Eevee: Effects: Split each effect in it's own file.
This also: - make sure to only compile the shader needed by the active effects. - same thing for the shading groups. - disable TAA if motion blur is active (avoid infinite refresh).
This commit is contained in:
@@ -82,12 +82,19 @@ set(SRC
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modes/sculpt_mode.c
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engines/basic/basic_engine.c
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engines/clay/clay_engine.c
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engines/eevee/eevee_bloom.c
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engines/eevee/eevee_data.c
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engines/eevee/eevee_engine.c
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engines/eevee/eevee_lights.c
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engines/eevee/eevee_lightprobes.c
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engines/eevee/eevee_materials.c
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engines/eevee/eevee_depth_of_field.c
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engines/eevee/eevee_effects.c
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engines/eevee/eevee_engine.c
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engines/eevee/eevee_lightprobes.c
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engines/eevee/eevee_lights.c
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engines/eevee/eevee_materials.c
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engines/eevee/eevee_motion_blur.c
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engines/eevee/eevee_occlusion.c
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engines/eevee/eevee_screen_raytrace.c
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engines/eevee/eevee_temporal_sampling.c
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engines/eevee/eevee_volumes.c
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engines/external/external_engine.c
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DRW_engine.h
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333
source/blender/draw/engines/eevee/eevee_bloom.c
Normal file
333
source/blender/draw/engines/eevee/eevee_bloom.c
Normal file
@@ -0,0 +1,333 @@
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/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/* Eevee's bloom shader
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*/
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/** \file eevee_bloom.c
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BKE_global.h" /* for G.debug_value */
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#include "BLI_dynstr.h"
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#include "eevee_private.h"
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#include "GPU_extensions.h"
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#include "GPU_texture.h"
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static struct {
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/* Bloom */
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struct GPUShader *bloom_blit_sh[2];
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struct GPUShader *bloom_downsample_sh[2];
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struct GPUShader *bloom_upsample_sh[2];
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struct GPUShader *bloom_resolve_sh[2];
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_effect_bloom_frag_glsl[];
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static void eevee_create_shader_bloom(void)
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{
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e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
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e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
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e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
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e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
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e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
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"#define HIGH_QUALITY\n");
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}
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int EEVEE_bloom_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
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if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
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const float *viewport_size = DRW_viewport_size_get();
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/* Shaders */
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if (!e_data.bloom_blit_sh[0]) {
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eevee_create_shader_bloom();
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}
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/* Bloom */
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int blitsize[2], texsize[2];
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/* Blit Buffer */
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effects->source_texel_size[0] = 1.0f / viewport_size[0];
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effects->source_texel_size[1] = 1.0f / viewport_size[1];
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blitsize[0] = (int)viewport_size[0];
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blitsize[1] = (int)viewport_size[1];
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effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
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effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
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DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type,
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(int)blitsize[0], (int)blitsize[1],
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&tex_blit, 1);
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/* Parameters */
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float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
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float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
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float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
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const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color");
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float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
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effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp");
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/* determine the iteration count */
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const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
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const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
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const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
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CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
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effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
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effects->bloom_curve_threshold[0] = threshold - knee;
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effects->bloom_curve_threshold[1] = knee * 2.0f;
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effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
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effects->bloom_curve_threshold[3] = threshold;
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mul_v3_v3fl(effects->bloom_color, color, intensity);
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/* Downsample buffers */
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copy_v2_v2_int(texsize, blitsize);
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for (int i = 0; i < effects->bloom_iteration_ct; ++i) {
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texsize[0] /= 2; texsize[1] /= 2;
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if (GPU_type_matches(GPU_DEVICE_AMD_VEGA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
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texsize[0] = MAX2(texsize[0], 17);
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texsize[1] = MAX2(texsize[1], 17);
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}
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else {
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texsize[0] = MAX2(texsize[0], 2);
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texsize[1] = MAX2(texsize[1], 2);
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}
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effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
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effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
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DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type,
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(int)texsize[0], (int)texsize[1],
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&tex_bloom, 1);
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}
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/* Upsample buffers */
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copy_v2_v2_int(texsize, blitsize);
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for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) {
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texsize[0] /= 2; texsize[1] /= 2;
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if (GPU_type_matches(GPU_DEVICE_AMD_VEGA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
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texsize[0] = MAX2(texsize[0], 17);
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texsize[1] = MAX2(texsize[1], 17);
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}
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else {
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texsize[0] = MAX2(texsize[0], 2);
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texsize[1] = MAX2(texsize[1], 2);
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}
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DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type,
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(int)texsize[0], (int)texsize[1],
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&tex_bloom, 1);
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}
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return EFFECT_BLOOM | EFFECT_POST_BUFFER;
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}
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/* Cleanup to release memory */
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DRW_TEXTURE_FREE_SAFE(txl->bloom_blit);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb);
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/* Bloom and dof share this buffer. This
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* tells dof to reconfigure it's framebuffer. */
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if (txl->bloom_downsample[0] != NULL) {
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
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}
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for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) {
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DRW_TEXTURE_FREE_SAFE(txl->bloom_downsample[i]);
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DRW_TEXTURE_FREE_SAFE(txl->bloom_upsample[i]);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]);
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}
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return 0;
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}
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static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
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{
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struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
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*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
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DRW_shgroup_call_add(grp, quad, NULL);
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DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer);
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DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
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if (upsample) {
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DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer);
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DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
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}
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return grp;
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}
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void EEVEE_bloom_cache_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
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/** Bloom algorithm
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*
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* Overview :
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* - Downsample the color buffer doing a small blur during each step.
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* - Accumulate bloom color using previously downsampled color buffers
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* and do an upsample blur for each new accumulated layer.
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* - Finally add accumulation buffer onto the source color buffer.
