This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
254 lines
12 KiB
C++
254 lines
12 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRAW_CACHE_IMPL_H__
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#define __DRAW_CACHE_IMPL_H__
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struct GPUBatch;
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struct GPUIndexBuf;
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struct GPUMaterial;
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struct GPUVertBuf;
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struct ListBase;
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struct ModifierData;
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struct PTCacheEdit;
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struct ParticleSystem;
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struct TaskGraph;
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struct Curve;
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struct Hair;
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struct Lattice;
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struct Mesh;
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struct MetaBall;
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struct PointCloud;
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struct Volume;
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struct bGPdata;
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/* Expose via BKE callbacks */
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void DRW_mball_batch_cache_dirty_tag(struct MetaBall *mb, int mode);
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void DRW_mball_batch_cache_validate(struct MetaBall *mb);
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void DRW_mball_batch_cache_free(struct MetaBall *mb);
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void DRW_curve_batch_cache_dirty_tag(struct Curve *cu, int mode);
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void DRW_curve_batch_cache_validate(struct Curve *cu);
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void DRW_curve_batch_cache_free(struct Curve *cu);
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void DRW_mesh_batch_cache_dirty_tag(struct Mesh *me, int mode);
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void DRW_mesh_batch_cache_validate(struct Mesh *me);
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void DRW_mesh_batch_cache_free(struct Mesh *me);
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void DRW_lattice_batch_cache_dirty_tag(struct Lattice *lt, int mode);
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void DRW_lattice_batch_cache_validate(struct Lattice *lt);
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void DRW_lattice_batch_cache_free(struct Lattice *lt);
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void DRW_particle_batch_cache_dirty_tag(struct ParticleSystem *psys, int mode);
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void DRW_particle_batch_cache_free(struct ParticleSystem *psys);
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void DRW_gpencil_batch_cache_dirty_tag(struct bGPdata *gpd);
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void DRW_gpencil_batch_cache_free(struct bGPdata *gpd);
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void DRW_hair_batch_cache_dirty_tag(struct Hair *hair, int mode);
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void DRW_hair_batch_cache_validate(struct Hair *hair);
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void DRW_hair_batch_cache_free(struct Hair *hair);
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void DRW_pointcloud_batch_cache_dirty_tag(struct PointCloud *pointcloud, int mode);
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void DRW_pointcloud_batch_cache_validate(struct PointCloud *pointcloud);
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void DRW_pointcloud_batch_cache_free(struct PointCloud *pointcloud);
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void DRW_volume_batch_cache_dirty_tag(struct Volume *volume, int mode);
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void DRW_volume_batch_cache_validate(struct Volume *volume);
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void DRW_volume_batch_cache_free(struct Volume *volume);
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/* Garbage collection */
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void DRW_batch_cache_free_old(struct Object *ob, int ctime);
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void DRW_mesh_batch_cache_free_old(struct Mesh *me, int ctime);
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/* Generic */
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void DRW_vertbuf_create_wiredata(struct GPUVertBuf *vbo, const int vert_len);
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/* Curve */
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void DRW_curve_batch_cache_create_requested(struct Object *ob);
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int DRW_curve_material_count_get(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_wire_edge(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_normal_edge(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_edge_detection(struct Curve *cu, bool *r_is_manifold);
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struct GPUBatch *DRW_curve_batch_cache_get_edit_edges(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_edit_verts(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_triangles_with_normals(struct Curve *cu);
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struct GPUBatch **DRW_curve_batch_cache_get_surface_shaded(struct Curve *cu,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len);
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struct GPUBatch *DRW_curve_batch_cache_get_wireframes_face(struct Curve *cu);
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/* Metaball */
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int DRW_metaball_material_count_get(struct MetaBall *mb);
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struct GPUBatch *DRW_metaball_batch_cache_get_triangles_with_normals(struct Object *ob);
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struct GPUBatch **DRW_metaball_batch_cache_get_surface_shaded(struct Object *ob,
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struct MetaBall *mb,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len);
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struct GPUBatch *DRW_metaball_batch_cache_get_wireframes_face(struct Object *ob);
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struct GPUBatch *DRW_metaball_batch_cache_get_edge_detection(struct Object *ob,
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bool *r_is_manifold);
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/* DispList */
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void DRW_displist_vertbuf_create_pos_and_nor(struct ListBase *lb, struct GPUVertBuf *vbo);
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void DRW_displist_vertbuf_create_wiredata(struct ListBase *lb, struct GPUVertBuf *vbo);
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void DRW_displist_vertbuf_create_loop_pos_and_nor_and_uv_and_tan(struct ListBase *lb,
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struct GPUVertBuf *vbo_pos_nor,
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struct GPUVertBuf *vbo_uv,
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struct GPUVertBuf *vbo_tan);
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void DRW_displist_indexbuf_create_lines_in_order(struct ListBase *lb, struct GPUIndexBuf *ibo);
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void DRW_displist_indexbuf_create_triangles_in_order(struct ListBase *lb, struct GPUIndexBuf *ibo);
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void DRW_displist_indexbuf_create_triangles_loop_split_by_material(struct ListBase *lb,
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struct GPUIndexBuf **ibo_mat,
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uint mat_len);
