2018-02-01 18:09:06 +01:00
										 
									 
								 
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								/*
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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											2019-01-23 11:29:18 +11:00
										 
									 
								 
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								 * Copyright 2016, Blender Foundation.
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											2018-02-01 18:09:06 +01:00
										 
									 
								 
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								 */
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											2019-02-18 08:08:12 +11:00
										 
									 
								 
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								/** \file
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								 * \ingroup draw_engine
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								 *
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								 * Implementation of Blender Mist pass.
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								 * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
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								 */
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								#include "DRW_engine.h"
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								#include "DRW_render.h"
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								#include "DNA_world_types.h"
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								#include "BLI_string_utils.h"
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								#include "eevee_private.h"
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											2018-03-10 00:00:04 +01:00
										 
									 
								 
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								extern char datatoc_common_view_lib_glsl[];
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								extern char datatoc_common_uniforms_lib_glsl[];
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								extern char datatoc_bsdf_common_lib_glsl[];
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								extern char datatoc_effect_mist_frag_glsl[];
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								static struct {
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								  struct GPUShader *mist_sh;
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								} e_data = {NULL}; /* Engine data */
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								void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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								{
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								  const DRWContextState *draw_ctx = DRW_context_state_get();
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								  EEVEE_FramebufferList *fbl = vedata->fbl;
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								  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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								  EEVEE_TextureList *txl = vedata->txl;
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								  EEVEE_StorageList *stl = vedata->stl;
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								  EEVEE_PassList *psl = vedata->psl;
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								  EEVEE_PrivateData *g_data = stl->g_data;
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								  Scene *scene = draw_ctx->scene;
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								  float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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								  if (e_data.mist_sh == NULL) {
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								    char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
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								                                      datatoc_common_uniforms_lib_glsl,
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								                                      datatoc_bsdf_common_lib_glsl,
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								                                      datatoc_effect_mist_frag_glsl);
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								    e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
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								    MEM_freeN(frag_str);
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								  }
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								  /* Create FrameBuffer. */
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								  DRW_texture_ensure_fullscreen_2d(
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								      &txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
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								  GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
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								                                {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
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								  /* Clear texture. */
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								  GPU_framebuffer_bind(fbl->mist_accum_fb);
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								  GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
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								  /* Mist settings. */
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								  if (scene && scene->world) {
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								    g_data->mist_start = scene->world->miststa;
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								    g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
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								    switch (scene->world->mistype) {
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								      case WO_MIST_QUADRATIC:
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								        g_data->mist_falloff = 2.0f;
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								        break;
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								      case WO_MIST_LINEAR:
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								        g_data->mist_falloff = 1.0f;
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								        break;
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								      case WO_MIST_INVERSE_QUADRATIC:
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								        g_data->mist_falloff = 0.5f;
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								        break;
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								    }
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								  }
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								  else {
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								    float near = -sldata->common_data.view_vecs[0][2];
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								    float range = sldata->common_data.view_vecs[1][2];
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								    /* Fallback */
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								    g_data->mist_start = near;
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								    g_data->mist_inv_dist = 1.0f / fabsf(range);
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								    g_data->mist_falloff = 1.0f;
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								  }
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								  /* XXX ??!! WHY? If not it does not match cycles. */
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								  g_data->mist_falloff *= 0.5f;
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								  /* Create Pass and shgroup. */
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								  psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
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								  DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
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								  DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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								  DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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								  DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
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								  DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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								}
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								void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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								{
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								  EEVEE_FramebufferList *fbl = vedata->fbl;
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								  EEVEE_PassList *psl = vedata->psl;
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								  if (fbl->mist_accum_fb != NULL) {
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								    GPU_framebuffer_bind(fbl->mist_accum_fb);
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								    DRW_draw_pass(psl->mist_accum_ps);
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								    /* Restore */
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								    GPU_framebuffer_bind(fbl->main_fb);
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								  }
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								}
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								void EEVEE_mist_free(void)
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								{
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								  DRW_SHADER_FREE_SAFE(e_data.mist_sh);
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								}
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