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*
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* [1/1] is original copy resolution (can be half or quater res for performance)
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*
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* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
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*
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* Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
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* | Λ
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* [Downsample First] Source Color ─> + [Resolve]
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* v |
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* Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
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* | Λ
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* ─── ───
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* Repeat Repeat
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* ─── ───
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* v |
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* Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
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* | Λ
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* [Downsample] [Upsample]
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* v |
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* Color Downsampled [1/N] ─────────────────────────┘
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**/
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DRWShadingGroup *grp;
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const bool use_highres = true;
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const bool use_antiflicker = true;
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eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
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eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
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eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
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grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
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DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
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DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
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grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
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DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
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}
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}
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void EEVEE_bloom_draw(EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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/* Bloom */
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if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
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struct GPUTexture *last;
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/* Extract bright pixels */
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copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
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effects->unf_source_buffer = effects->source_buffer;
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DRW_framebuffer_bind(fbl->bloom_blit_fb);
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DRW_draw_pass(psl->bloom_blit);
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/* Downsample */
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copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
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effects->unf_source_buffer = txl->bloom_blit;
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DRW_framebuffer_bind(fbl->bloom_down_fb[0]);
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DRW_draw_pass(psl->bloom_downsample_first);
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last = txl->bloom_downsample[0];
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for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
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copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
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effects->unf_source_buffer = last;
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DRW_framebuffer_bind(fbl->bloom_down_fb[i]);
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DRW_draw_pass(psl->bloom_downsample);
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/* Used in next loop */
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last = txl->bloom_downsample[i];
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}
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/* Upsample and accumulate */
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for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) {
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copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
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effects->unf_source_buffer = txl->bloom_downsample[i];
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effects->unf_base_buffer = last;
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DRW_framebuffer_bind(fbl->bloom_accum_fb[i]);
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DRW_draw_pass(psl->bloom_upsample);
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last = txl->bloom_upsample[i];
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}
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/* Resolve */
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copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
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effects->unf_source_buffer = last;
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effects->unf_base_buffer = effects->source_buffer;
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DRW_framebuffer_bind(effects->target_buffer);
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DRW_draw_pass(psl->bloom_resolve);
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SWAP_BUFFERS();
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}
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}
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void EEVEE_bloom_free(void)
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{
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for (int i = 0; i < 2; ++i) {
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DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
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DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
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DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
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DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[i]);
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}
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}
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283
source/blender/draw/engines/eevee/eevee_depth_of_field.c
Normal file
283
source/blender/draw/engines/eevee/eevee_depth_of_field.c
Normal file
@@ -0,0 +1,283 @@
|
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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
|
||||
*
|
||||
*/
|
||||
|
||||
/* Depth of field post process effect
|
||||
*/
|
||||
|
||||
/** \file eevee_depth_of_field.c
|
||||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
|
||||
#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 "ED_screen.h"
|
||||
|
||||
#include "DEG_depsgraph.h"
|
||||
|
||||
#include "BLI_dynstr.h"
|
||||
#include "BLI_rand.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_framebuffer.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
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);
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -86,10 +86,17 @@ static void EEVEE_cache_init(void *vedata)
|
||||
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
||||
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
|
||||
|
||||
EEVEE_materials_cache_init(vedata);
|
||||
EEVEE_lights_cache_init(sldata, psl);
|
||||
EEVEE_lightprobes_cache_init(sldata, vedata);
|
||||
EEVEE_bloom_cache_init(sldata, vedata);
|
||||
EEVEE_depth_of_field_cache_init(sldata, vedata);
|
||||
EEVEE_effects_cache_init(sldata, vedata);
|
||||
EEVEE_lightprobes_cache_init(sldata, vedata);
|
||||
EEVEE_lights_cache_init(sldata, psl);
|
||||
EEVEE_materials_cache_init(vedata);
|
||||
EEVEE_motion_blur_cache_init(sldata, vedata);
|
||||
EEVEE_occlusion_cache_init(sldata, vedata);
|
||||
