Eevee: Bloom: Add Clamp setting

It's purpose is to limit the amount of light that spread across the screen.

Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
This commit is contained in:
2017-08-19 02:39:16 +02:00
parent 2abc21ace5
commit 63f70ef14d
7 changed files with 21 additions and 1 deletions

View File

@@ -680,6 +680,7 @@ class RENDER_PT_eevee_postprocess_settings(RenderButtonsPanel, Panel):
col.prop(props, "bloom_knee") col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius") col.prop(props, "bloom_radius")
col.prop(props, "bloom_intensity") col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel): class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):

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@@ -215,6 +215,7 @@ class RENDERLAYER_PT_eevee_postprocess_settings(RenderLayerButtonsPanel, Panel):
col.template_override_property(layer_props, scene_props, "bloom_knee") col.template_override_property(layer_props, scene_props, "bloom_knee")
col.template_override_property(layer_props, scene_props, "bloom_radius") col.template_override_property(layer_props, scene_props, "bloom_radius")
col.template_override_property(layer_props, scene_props, "bloom_intensity") col.template_override_property(layer_props, scene_props, "bloom_intensity")
col.template_override_property(layer_props, scene_props, "bloom_clamp")
class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel): class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):

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@@ -367,6 +367,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee"); float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity"); float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius"); 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 */ /* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]); const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
@@ -1047,6 +1048,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true); 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); 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_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); grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1); DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1);
} }

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@@ -302,6 +302,7 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f); BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f);
BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f);
BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f); BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f);
BKE_collection_engine_property_add_float(props, "bloom_clamp", 1.0f);
BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false); BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false);
BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8); BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8);

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@@ -370,6 +370,7 @@ typedef struct EEVEE_EffectsInfo {
float blit_texel_size[2]; float blit_texel_size[2];
float downsamp_texel_size[MAX_BLOOM_STEP][2]; float downsamp_texel_size[MAX_BLOOM_STEP][2];
float bloom_intensity; float bloom_intensity;
float bloom_clamp;
float bloom_sample_scale; float bloom_sample_scale;
float bloom_curve_threshold[4]; float bloom_curve_threshold[4];
float unf_source_texel_size[2]; float unf_source_texel_size[2];

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@@ -31,6 +31,7 @@ uniform vec2 sourceBufferTexelSize;
/* Step Blit */ /* Step Blit */
uniform vec4 curveThreshold; uniform vec4 curveThreshold;
uniform float clampIntensity;
/* Step Upsample */ /* Step Upsample */
uniform sampler2D baseBuffer; /* Previous accumulation buffer */ uniform sampler2D baseBuffer; /* Previous accumulation buffer */
@@ -161,7 +162,11 @@ vec4 step_blit(void)
rq = curveThreshold.z * rq * rq; rq = curveThreshold.z * rq * rq;
/* Combine and apply the brightness response curve. */ /* Combine and apply the brightness response curve. */
m *= max(rq, br - curveThreshold.w) / max(br, 1e-5); m *= max(rq, br - curveThreshold.w) / max(1e-5, br);
/* Clamp pixel intensity */
br = max(1e-5, brightness(m));
m *= 1.0 - max(0.0, br - clampIntensity) / br;
return vec4(m, 1.0); return vec4(m, 1.0);
} }

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@@ -6477,6 +6477,15 @@ static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE); RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update"); RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_clamp", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_clamp_get",
"rna_LayerEngineSettings_Eevee_bloom_clamp_set", NULL);
RNA_def_property_ui_text(prop, "Clamp", "Maximum intensity a bloom pixel can have");
RNA_def_property_range(prop, 0.0f, 1000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_intensity", PROP_FLOAT, PROP_UNSIGNED); prop = RNA_def_property(srna, "bloom_intensity", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_intensity_get", RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_intensity_get",
"rna_LayerEngineSettings_Eevee_bloom_intensity_set", NULL); "rna_LayerEngineSettings_Eevee_bloom_intensity_set", NULL);