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:
2017-11-01 01:03:36 +01:00
parent d836adb275
commit 345ffe3e4d
13 changed files with 2381 additions and 1632 deletions

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@@ -82,12 +82,19 @@ set(SRC
modes/sculpt_mode.c
engines/basic/basic_engine.c
engines/clay/clay_engine.c
engines/eevee/eevee_bloom.c
engines/eevee/eevee_data.c
engines/eevee/eevee_engine.c
engines/eevee/eevee_lights.c
engines/eevee/eevee_lightprobes.c
engines/eevee/eevee_materials.c
engines/eevee/eevee_depth_of_field.c
engines/eevee/eevee_effects.c
engines/eevee/eevee_engine.c
engines/eevee/eevee_lightprobes.c
engines/eevee/eevee_lights.c
engines/eevee/eevee_materials.c
engines/eevee/eevee_motion_blur.c
engines/eevee/eevee_occlusion.c
engines/eevee/eevee_screen_raytrace.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/external/external_engine.c
DRW_engine.h

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@@ -0,0 +1,333 @@
/*
* 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
*
*/
/* Eevee's bloom shader
*/
/** \file eevee_bloom.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BLI_dynstr.h"
#include "eevee_private.h"
#include "GPU_extensions.h"
#include "GPU_texture.h"
static struct {
/* Bloom */
struct GPUShader *bloom_blit_sh[2];
struct GPUShader *bloom_downsample_sh[2];
struct GPUShader *bloom_upsample_sh[2];
struct GPUShader *bloom_resolve_sh[2];
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_bloom_frag_glsl[];
static void eevee_create_shader_bloom(void)
{
e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
"#define HIGH_QUALITY\n");
e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
"#define HIGH_QUALITY\n");
}
int EEVEE_bloom_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, "bloom_enable")) {
const float *viewport_size = DRW_viewport_size_get();
/* Shaders */
if (!e_data.bloom_blit_sh[0]) {
eevee_create_shader_bloom();
}
/* Bloom */
int blitsize[2], texsize[2];
/* Blit Buffer */
effects->source_texel_size[0] = 1.0f / viewport_size[0];
effects->source_texel_size[1] = 1.0f / viewport_size[1];
blitsize[0] = (int)viewport_size[0];
blitsize[1] = (int)viewport_size[1];
effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type,
(int)blitsize[0], (int)blitsize[1],
&tex_blit, 1);
/* Parameters */
float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp");
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
effects->bloom_curve_threshold[0] = threshold - knee;
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
mul_v3_v3fl(effects->bloom_color, color, intensity);
/* Downsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_ct; ++i) {
texsize[0] /= 2; texsize[1] /= 2;
if (GPU_type_matches(GPU_DEVICE_AMD_VEGA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
texsize[0] = MAX2(texsize[0], 17);
texsize[1] = MAX2(texsize[1], 17);
}
else {
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
}
effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type,
(int)texsize[0], (int)texsize[1],
&tex_bloom, 1);
}
/* Upsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) {
texsize[0] /= 2; texsize[1] /= 2;
if (GPU_type_matches(GPU_DEVICE_AMD_VEGA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
texsize[0] = MAX2(texsize[0], 17);
texsize[1] = MAX2(texsize[1], 17);
}
else {
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
}
DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type,
(int)texsize[0], (int)texsize[1],
&tex_bloom, 1);
}
return EFFECT_BLOOM | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->bloom_blit);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb);
/* Bloom and dof share this buffer. This
* tells dof to reconfigure it's framebuffer. */
if (txl->bloom_downsample[0] != NULL) {
DRW_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
}
for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) {
DRW_TEXTURE_FREE_SAFE(txl->bloom_downsample[i]);
DRW_TEXTURE_FREE_SAFE(txl->bloom_upsample[i]);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]);
}
return 0;
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
{
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
DRW_shgroup_call_add(grp, quad, NULL);
DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
if (upsample) {
DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer);
DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
}
return grp;
}
void EEVEE_bloom_cache_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
/** Bloom algorithm
*
* Overview :
* - Downsample the color buffer doing a small blur during each step.
* - Accumulate bloom color using previously downsampled color buffers
* and do an upsample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quater res for performance)
*
* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
*
* Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
* | Λ
* [Downsample First] Source Color ─> + [Resolve]
* v |
* Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
* | Λ
* ─── ───
* Repeat Repeat
* ─── ───
* v |
* Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
* | Λ
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N] ─────────────────────────┘
**/
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;
eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
}
}
void EEVEE_bloom_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;
/* Bloom */
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
struct GPUTexture *last;
/* Extract bright pixels */
copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
effects->unf_source_buffer = effects->source_buffer;
DRW_framebuffer_bind(fbl->bloom_blit_fb);
DRW_draw_pass(psl->bloom_blit);
/* Downsample */
copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
effects->unf_source_buffer = txl->bloom_blit;
DRW_framebuffer_bind(fbl->bloom_down_fb[0]);
DRW_draw_pass(psl->bloom_downsample_first);
last = txl->bloom_downsample[0];
for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
effects->unf_source_buffer = last;
DRW_framebuffer_bind(fbl->bloom_down_fb[i]);
DRW_draw_pass(psl->bloom_downsample);
/* Used in next loop */
last = txl->bloom_downsample[i];
}
/* Upsample and accumulate */
for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
effects->unf_source_buffer = txl->bloom_downsample[i];
effects->unf_base_buffer = last;
DRW_framebuffer_bind(fbl->bloom_accum_fb[i]);
DRW_draw_pass(psl->bloom_upsample);
last = txl->bloom_upsample[i];
}
/* Resolve */
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
effects->unf_source_buffer = last;
effects->unf_base_buffer = effects->source_buffer;
DRW_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->bloom_resolve);
SWAP_BUFFERS();
}
}
void EEVEE_bloom_free(void)
{
for (int i = 0; i < 2; ++i) {
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[i]);
}
}

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@@ -0,0 +1,283 @@
/*
* 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

View File

@@ -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)

View File

@@ -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);

View File

@@ -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);
}
}

View 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(&params);
/* copy of BKE_camera_params_from_view3d */
{
params.lens = v3d->lens;
params.clipsta = v3d->near;
params.clipend = v3d->far;
/* camera view */
BKE_camera_params_from_object(&params, &cam_cpy);
params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params.offsetx = 2.0f * rv3d->camdx * params.zoom;
params.offsety = 2.0f * rv3d->camdy * params.zoom;
params.shiftx *= params.zoom;
params.shifty *= params.zoom;
params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
/* FIXME Should be done per view (MULTIVIEW) */
normalize_m4_m4(obmat, cam_cpy.obmat);
invert_m4(obmat);
mul_m4_m4m4(r_mat, params.winmat, obmat);
}
static 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);
}

View 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);
}

View File

@@ -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 */

View 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]);
}
}

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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
*
*/
/* 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);
}

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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
*
*/
/* 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);
}