EEVEE_screen_raytrace_cache_init(sldata, vedata);
|
||||
EEVEE_temporal_sampling_cache_init(sldata, vedata);
|
||||
EEVEE_volumes_cache_init(sldata, vedata);
|
||||
}
|
||||
|
||||
static void EEVEE_cache_populate(void *vedata, Object *ob)
|
||||
@@ -220,11 +227,8 @@ static void EEVEE_draw_scene(void *vedata)
|
||||
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
|
||||
DRW_stats_group_end();
|
||||
|
||||
/* Compute GTAO Horizons */
|
||||
EEVEE_effects_do_gtao(sldata, vedata);
|
||||
|
||||
/* Restore main FB */
|
||||
DRW_framebuffer_bind(fbl->main);
|
||||
EEVEE_occlusion_compute(sldata, vedata);
|
||||
EEVEE_volumes_compute(sldata, vedata);
|
||||
|
||||
/* Shading pass */
|
||||
DRW_stats_group_start("Shading");
|
||||
@@ -233,18 +237,11 @@ static void EEVEE_draw_scene(void *vedata)
|
||||
DRW_draw_pass(psl->material_pass);
|
||||
DRW_stats_group_end();
|
||||
|
||||
/* Screen Space Reflections */
|
||||
DRW_stats_group_start("SSR");
|
||||
EEVEE_effects_do_ssr(sldata, vedata);
|
||||
DRW_stats_group_end();
|
||||
|
||||
/* Effects pre-transparency */
|
||||
EEVEE_reflection_compute(sldata, vedata);
|
||||
EEVEE_occlusion_draw_debug(sldata, vedata);
|
||||
DRW_draw_pass(psl->probe_display);
|
||||
|
||||
/* Prepare Refraction */
|
||||
EEVEE_effects_do_refraction(sldata, vedata);
|
||||
|
||||
/* Restore main FB */
|
||||
DRW_framebuffer_bind(fbl->main);
|
||||
EEVEE_refraction_compute(sldata, vedata);
|
||||
|
||||
/* Opaque refraction */
|
||||
DRW_stats_group_start("Opaque Refraction");
|
||||
@@ -253,16 +250,12 @@ static void EEVEE_draw_scene(void *vedata)
|
||||
DRW_draw_pass(psl->refract_pass);
|
||||
DRW_stats_group_end();
|
||||
|
||||
/* Volumetrics */
|
||||
DRW_stats_group_start("Volumetrics");
|
||||
EEVEE_effects_do_volumetrics(sldata, vedata);
|
||||
DRW_stats_group_end();
|
||||
/* Volumetrics Resolve Opaque */
|
||||
EEVEE_volumes_resolve(sldata, vedata);
|
||||
|
||||
/* Transparent */
|
||||
DRW_pass_sort_shgroup_z(psl->transparent_pass);
|
||||
DRW_stats_group_start("Transparent");
|
||||
DRW_draw_pass(psl->transparent_pass);
|
||||
DRW_stats_group_end();
|
||||
|
||||
/* Post Process */
|
||||
DRW_stats_group_start("Post FX");
|
||||
@@ -277,7 +270,7 @@ static void EEVEE_draw_scene(void *vedata)
|
||||
}
|
||||
}
|
||||
|
||||
EEVEE_effects_free_smoke_texture();
|
||||
EEVEE_volumes_free_smoke_textures();
|
||||
|
||||
stl->g_data->view_updated = false;
|
||||
}
|
||||
@@ -292,10 +285,17 @@ static void EEVEE_view_update(void *vedata)
|
||||
|
||||
static void EEVEE_engine_free(void)
|
||||
{
|
||||
EEVEE_materials_free();
|
||||
EEVEE_bloom_free();
|
||||
EEVEE_depth_of_field_free();
|
||||
EEVEE_effects_free();
|
||||
EEVEE_lights_free();
|
||||
EEVEE_lightprobes_free();
|
||||
EEVEE_lights_free();
|
||||
EEVEE_materials_free();
|
||||
EEVEE_motion_blur_free();
|
||||
EEVEE_occlusion_free();
|
||||
EEVEE_screen_raytrace_free();
|
||||
EEVEE_temporal_sampling_free();
|
||||
EEVEE_volumes_free();
|
||||
}
|
||||
|
||||
static void EEVEE_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
|
||||
|
||||
@@ -471,7 +471,6 @@ void EEVEE_lightprobes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
|
||||
DRWShadingGroup *grp = stl->g_data->planar_downsample = DRW_shgroup_instance_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps, geom);
|
||||
DRW_shgroup_uniform_buffer(grp, "source", &txl->planar_pool);
|
||||
DRW_shgroup_uniform_float(grp, "fireflyFactor", &stl->effects->ssr_firefly_fac, 1);
|
||||
DRW_shgroup_uniform_vec2(grp, "texelSize", stl->g_data->texel_size, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1159,7 +1158,7 @@ static void render_scene_to_planar(
|
||||
EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer);
|
||||
|
||||
/* Compute GTAO Horizons */
|
||||
EEVEE_effects_do_gtao(sldata, vedata);
|
||||
EEVEE_occlusion_compute(sldata, vedata);
|
||||
|
||||
/* Rebind Planar FB */
|
||||
DRW_framebuffer_bind(fbl->planarref_fb);
|
||||
|
||||
@@ -359,7 +359,6 @@ static void add_standard_uniforms(
|
||||
DRW_shgroup_uniform_bool(shgrp, "specToggle", &sldata->probes->specular_toggle, 1);
|
||||
DRW_shgroup_uniform_bool(shgrp, "ssrToggle", &sldata->probes->ssr_toggle, 1);
|
||||
DRW_shgroup_uniform_float(shgrp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
|
||||
DRW_shgroup_uniform_float(shgrp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
|
||||
DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
|
||||
DRW_shgroup_uniform_buffer(shgrp, "probeCubes", &sldata->probe_pool);
|
||||
DRW_shgroup_uniform_buffer(shgrp, "probePlanars", &vedata->txl->planar_pool);
|
||||
@@ -1284,7 +1283,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
|
||||
|
||||
/* Volumetrics */
|
||||
if (vedata->stl->effects->use_volumetrics && use_volume_material) {
|
||||
EEVEE_effects_cache_volume_object_add(sldata, vedata, scene, ob);
|
||||
EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
207
source/blender/draw/engines/eevee/eevee_motion_blur.c
Normal file
207
source/blender/draw/engines/eevee/eevee_motion_blur.c
Normal file
@@ -0,0 +1,207 @@
|
||||
/*
|
||||
* 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"
|
||||
#include "DNA_camera_types.h"
|
||||
#include "DNA_screen_types.h"
|
||||
|
||||
#include "BKE_global.h" /* for G.debug_value */
|
||||
#include "BKE_camera.h"
|
||||
#include "BKE_object.h"
|
||||
#include "BKE_animsys.h"
|
||||
#include "BKE_screen.h"
|
||||
|
||||
#include "ED_screen.h"
|
||||
|
||||
#include "DEG_depsgraph.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(
|
||||
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(¶ms);
|
||||
|
||||
/* 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(¶ms, &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(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
|
||||
BKE_camera_params_compute_matrix(¶ms);
|
||||
|
||||
/* 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_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
||||
{
|
||||
EEVEE_StorageList *stl = vedata->stl;
|
||||
EEVEE_EffectsInfo *effects = stl->effects;
|
||||
|
||||
const DRWContextState *draw_ctx = DRW_context_state_get();
|
||||
SceneLayer *scene_layer = draw_ctx->scene_layer;
|
||||
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);
|
||||
|
||||
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");
|
||||
|
||||
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_SceneLayerData *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 Gwn_Batch *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", (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);
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
DRW_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);
|
||||
}
|
||||
252
source/blender/draw/engines/eevee/eevee_occlusion.c
Normal file
252
source/blender/draw/engines/eevee/eevee_occlusion.c
Normal file
@@ -0,0 +1,252 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
/* Implementation of the screen space Ground Truth Ambient Occlusion.
|
||||
*/
|
||||
|
||||
/** \file eevee_occlusion.c
|
||||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
|
||||
#include "DNA_anim_types.h"
|
||||
|
||||
#include "BKE_global.h" /* for G.debug_value */
|
||||
|
||||
#include "BLI_dynstr.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
|
||||
static struct {
|
||||
/* Ground Truth Ambient Occlusion */
|
||||
struct GPUShader *gtao_sh;
|
||||
struct GPUShader *gtao_debug_sh;
|
||||
} e_data = {NULL}; /* Engine data */
|
||||
|
||||
extern char datatoc_ambient_occlusion_lib_glsl[];
|
||||
extern char datatoc_bsdf_common_lib_glsl[];
|
||||
extern char datatoc_effect_gtao_frag_glsl[];
|
||||
|
||||
static void eevee_create_shader_occlusion(void)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
int EEVEE_occlusion_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, "gtao_enable")) {
|
||||
const float *viewport_size = DRW_viewport_size_get();
|
||||
|
||||
/* Shaders */
|
||||
if (!e_data.gtao_sh) {
|
||||
eevee_create_shader_occlusion();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
|
||||
}
|
||||
|
||||
/* Cleanup */
|
||||
DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
|
||||
effects->ao_settings = 0.0f;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EEVEE_occlusion_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();
|
||||
|
||||
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
|
||||
|
||||
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
|
||||
/** Occlusion algorithm overview
|
||||
*
|
||||
* We separate the computation into 2 steps.
|
||||
*
|
||||
* - First we scan the neighborhood pixels to find the maximum horizon angle.
|
||||
* We save this angle in a RG8 array texture.
|
||||
*
|
||||
* - Then we use this angle to compute occlusion with the shading normal at
|
||||
* the shading stage. This let us do correct shadowing for each diffuse / specular
|
||||
* lobe present in the shader using the correct normal.