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void DRW_displist_indexbuf_create_edges_adjacency_lines(struct ListBase *lb,
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struct GPUIndexBuf *ibo,
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bool *r_is_manifold);
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/* Lattice */
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struct GPUBatch *DRW_lattice_batch_cache_get_all_edges(struct Lattice *lt,
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bool use_weight,
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const int actdef);
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struct GPUBatch *DRW_lattice_batch_cache_get_all_verts(struct Lattice *lt);
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struct GPUBatch *DRW_lattice_batch_cache_get_edit_verts(struct Lattice *lt);
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/* Hair */
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int DRW_hair_material_count_get(struct Hair *hair);
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/* PointCloud */
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int DRW_pointcloud_material_count_get(struct PointCloud *pointcloud);
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struct GPUBatch *DRW_pointcloud_batch_cache_get_dots(struct Object *ob);
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/* Volume */
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int DRW_volume_material_count_get(struct Volume *volume);
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struct GPUBatch *DRW_volume_batch_cache_get_wireframes_face(struct Volume *volume);
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/* Mesh */
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void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
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struct Object *ob,
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struct Mesh *me,
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const struct Scene *scene,
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const bool is_paint_mode,
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const bool use_hide);
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struct GPUBatch *DRW_mesh_batch_cache_get_all_verts(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_all_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_loose_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edge_detection(struct Mesh *me, bool *r_is_manifold);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_edges(struct Mesh *me);
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struct GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(struct Mesh *me,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len);
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struct GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_texpaint_single(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_vertpaint(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_weights(struct Mesh *me);
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/* edit-mesh drawing */
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_triangles(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_vertices(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_vnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_lnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_facedots(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_skin_roots(struct Mesh *me);
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/* edit-mesh selection */
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struct GPUBatch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_facedots_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edges_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_verts_with_select_id(struct Mesh *me);
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/* Object mode Wireframe overlays */
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struct GPUBatch *DRW_mesh_batch_cache_get_wireframes_face(struct Mesh *me);
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/* edit-mesh UV editor */
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_stretch_area(struct Mesh *me,
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float **tot_area,
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float **tot_uv_area);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_verts(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_facedots(struct Mesh *me);
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/* For Image UV editor. */
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struct GPUBatch *DRW_mesh_batch_cache_get_uv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_mesh_analysis(struct Mesh *me);
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/* For direct data access. */
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struct GPUVertBuf *DRW_mesh_batch_cache_pos_vertbuf_get(struct Mesh *me);
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struct GPUVertBuf *DRW_curve_batch_cache_pos_vertbuf_get(struct Curve *cu);
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struct GPUVertBuf *DRW_mball_batch_cache_pos_vertbuf_get(struct Object *ob);
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int DRW_mesh_material_count_get(struct Mesh *me);
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/* See 'common_globals_lib.glsl' for duplicate defines. */
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/* Edit mesh bitflags (is this the right place?) */
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enum {
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VFLAG_VERT_ACTIVE = 1 << 0,
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VFLAG_VERT_SELECTED = 1 << 1,
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VFLAG_VERT_SELECTED_BEZT_HANDLE = 1 << 2,
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VFLAG_EDGE_ACTIVE = 1 << 3,
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VFLAG_EDGE_SELECTED = 1 << 4,
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VFLAG_EDGE_SEAM = 1 << 5,
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VFLAG_EDGE_SHARP = 1 << 6,
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VFLAG_EDGE_FREESTYLE = 1 << 7,
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/* Beware to not go over 1 << 7 (it's a byte flag). */
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};
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enum {
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VFLAG_FACE_ACTIVE = 1 << 0,
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VFLAG_FACE_SELECTED = 1 << 1,
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VFLAG_FACE_FREESTYLE = 1 << 2,
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VFLAG_VERT_UV_SELECT = 1 << 3,
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VFLAG_VERT_UV_PINNED = 1 << 4,
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VFLAG_EDGE_UV_SELECT = 1 << 5,
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VFLAG_FACE_UV_ACTIVE = 1 << 6,
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VFLAG_FACE_UV_SELECT = 1 << 7,
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/* Beware to not go over 1 << 7 (it's a byte flag). */
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};
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/* Particles */
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struct GPUBatch *DRW_particles_batch_cache_get_hair(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md);
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struct GPUBatch *DRW_particles_batch_cache_get_dots(struct Object *object,
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struct ParticleSystem *psys);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_strands(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit,
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bool use_weight);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_inner_points(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_tip_points(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit);
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#endif /* __DRAW_CACHE_IMPL_H__ */
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