texture.h"
static struct {
/* Motion Blur */
struct GPUShader *motion_blur_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_motion_blur_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(
Scene *scene,
ARegion *ar, RegionView3D *rv3d, View3D *v3d,
Object *camera,
float time,
float r_mat[4][4])
{
float obmat[4][4];
/* HACK */
Object cam_cpy = *camera;
Camera camdata_cpy = *(Camera *)(camera->data);
cam_cpy.data = &camdata_cpy;
/* Reset original pointers, so direct evaluation does not attempt to flush
* animation back to the original object: otherwise viewport with motion
* blur enabled will always loose non-keyed changes. */
cam_cpy.id.orig_id = NULL;
camdata_cpy.id.orig_id = NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
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/* Recalc Anim manually */
BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
/* Compute winmat */
CameraParams params;
BKE_camera_params_init(&params);
if (v3d != NULL) {
BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
}
else {
BKE_camera_params_from_object(&params, &cam_cpy);
BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
}
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 void eevee_create_shader_motion_blur(void)
{
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
/* Update Motion Blur Matrices */
if (camera) {
float persmat[4][4];
float ctime = DEG_get_ctime(draw_ctx->depsgraph);
float delta = scene_eval->eevee.motion_blur_shutter;
Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
/* Viewport Matrix */
/* Note: This does not have TAA jitter applied. */
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
bool view_is_valid = (stl->g_data->view_updated == false);
if (draw_ctx->evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
}
/* The view is jittered by the oglrenderer. So avoid testing in this case. */
if (!DRW_state_is_image_render()) {
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
/* WATCH: assume TAA init code runs last. */
if (scene_eval->eevee.taa_samples == 1) {
/* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */
copy_m4_m4(effects->prev_drw_persmat, persmat);
}
}
effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render();
/* Current matrix */
if (effects->motion_blur_mat_cached == false) {
eevee_motion_blur_camera_get_matrix_at_time(
scene,
ar, rv3d, v3d,
ob_camera_eval,
ctime,
effects->current_world_to_ndc);
}
/* Only continue if camera is not being keyed */
if (DRW_state_is_image_render() ||
compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f))
{
/* Past matrix */
if (effects->motion_blur_mat_cached == false) {
eevee_motion_blur_camera_get_matrix_at_time(
scene,
ar, rv3d, v3d,
ob_camera_eval,
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,
ob_camera_eval,
ctime + delta,
effects->future_world_to_ndc);
#endif
invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc);
}
effects->motion_blur_mat_cached = true;
effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
if (!e_data.motion_blur_sh) {
eevee_create_shader_motion_blur();
}
return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
}
}
}
return 0;
}
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
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", effects->current_ndc_to_world);
DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call_add(grp, quad, NULL);
}
}
void EEVEE_motion_blur_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;
/* Motion Blur */
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->motion_blur);
SWAP_BUFFERS();
}
}
void EEVEE_motion_blur_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
}