|
||||
**/
|
||||
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", &dtxl->depth);
|
||||
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);
|
||||
|
||||
if (G.debug_value == 6) {
|
||||
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", &dtxl->depth);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_occlusion_compute(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) {
|
||||
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);
|
||||
}
|
||||
|
||||
/* Restore */
|
||||
DRW_framebuffer_bind(fbl->main);
|
||||
|
||||
DRW_stats_group_end();
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_occlusion_draw_debug(EEVEE_SceneLayerData *UNUSED(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_GTAO) != 0) && (G.debug_value == 6)) {
|
||||
DRW_stats_group_start("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);
|
||||
|
||||
DRW_stats_group_end();
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_occlusion_free(void)
|
||||
{
|
||||
DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
|
||||
}
|
||||
@@ -66,6 +66,27 @@ extern struct DrawEngineType draw_engine_eevee_type;
|
||||
"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
|
||||
SHADER_IRRADIANCE
|
||||
|
||||
#define SWAP_DOUBLE_BUFFERS() { \
|
||||
if (effects->swap_double_buffer) { \
|
||||
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
|
||||
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
|
||||
effects->swap_double_buffer = false; \
|
||||
} \
|
||||
} ((void)0)
|
||||
|
||||
#define SWAP_BUFFERS() { \
|
||||
if (effects->target_buffer != fbl->main) { \
|
||||
SWAP_DOUBLE_BUFFERS(); \
|
||||
effects->source_buffer = txl->color_post; \
|
||||
effects->target_buffer = fbl->main; \
|
||||
} \
|
||||
else { \
|
||||
SWAP_DOUBLE_BUFFERS(); \
|
||||
effects->source_buffer = txl->color; \
|
||||
effects->target_buffer = fbl->effect_fb; \
|
||||
} \
|
||||
} ((void)0)
|
||||
|
||||
/* World shader variations */
|
||||
enum {
|
||||
VAR_WORLD_BACKGROUND = 0,
|
||||
@@ -396,6 +417,7 @@ enum {
|
||||
/* ************ EFFECTS DATA ************* */
|
||||
typedef struct EEVEE_EffectsInfo {
|
||||
int enabled_effects;
|
||||
bool swap_double_buffer;
|
||||
|
||||
/* Volumetrics */
|
||||
bool use_volumetrics;
|
||||
@@ -472,6 +494,8 @@ enum {
|
||||
EFFECT_REFRACT = (1 << 6),
|
||||
EFFECT_GTAO = (1 << 7),
|
||||
EFFECT_TAA = (1 << 8),
|
||||
EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
|
||||
EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
|
||||
};
|
||||
|
||||
/* ************** SCENE LAYER DATA ************** */
|
||||
@@ -631,19 +655,61 @@ void EEVEE_lightprobes_cache_finish(EEVEE_SceneLayerData *sldata, EEVEE_Data *ve
|
||||
void EEVEE_lightprobes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_lightprobes_free(void);
|
||||
|
||||
/* eevee_depth_of_field.c */
|
||||
int EEVEE_depth_of_field_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_depth_of_field_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
|
||||
void EEVEE_depth_of_field_free(void);
|
||||
|
||||
/* eevee_bloom.c */
|
||||
int EEVEE_bloom_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_bloom_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_bloom_draw(EEVEE_Data *vedata);
|
||||
void EEVEE_bloom_free(void);
|
||||
|
||||
/* eevee_occlusion.c */
|
||||
int EEVEE_occlusion_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_occlusion_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_occlusion_compute(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_occlusion_draw_debug(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_occlusion_free(void);
|
||||
|
||||
/* eevee_screen_raytrace.c */
|
||||
int EEVEE_screen_raytrace_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_screen_raytrace_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_refraction_compute(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_reflection_compute(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_screen_raytrace_free(void);
|
||||
|
||||
/* eevee_motion_blur.c */
|
||||
int EEVEE_motion_blur_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_motion_blur_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
|
||||
void EEVEE_motion_blur_free(void);
|
||||
|
||||
/* eevee_temporal_sampling.c */
|
||||
int EEVEE_temporal_sampling_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_temporal_sampling_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
|
||||
void EEVEE_temporal_sampling_free(void);
|
||||
|
||||
/* eevee_volumes.c */
|
||||
int EEVEE_volumes_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_volumes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_volumes_cache_object_add(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
|
||||
void EEVEE_volumes_compute(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_volumes_resolve(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_volumes_free_smoke_textures(void);
|
||||
void EEVEE_volumes_free(void);
|
||||
|
||||
/* eevee_effects.c */
|
||||
void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_effects_cache_volume_object_add(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
|
||||
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
|
||||
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
|
||||
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
|
||||
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
|
||||
void EEVEE_draw_effects(EEVEE_Data *vedata);
|
||||
void EEVEE_effects_free_smoke_texture(void);
|
||||
void EEVEE_effects_free(void);
|
||||
|
||||
/* Shadow Matrix */
|
||||
|
||||
337
source/blender/draw/engines/eevee/eevee_screen_raytrace.c
Normal file
337
source/blender/draw/engines/eevee/eevee_screen_raytrace.c
Normal file
@@ -0,0 +1,337 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
/* Screen space reflections and refractions techniques.
|
||||
*/
|
||||
|
||||
/** \file eevee_screen_raytrace.c
|
||||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
|
||||
#include "BLI_dynstr.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
/* 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 {
|
||||
/* Screen Space Reflection */
|
||||
struct GPUShader *ssr_sh[SSR_MAX_SHADER];
|
||||
|
||||
/* Theses are just references, not actually allocated */
|
||||
struct GPUTexture *depth_src;
|
||||
struct GPUTexture *color_src;
|
||||
} e_data = {NULL}; /* Engine data */
|
||||
|
||||
extern char datatoc_ambient_occlusion_lib_glsl[];
|
||||
extern char datatoc_bsdf_common_lib_glsl[];
|
||||
extern char datatoc_bsdf_sampling_lib_glsl[];
|
||||
extern char datatoc_octahedron_lib_glsl[];
|
||||
extern char datatoc_effect_ssr_frag_glsl[];
|
||||
extern char datatoc_lightprobe_lib_glsl[];
|
||||
extern char datatoc_raytrace_lib_glsl[];
|
||||
|
||||
static struct GPUShader *eevee_effects_screen_raytrace_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_ambient_occlusion_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");
|
||||
BLI_dynstr_appendf(ds_defines, "#define PLANAR_PROBE_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];
|
||||
}
|
||||
|
||||
int EEVEE_screen_raytrace_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 float *viewport_size = DRW_viewport_size_get();
|
||||
|
||||
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);
|
||||
|
||||
/* Compute pixel size, (shared with contact shadows) */
|
||||
copy_v2_v2(effects->ssr_pixelsize, viewport_size);
|
||||
invert_v2(effects->ssr_pixelsize);
|
||||
|
||||
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
|
||||
const bool use_refraction = BKE_collection_engine_property_value_get_bool(props, "ssr_refraction");
|
||||
|
||||
if (use_refraction) {
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
/* Enable double buffering to be able to read previous frame color */
|
||||
return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_DOUBLE_BUFFER | ((use_refraction) ? EFFECT_REFRACT : 0);
|
||||
}
|
||||
|
||||
/* 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;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EEVEE_screen_raytrace_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;
|
||||
|
||||
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
|
||||
|
||||
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_screen_raytrace_shader_get(options);
|
||||
struct GPUShader *resolve_shader = eevee_effects_screen_raytrace_shader_get(SSR_RESOLVE | options);
|
||||
|
||||
/** Screen space raytracing overview
|
||||
*
|
||||
* Following Frostbite stochastic SSR.
|
||||
*
|
||||
* - First pass Trace rays accross the depth buffer. The hit position and pdf are
|
||||
* recorded in a RGBA16F render target for each ray (sample).
|
||||
*
|
||||
* - We downsample the previous frame color buffer.
|
||||
*
|
||||
* - For each final pixel, we gather neighboors rays and choose a color buffer
|
||||
* mipmap for each ray using its pdf. (filtered importance sampling)
|
||||
* We then evaluate the lighting from the probes and mix the results together.
