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blender-archive/source/blender/draw/engines/eevee_next/eevee_view.cc
Clément Foucault f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00

203 lines
6.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* A view is either:
* - The entire main view.
* - A fragment of the main view (for panoramic projections).
* - A shadow map view.
* - A light-probe view (either planar, cube-map, irradiance grid).
*
* A pass is a container for scene data. It is view agnostic but has specific logic depending on
* its type. Passes are shared between views.
*/
#include "BKE_global.h"
#include "DRW_render.h"
#include "eevee_instance.hh"
#include "eevee_view.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name ShadingView
* \{ */
void ShadingView::init()
{
// dof_.init();
// mb_.init();
}
void ShadingView::sync()
{
int2 render_extent = inst_.film.render_extent_get();
if (false /* inst_.camera.is_panoramic() */) {
int64_t render_pixel_count = render_extent.x * (int64_t)render_extent.y;
/* Divide pixel count between the 6 views. Rendering to a square target. */
extent_[0] = extent_[1] = ceilf(sqrtf(1 + (render_pixel_count / 6)));
/* TODO(@fclem): Clip unused views here. */
is_enabled_ = true;
}
else {
extent_ = render_extent;
/* Only enable -Z view. */
is_enabled_ = (StringRefNull(name_) == "negZ_view");
}
if (!is_enabled_) {
return;
}
/* Create views. */
const CameraData &cam = inst_.camera.data_get();
float4x4 viewmat, winmat;
const float(*viewmat_p)[4] = viewmat.ptr(), (*winmat_p)[4] = winmat.ptr();
if (false /* inst_.camera.is_panoramic() */) {
/* TODO(@fclem) Over-scans. */
/* For now a mandatory 5% over-scan for DoF. */
float side = cam.clip_near * 1.05f;
float near = cam.clip_near;
float far = cam.clip_far;
perspective_m4(winmat.ptr(), -side, side, -side, side, near, far);
viewmat = face_matrix_ * cam.viewmat;
}
else {
viewmat_p = cam.viewmat.ptr();
winmat_p = cam.winmat.ptr();
}
main_view_ = DRW_view_create(viewmat_p, winmat_p, nullptr, nullptr, nullptr);
sub_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p);
render_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p);
// dof_.sync(winmat_p, extent_);
// mb_.sync(extent_);
velocity_.sync();
// rt_buffer_opaque_.sync(extent_);
// rt_buffer_refract_.sync(extent_);
// inst_.hiz_back.view_sync(extent_);
// inst_.hiz_front.view_sync(extent_);
// inst_.gbuffer.view_sync(extent_);
postfx_tx_.sync();
}
void ShadingView::render()
{
if (!is_enabled_) {
return;
}
/* Query temp textures and create framebuffers. */
/* HACK: View name should be unique and static.
* With this, we can reuse the same texture across views. */
DrawEngineType *owner = (DrawEngineType *)name_;
RenderBuffers &rbufs = inst_.render_buffers;
rbufs.acquire(extent_, owner);
velocity_.acquire(extent_);
combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
GPU_ATTACHMENT_TEXTURE(rbufs.combined_tx));
prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
GPU_ATTACHMENT_TEXTURE(velocity_.view_vectors_get()));
update_view();
DRW_stats_group_start(name_);
DRW_view_set_active(render_view_);
float4 clear_velocity(VELOCITY_INVALID);
GPU_framebuffer_bind(prepass_fb_);
GPU_framebuffer_clear_color(prepass_fb_, clear_velocity);
/* Alpha stores transmittance. So start at 1. */
float4 clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
GPU_framebuffer_bind(combined_fb_);
GPU_framebuffer_clear_color_depth(combined_fb_, clear_color, 1.0f);
inst_.pipelines.world.render();
// inst_.pipelines.deferred.render(
// render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_);
// inst_.lightprobes.draw_cache_display();
// inst_.lookdev.render_overlay(view_fb_);
inst_.pipelines.forward.render(
render_view_, prepass_fb_, combined_fb_, rbufs.depth_tx, rbufs.combined_tx);
// inst_.lights.debug_draw(view_fb_);
// inst_.shadows.debug_draw(view_fb_);
velocity_.resolve(rbufs.depth_tx);
// GPUTexture *final_radiance_tx = render_post(combined_tx_);
inst_.film.accumulate(sub_view_);
rbufs.release();
DRW_stats_group_end();
postfx_tx_.release();
velocity_.release();
}
GPUTexture *ShadingView::render_post(GPUTexture *input_tx)
{
#if 0
if (!dof_.postfx_enabled() && !mb_.enabled()) {
return input_tx;
}
/* HACK: View name should be unique and static.
* With this, we can reuse the same texture across views. */
postfx_tx_.acquire(extent_, GPU_RGBA16F, (void *)name_);
GPUTexture *velocity_tx = velocity_.view_vectors_get();
GPUTexture *output_tx = postfx_tx_;
/* Swapping is done internally. Actual output is set to the next input. */
dof_.render(depth_tx_, &input_tx, &output_tx);
mb_.render(depth_tx_, velocity_tx, &input_tx, &output_tx);
#endif
return input_tx;
}
void ShadingView::update_view()
{
float4x4 viewmat, winmat;
DRW_view_viewmat_get(main_view_, viewmat.ptr(), false);
DRW_view_winmat_get(main_view_, winmat.ptr(), false);
/* TODO(fclem): Mixed-resolution rendering: We need to make sure we render with exactly the same
* distances between pixels to line up render samples and target pixels.
* So if the target resolution is not a multiple of the resolution divisor, we need to make the
* projection window bigger in the +X and +Y directions. */
/* Anti-Aliasing / Super-Sampling jitter. */
float2 jitter = inst_.film.pixel_jitter_get() / float2(extent_);
window_translate_m4(winmat.ptr(), winmat.ptr(), UNPACK2(jitter));
DRW_view_update_sub(sub_view_, viewmat.ptr(), winmat.ptr());
/* FIXME(fclem): The offset may be is noticeably large and the culling might make object pop
* out of the blurring radius. To fix this, use custom enlarged culling matrix. */
// dof_.jitter_apply(winmat, viewmat);
DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr());
// inst_.lightprobes.set_view(render_view_, extent_);
// inst_.lights.set_view(render_view_, extent_, !inst_.use_scene_lights());
}
/** \} */
} // namespace blender::eevee