|
||||
*/
|
||||
psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
|
||||
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);
|
||||
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_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);
|
||||
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);
|
||||
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_uniform_vec4(grp, "aoParameters[0]", &effects->ao_dist, 2);
|
||||
if (effects->use_ao) {
|
||||
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &vedata->txl->gtao_horizons);
|
||||
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
|
||||
}
|
||||
else {
|
||||
/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
|
||||
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &sldata->shadow_pool);
|
||||
}
|
||||
|
||||
DRW_shgroup_call_add(grp, quad, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_refraction_compute(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_reflection_compute(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;
|
||||
|
||||
DRW_stats_group_start("SSR");
|
||||
|
||||
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);
|
||||
DRW_framebuffer_bind(fbl->main);
|
||||
|
||||
DRW_stats_group_end();
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_screen_raytrace_free(void)
|
||||
{
|
||||
for (int i = 0; i < SSR_MAX_SHADER; ++i) {
|
||||
DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
|
||||
}
|
||||
}
|
||||
197
source/blender/draw/engines/eevee/eevee_temporal_sampling.c
Normal file
197
source/blender/draw/engines/eevee/eevee_temporal_sampling.c
Normal file
@@ -0,0 +1,197 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
/* Temporal super sampling technique
|
||||
*/
|
||||
|
||||
/** \file eevee_temporal_sampling.c
|
||||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
|
||||
#include "BLI_rand.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
static struct {
|
||||
/* Temporal Anti Aliasing */
|
||||
struct GPUShader *taa_resolve_sh;
|
||||
} e_data = {NULL}; /* Engine data */
|
||||
|
||||
extern char datatoc_effect_temporal_aa_glsl[];
|
||||
|
||||
static void eevee_create_shader_temporal_sampling(void)
|
||||
{
|
||||
e_data.taa_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_temporal_aa_glsl, NULL);
|
||||
}
|
||||
|
||||
int EEVEE_temporal_sampling_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_int(props, "taa_samples") != 1 &&
|
||||
/* FIXME the motion blur camera evaluation is tagging view_updated
|
||||
* thus making the TAA always reset and never stopping rendering. */
|
||||
(effects->enabled_effects & EFFECT_MOTION_BLUR) == 0)
|
||||
{
|
||||
const float *viewport_size = DRW_viewport_size_get();
|
||||
float persmat[4][4], viewmat[4][4];
|
||||
|
||||
if (!e_data.taa_resolve_sh) {
|
||||
eevee_create_shader_temporal_sampling();
|
||||
}
|
||||
|
||||
/* Until we support reprojection, we need to make sure
|
||||
* that the history buffer contains correct information. */
|
||||
bool view_is_valid = stl->g_data->valid_double_buffer;
|
||||
|
||||
view_is_valid = view_is_valid && (stl->g_data->view_updated == false);
|
||||
|
||||
effects->taa_total_sample = BKE_collection_engine_property_value_get_int(props, "taa_samples");
|
||||
MAX2(effects->taa_total_sample, 0);
|
||||
|
||||
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
|
||||
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
|
||||
DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
|
||||
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
|
||||
copy_m4_m4(effects->prev_drw_persmat, persmat);
|
||||
|
||||
/* Prevent ghosting from probe data. */
|
||||
view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
|
||||
effects->prev_drw_support = DRW_state_draw_support();
|
||||
|
||||
if (view_is_valid &&
|
||||
((effects->taa_total_sample == 0) ||
|
||||
(effects->taa_current_sample < effects->taa_total_sample)))
|
||||
{
|
||||
effects->taa_current_sample += 1;
|
||||
|
||||
effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
|
||||
|
||||
double ht_point[2];
|
||||
double ht_offset[2] = {0.0, 0.0};
|
||||
unsigned int ht_primes[2] = {2, 3};
|
||||
|
||||
BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
|
||||
|
||||
window_translate_m4(
|
||||
effects->overide_winmat, persmat,
|
||||
((float)(ht_point[0]) * 2.0f - 1.0f) / viewport_size[0],
|
||||
((float)(ht_point[1]) * 2.0f - 1.0f) / viewport_size[1]);
|
||||
|
||||
mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
|
||||
invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
|
||||
invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
|
||||
|
||||
DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
|
||||
DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
|
||||
DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
|
||||
DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
|
||||
}
|
||||
else {
|
||||
effects->taa_current_sample = 1;
|
||||
}
|
||||
|
||||
DRWFboTexture tex_double_buffer = {&txl->depth_double_buffer, DRW_TEX_DEPTH_24};
|
||||
|
||||
DRW_framebuffer_init(&fbl->depth_double_buffer_fb, &draw_engine_eevee_type,
|
||||
(int)viewport_size[0], (int)viewport_size[1],
|
||||
&tex_double_buffer, 1);
|
||||
|
||||
return EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
|
||||
}
|
||||
|
||||
/* Cleanup to release memory */
|
||||
DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->depth_double_buffer_fb);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EEVEE_temporal_sampling_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;
|
||||
|
||||
if ((effects->enabled_effects & EFFECT_TAA) != 0) {
|
||||
psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
|
||||
DRWShadingGroup *grp = DRW_shgroup_create(e_data.taa_resolve_sh, psl->taa_resolve);
|
||||
|
||||
DRW_shgroup_uniform_buffer(grp, "historyBuffer", &txl->color_double_buffer);
|
||||
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color);
|
||||
DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
|
||||
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_temporal_sampling_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;
|
||||
|
||||
if ((effects->enabled_effects & EFFECT_TAA) != 0) {
|
||||
if (effects->taa_current_sample != 1) {
|
||||
DRW_framebuffer_bind(fbl->effect_fb);
|
||||
DRW_draw_pass(psl->taa_resolve);
|
||||
|
||||
/* Restore the depth from sample 1. */
|
||||
DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true);
|
||||
|
||||
/* Special Swap */
|
||||
SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer);
|
||||
SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer);
|
||||
effects->swap_double_buffer = false;
|
||||
effects->source_buffer = txl->color_double_buffer;
|
||||
effects->target_buffer = fbl->main;
|
||||
}
|
||||
else {
|
||||
/* Save the depth buffer for the next frame.
|
||||
* This saves us from doing anything special
|
||||
* in the other mode engines. */
|
||||
DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true);
|
||||
}
|
||||
|
||||
if ((effects->taa_total_sample == 0) ||
|
||||
(effects->taa_current_sample < effects->taa_total_sample))
|
||||
{
|
||||
DRW_viewport_request_redraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_temporal_sampling_free(void)
|
||||
{
|
||||
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
|
||||
}
|
||||
578
source/blender/draw/engines/eevee/eevee_volumes.c
Normal file
578
source/blender/draw/engines/eevee/eevee_volumes.c
Normal file
@@ -0,0 +1,578 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
/* Volumetric effects rendering using frostbite approach.
|
||||
*/
|
||||
|
||||
/** \file eevee_volume.c
|
||||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
|
||||
#include "DNA_object_force.h"
|
||||
#include "DNA_smoke_types.h"
|
||||
#include "DNA_world_types.h"
|
||||
|
||||
#include "BKE_global.h" /* for G.debug_value */
|
||||
#include "BKE_modifier.h"
|
||||
#include "BKE_mesh.h"
|
||||
#include "BKE_object.h"
|
||||
|
||||
#include "ED_screen.h"
|
||||
|
||||
#include "BLI_dynstr.h"
|
||||
#include "BLI_rand.h"
|
||||
|
||||
#include "eevee_private.h"
|
||||
#include "GPU_draw.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
static struct {
|
||||
char *volumetric_common_lib;
|
||||
char *volumetric_common_lamps_lib;
|
||||
|
||||
struct GPUShader *volumetric_clear_sh;
|
||||
struct GPUShader *volumetric_scatter_sh;
|
||||
struct GPUShader *volumetric_integration_sh;
|
||||
struct GPUShader *volumetric_resolve_sh;
|
||||
|
||||
GPUTexture *color_src;
|
||||
GPUTexture *depth_src;
|
||||
|
||||
/* List of all smoke domains rendered within this frame. */
|
||||
ListBase smoke_domains;
|
||||
} e_data = {NULL}; /* Engine data */
|
||||
|
||||
extern char datatoc_bsdf_common_lib_glsl[];
|
||||
extern char datatoc_bsdf_direct_lib_glsl[];
|
||||
extern char datatoc_octahedron_lib_glsl[];
|
||||
extern char datatoc_irradiance_lib_glsl[];
|
||||
extern char datatoc_lamps_lib_glsl[];
|
||||
extern char datatoc_volumetric_frag_glsl[];
|
||||
extern char datatoc_volumetric_geom_glsl[];
|
||||
extern char datatoc_volumetric_vert_glsl[];
|
||||
extern char datatoc_volumetric_resolve_frag_glsl[];
|
||||
extern char datatoc_volumetric_scatter_frag_glsl[];
|
||||
extern char datatoc_volumetric_integration_frag_glsl[];
|
||||
extern char datatoc_volumetric_lib_glsl[];
|
||||
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
|
||||
|
||||
static void eevee_create_shader_volumes(void)
|
||||
{
|
||||
DynStr *ds_frag = BLI_dynstr_new();
|
||||
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
|
||||
e_data.volumetric_common_lib = BLI_dynstr_get_cstring(ds_frag);
|
||||
BLI_dynstr_free(ds_frag);
|
||||
|
||||
ds_frag = BLI_dynstr_new();
|
||||
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
|
||||
BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
|
||||
e_data.volumetric_common_lamps_lib = BLI_dynstr_get_cstring(ds_frag);
|
||||
BLI_dynstr_free(ds_frag);
|
||||
|
||||
e_data.volumetric_clear_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
|
||||
datatoc_volumetric_geom_glsl,
|
||||
datatoc_volumetric_frag_glsl,
|
||||
e_data.volumetric_common_lib,
|
||||
"#define VOLUMETRICS\n"
|
||||
"#define CLEAR\n");
|
||||
e_data.volumetric_scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
|
||||
datatoc_volumetric_geom_glsl,
|
||||
datatoc_volumetric_scatter_frag_glsl,
|
||||
e_data.volumetric_common_lamps_lib,
|
||||
SHADER_DEFINES
|
||||
"#define VOLUMETRICS\n"
|
||||
"#define VOLUME_SHADOW\n");
|
||||
e_data.volumetric_integration_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
|
||||
datatoc_volumetric_geom_glsl,
|
||||
datatoc_volumetric_integration_frag_glsl,
|
||||
e_data.volumetric_common_lib, NULL);
|
||||
e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(datatoc_gpu_shader_fullscreen_vert_glsl, NULL,
|
||||
datatoc_volumetric_resolve_frag_glsl,
|
||||
e_data.volumetric_common_lib, NULL);
|
||||
}
|
||||
|
||||
int EEVEE_volumes_init(EEVEE_SceneLayerData *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);
|
||||
|
||||
const float *viewport_size = DRW_viewport_size_get();
|
||||
|
||||
BLI_listbase_clear(&e_data.smoke_domains);
|
||||
|
||||
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
|
||||
|
||||
/* Shaders */
|
||||
if (!e_data.volumetric_scatter_sh) {
|
||||
eevee_create_shader_volumes();
|
||||
}
|
||||
|
||||
if (sldata->volumetrics == NULL) {
|
||||
sldata->volumetrics = MEM_callocN(sizeof(EEVEE_VolumetricsInfo), "EEVEE_VolumetricsInfo");
|
||||
}
|
||||
|
||||
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
|
||||
|
||||
int tile_size = BKE_collection_engine_property_value_get_int(props, "volumetric_tile_size");
|
||||
|
||||
/* Find Froxel Texture resolution. */
|
||||
int froxel_tex_size[3];
|
||||
|
||||
froxel_tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
|
||||
froxel_tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
|
||||
froxel_tex_size[2] = max_ii(BKE_collection_engine_property_value_get_int(props, "volumetric_samples"), 1);
|
||||
|
||||
volumetrics->volume_coord_scale[0] = viewport_size[0] / (float)(tile_size * froxel_tex_size[0]);
|
||||
volumetrics->volume_coord_scale[1] = viewport_size[1] / (float)(tile_size * froxel_tex_size[1]);
|
||||
|
||||
/* TODO compute snap to maxZBuffer for clustered rendering */
|
||||
|
||||
if ((volumetrics->froxel_tex_size[0] != froxel_tex_size[0]) ||
|
||||
(volumetrics->froxel_tex_size[1] != froxel_tex_size[1]) ||
|
||||
(volumetrics->froxel_tex_size[2] != froxel_tex_size[2]))
|
||||
{
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
|
||||
volumetrics->froxel_tex_size[0] = froxel_tex_size[0];
|
||||
volumetrics->froxel_tex_size[1] = froxel_tex_size[1];
|
||||
volumetrics->froxel_tex_size[2] = froxel_tex_size[2];
|
||||
|
||||
volumetrics->inv_tex_size[0] = 1.0f / (float)(volumetrics->froxel_tex_size[0]);
|
||||
volumetrics->inv_tex_size[1] = 1.0f / (float)(volumetrics->froxel_tex_size[1]);
|
||||
volumetrics->inv_tex_size[2] = 1.0f / (float)(volumetrics->froxel_tex_size[2]);
|
||||
}
|
||||
|
||||
/* Like frostbite's paper, 5% blend of the new frame. */
|
||||
volumetrics->history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
|
||||
|
||||
if (txl->volume_prop_scattering == NULL) {
|
||||
/* Volume properties: We evaluate all volumetric objects
|
||||
* and store their final properties into each froxel */
|
||||
txl->volume_prop_scattering = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
txl->volume_prop_extinction = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
txl->volume_prop_emission = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
txl->volume_prop_phase = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RG_16, DRW_TEX_FILTER, NULL);
|
||||
|
||||
/* Volume scattering: We compute for each froxel the
|
||||
* Scattered light towards the view. We also resolve temporal
|
||||
* super sampling during this stage. */
|
||||
txl->volume_scatter = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
txl->volume_transmittance = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
|
||||
/* Final integration: We compute for each froxel the
|
||||
* amount of scattered light and extinction coef at this
|
||||
* given depth. We use theses textures as double buffer
|
||||
* for the volumetric history. */
|
||||
txl->volume_scatter_history = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
txl->volume_transmittance_history = DRW_texture_create_3D(froxel_tex_size[0], froxel_tex_size[1], froxel_tex_size[2], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
|
||||
}
|
||||
|
||||
/* Temporal Super sampling jitter */
|
||||
double ht_point[3];
|
||||
double ht_offset[3] = {0.0, 0.0};
|
||||
unsigned int ht_primes[3] = {3, 7, 2};
|
||||
unsigned int current_sample = 0;
|
||||
|
||||
/* If TAA is in use do not use the history buffer. */
|
||||
bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
|
||||
|
||||
if (draw_ctx->evil_C != NULL) {
|
||||
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
|
||||
do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
|
||||
}
|
||||
|
||||
if (do_taa) {
|
||||
volumetrics->history_alpha = 0.0f;
|
||||
current_sample = effects->taa_current_sample - 1;
|
||||
effects->volume_current_sample = -1;
|
||||
}
|
||||
else {
|
||||
const unsigned int max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
|
||||
current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample;
|
||||
if (current_sample != max_sample - 1) {
|
||||
DRW_viewport_request_redraw();
|
||||
}
|
||||
}
|
||||
BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point);
|
||||
|
||||
volumetrics->jitter[0] = (float)ht_point[0];
|
||||
volumetrics->jitter[1] = (float)ht_point[1];
|
||||
volumetrics->jitter[2] = (float)ht_point[2];
|
||||
|
||||
/* Framebuffer setup */
|
||||
DRWFboTexture tex_vol[4] = {{&txl->volume_prop_scattering, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
|
||||
{&txl->volume_prop_extinction, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
|
||||
{&txl->volume_prop_emission, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
|
||||
{&txl->volume_prop_phase, DRW_TEX_RG_16, DRW_TEX_FILTER}};
|
||||
|
||||
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
|
||||
(int)froxel_tex_size[0], (int)froxel_tex_size[1],
|
||||
tex_vol, 4);
|
||||
|
||||
DRWFboTexture tex_vol_scat[2] = {{&txl->volume_scatter, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
|
||||
{&txl->volume_transmittance, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}};
|
||||
|
||||
DRW_framebuffer_init(&fbl->volumetric_scat_fb, &draw_engine_eevee_type,
|
||||
(int)froxel_tex_size[0], (int)froxel_tex_size[1],
|
||||
tex_vol_scat, 2);
|
||||
|
||||
DRWFboTexture tex_vol_integ[2] = {{&txl->volume_scatter_history, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
|
||||
{&txl->volume_transmittance_history, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}};
|
||||
|
||||
DRW_framebuffer_init(&fbl->volumetric_integ_fb, &draw_engine_eevee_type,
|
||||
(int)froxel_tex_size[0], (int)froxel_tex_size[1],
|
||||
tex_vol_integ, 2);
|
||||
|
||||
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");
|
||||
volumetrics->sample_distribution = 4.0f * (1.00001f - BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution"));
|
||||
volumetrics->use_volume_shadows = BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows");
|
||||
volumetrics->light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp");
|
||||
|
||||
if (volumetrics->use_volume_shadows) {
|
||||
volumetrics->shadow_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples");
|
||||
}
|
||||
else {
|
||||
volumetrics->shadow_step_count = 0;
|
||||
}
|
||||
|
||||
if (DRW_viewport_is_persp_get()) {
|
||||
const float clip_start = stl->g_data->viewvecs[0][2];
|
||||
/* Negate */
|
||||
float near = volumetrics->integration_start = min_ff(-volumetrics->integration_start, clip_start - 1e-4f);
|
||||
float far = volumetrics->integration_end = min_ff(-volumetrics->integration_end, near - 1e-4f);
|
||||
|
||||
volumetrics->depth_param[0] = (far - near * exp2(1.0f / volumetrics->sample_distribution)) / (far - near);
|
||||
volumetrics->depth_param[1] = (1.0f - volumetrics->depth_param[0]) / near;
|
||||
volumetrics->depth_param[2] = volumetrics->sample_distribution;
|
||||
}
|
||||
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->depth_param[0] = volumetrics->integration_start;
|
||||
volumetrics->depth_param[1] = volumetrics->integration_end;
|
||||
volumetrics->depth_param[2] = 1.0f / (volumetrics->integration_end - volumetrics->integration_start);
|
||||
}
|
||||
|
||||
/* Disable clamp if equal to 0. */
|
||||
if (volumetrics->light_clamp == 0.0) {
|
||||
volumetrics->light_clamp = FLT_MAX;
|
||||
}
|
||||
|
||||
volumetrics->use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights");
|
||||
|
||||
return EFFECT_VOLUMETRIC;
|
||||
}
|
||||
|
||||
/* Cleanup to release memory */
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
|
||||
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
|
||||
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EEVEE_volumes_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;
|
||||
|
||||
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
||||
const DRWContextState *draw_ctx = DRW_context_state_get();
|
||||
Scene *scene = draw_ctx->scene;
|
||||
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
|
||||
static int zero = 0;
|
||||
DRWShadingGroup *grp;
|
||||
|
||||
/* Quick breakdown of the Volumetric rendering:
|
||||
*
|
||||
* The rendering is separated in 4 stages:
|
||||
*
|
||||
* - Material Parameters : we collect volume properties of
|
||||
* all participating media in the scene and store them in
|
||||
* a 3D texture aligned with the 3D frustum.
|
||||
* This is done in 2 passes, one that clear the texture
|
||||
* and/or evaluate the world volumes, and the 2nd one that
|
||||
* additively render object volumes.
|
||||
*
|
||||
* - Light Scattering : the volume properties then are sampled
|
||||
* and light scattering is evaluated for each cell of the
|
||||
* volume texture. Temporal supersampling (if enabled) occurs here.
|
||||
*
|
||||
* - Volume Integration : the scattered light and extinction is
|
||||
* integrated (accumulated) along the viewrays. The result is stored
|
||||
* for every cell in another texture.
|
||||
*
|
||||
* - Fullscreen Resolve : From the previous stage, we get two
|
||||
* 3D textures that contains integrated scatered light and extinction
|
||||
* for "every" positions in the frustum. We only need to sample
|
||||
* them and blend the scene color with thoses factors. This also
|
||||
* work for alpha blended materials.
|
||||
**/
|
||||
|
||||
/* World pass is not additive as it also clear the buffer. */
|
||||
psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
|
||||
|
||||
/* World Volumetric */
|
||||
struct World *wo = scene->world;
|
||||
if (wo != NULL && wo->use_nodes && wo->nodetree) {
|
||||
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
|
||||
|
||||
grp = DRW_shgroup_material_empty_tri_batch_create(mat, psl->volumetric_world_ps, volumetrics->froxel_tex_size[2]);
|
||||
|
||||
if (grp) {
|
||||
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
||||
DRW_shgroup_uniform_ivec3(grp, "volumeTextureSize", (int *)volumetrics->froxel_tex_size, 1);
|
||||
DRW_shgroup_uniform_vec2(grp, "volume_uv_ratio", (float *)volumetrics->volume_coord_scale, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_param", (float *)volumetrics->depth_param, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_jitter", (float *)volumetrics->jitter, 1);
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* If no world or volume material is present just clear the buffer with this drawcall */
|
||||
grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_clear_sh, psl->volumetric_world_ps, volumetrics->froxel_tex_size[2]);
|
||||
|
||||
DRW_shgroup_uniform_ivec3(grp, "volumeTextureSize", (int *)volumetrics->froxel_tex_size, 1);
|
||||
}
|
||||
|
||||
/* Volumetric Objects */
|
||||
psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
|
||||
|
||||
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
|
||||
grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_scatter_sh, psl->volumetric_scatter_ps, volumetrics->froxel_tex_size[2]);
|
||||
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
||||
DRW_shgroup_uniform_vec2(grp, "volume_uv_ratio", (float *)volumetrics->volume_coord_scale, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_param", (float *)volumetrics->depth_param, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_jitter", (float *)volumetrics->jitter, 1);
|
||||
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
|
||||
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
||||
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
||||
DRW_shgroup_uniform_int(grp, "light_count", (volumetrics->use_lights) ? &sldata->lamps->num_light : &zero, 1);
|
||||
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
|
||||
DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
|
||||
DRW_shgroup_uniform_float(grp, "volume_light_clamp", &volumetrics->light_clamp, 1);
|
||||
DRW_shgroup_uniform_float(grp, "volume_shadows_steps", &volumetrics->shadow_step_count, 1);
|
||||
DRW_shgroup_uniform_float(grp, "volume_history_alpha", &volumetrics->history_alpha, 1);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumeScattering", &txl->volume_prop_scattering);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumeExtinction", &txl->volume_prop_extinction);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumeEmission", &txl->volume_prop_emission);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumePhase", &txl->volume_prop_phase);
|
||||
DRW_shgroup_uniform_buffer(grp, "historyScattering", &txl->volume_scatter_history);
|
||||
DRW_shgroup_uniform_buffer(grp, "historyTransmittance", &txl->volume_transmittance_history);
|
||||
|
||||
psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
|
||||
grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh, psl->volumetric_integration_ps, volumetrics->froxel_tex_size[2]);
|
||||
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
||||
DRW_shgroup_uniform_vec2(grp, "volume_uv_ratio", (float *)volumetrics->volume_coord_scale, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_param", (float *)volumetrics->depth_param, 1);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumeScattering", &txl->volume_scatter);
|
||||
DRW_shgroup_uniform_buffer(grp, "volumeExtinction", &txl->volume_transmittance);
|
||||
|
||||
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
|
||||
grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
|
||||
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
||||
DRW_shgroup_uniform_vec2(grp, "volume_uv_ratio", (float *)volumetrics->volume_coord_scale, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_param", (float *)volumetrics->depth_param, 1);
|
||||
DRW_shgroup_uniform_buffer(grp, "inScattering", &txl->volume_scatter);
|
||||
DRW_shgroup_uniform_buffer(grp, "inTransmittance", &txl->volume_transmittance);
|
||||
DRW_shgroup_uniform_buffer(grp, "inSceneColor", &e_data.color_src);
|
||||
DRW_shgroup_uniform_buffer(grp, "inSceneDepth", &e_data.depth_src);
|
||||
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_volumes_cache_object_add(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob)
|
||||
{
|
||||
float *texcoloc = NULL;
|
||||
float *texcosize = NULL;
|
||||
struct ModifierData *md = NULL;
|
||||
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
|
||||
Material *ma = give_current_material(ob, 1);
|
||||
|
||||
if (ma == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
|
||||
|
||||
DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, volumetrics->froxel_tex_size[2]);
|
||||
|
||||
/* Making sure it's updated. */
|
||||
invert_m4_m4(ob->imat, ob->obmat);
|
||||
|
||||
BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
|
||||
|
||||
if (grp) {
|
||||
DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", (float *)ob->imat);
|
||||
DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
|
||||
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
|
||||
DRW_shgroup_uniform_ivec3(grp, "volumeTextureSize", (int *)volumetrics->froxel_tex_size, 1);
|
||||
DRW_shgroup_uniform_vec2(grp, "volume_uv_ratio", (float *)volumetrics->volume_coord_scale, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_param", (float *)volumetrics->depth_param, 1);
|
||||
DRW_shgroup_uniform_vec3(grp, "volume_jitter", (float *)volumetrics->jitter, 1);
|
||||
}
|
||||
|
||||
/* Smoke Simulation */
|
||||
if (((ob->base_flag & BASE_FROMDUPLI) == 0) &&
|
||||
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
|
||||
(modifier_isEnabled(scene, md, eModifierMode_Realtime)))
|
||||
{
|
||||
SmokeModifierData *smd = (SmokeModifierData *)md;
|
||||
SmokeDomainSettings *sds = smd->domain;
|
||||
/* Don't show smoke before simulation starts, this could be made an option in the future. */
|
||||
const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
|
||||
|
||||
if (sds->fluid && show_smoke) {
|
||||
if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
|
||||
GPU_create_smoke(smd, 0);
|
||||
}
|
||||
else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
|
||||
GPU_create_smoke(smd, 1);
|
||||
}
|
||||
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
|
||||
}
|
||||
|
||||
if (sds->tex != NULL) {
|
||||
DRW_shgroup_uniform_buffer(grp, "sampdensity", &sds->tex);
|
||||
}
|
||||
if (sds->tex_flame != NULL) {
|
||||
DRW_shgroup_uniform_buffer(grp, "sampflame", &sds->tex_flame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_volumes_compute(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_VOLUMETRIC) != 0) {
|
||||
DRW_stats_group_start("Volumetrics");
|
||||
|
||||
/* Step 1: Participating Media Properties */
|
||||
DRW_framebuffer_bind(fbl->volumetric_fb);
|
||||
DRW_draw_pass(psl->volumetric_world_ps);
|
||||
DRW_draw_pass(psl->volumetric_objects_ps);
|
||||
|
||||
/* Step 2: Scatter Light */
|
||||
DRW_framebuffer_bind(fbl->volumetric_scat_fb);
|
||||
DRW_draw_pass(psl->volumetric_scatter_ps);
|
||||
|
||||
/* Step 3: Integration */
|
||||
DRW_framebuffer_bind(fbl->volumetric_integ_fb);
|
||||
DRW_draw_pass(psl->volumetric_integration_ps);
|
||||
|
||||
/* Swap volume history buffers */
|
||||
SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
|
||||
SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
|
||||
SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
|
||||
|
||||
/* Restore */
|
||||
DRW_framebuffer_bind(fbl->main);
|
||||
|
||||
DRW_stats_group_end();
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_volumes_resolve(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_VOLUMETRIC) != 0) {
|
||||
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
||||
|
||||
e_data.color_src = txl->color;
|
||||
e_data.depth_src = dtxl->depth;
|
||||
|
||||
/* Step 4: Apply for opaque */
|
||||
DRW_framebuffer_bind(fbl->effect_fb);
|
||||
DRW_draw_pass(psl->volumetric_resolve_ps);
|
||||
|
||||
/* Swap the buffers and rebind depth to the current buffer */
|
||||
DRW_framebuffer_texture_detach(dtxl->depth);
|
||||
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->effect_fb);
|
||||
SWAP(GPUTexture *, txl->color, txl->color_post);
|
||||
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void EEVEE_volumes_free_smoke_textures(void)
|
||||
{
|
||||
/* Free Smoke Textures after rendering */
|
||||
for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
|
||||
SmokeModifierData *smd = (SmokeModifierData *)link->data;
|
||||
GPU_free_smoke(smd);
|
||||
}
|
||||
BLI_freelistN(&e_data.smoke_domains);
|
||||
}
|
||||
|
||||
void EEVEE_volumes_free(void)
|
||||
{
|
||||
MEM_SAFE_FREE(e_data.volumetric_common_lib);
|
||||
MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib);
|
||||
|
||||
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
|
||||
}
|
||||
Reference in New Issue
Block a user