This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/engines/eevee_next/eevee_view.hh
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

149 lines
3.7 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 portion of the main view (for panoramic projections).
* - 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.
*/
#pragma once
#include "DRW_render.h"
#include "eevee_camera.hh"
#include "eevee_pipeline.hh"
#include "eevee_shader.hh"
#include "eevee_velocity.hh"
namespace blender::eevee {
class Instance;
/* -------------------------------------------------------------------- */
/** \name ShadingView
*
* Render the scene and fill all render passes data.
* \{ */
class ShadingView {
private:
Instance &inst_;
/** Static string pointer. Used as debug name and as UUID for texture pool. */
const char *name_;
/** Matrix to apply to the viewmat. */
const float (*face_matrix_)[4];
/** Post-FX modules. */
// DepthOfField dof_;
// MotionBlur mb_;
VelocityView velocity_;
/** Raytracing persistent buffers. Only opaque and refraction can have surface tracing. */
// RaytraceBuffer rt_buffer_opaque_;
// RaytraceBuffer rt_buffer_refract_;
Framebuffer prepass_fb_;
Framebuffer combined_fb_;
TextureFromPool postfx_tx_;
/** Main views is created from the camera (or is from the viewport). It is not jittered. */
DRWView *main_view_ = nullptr;
/** Sub views is jittered versions or the main views. This allows jitter updates without trashing
* the visibility culling cache. */
DRWView *sub_view_ = nullptr;
/** Same as sub_view_ but has Depth Of Field jitter applied. */
DRWView *render_view_ = nullptr;
/** Render size of the view. Can change between scene sample eval. */
int2 extent_ = {-1, -1};
bool is_enabled_ = false;
public:
ShadingView(Instance &inst, const char *name, const float (*face_matrix)[4])
: inst_(inst), name_(name), face_matrix_(face_matrix), velocity_(inst, name){};
~ShadingView(){};
void init();
void sync();
void render();
GPUTexture *render_post(GPUTexture *input_tx);
private:
void update_view();
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main View
*
* Container for all views needed to render the final image.
* We might need up to 6 views for panoramic cameras.
* All views are always available but only enabled for if needed.
* \{ */
class MainView {
private:
/* WORKAROUND: Defining this as an array does not seems to work on GCC < 9.4.
* It tries to use the copy constructor and fails because ShadingView is non-copyable and
* non-movable. */
ShadingView shading_views_0;
ShadingView shading_views_1;
ShadingView shading_views_2;
ShadingView shading_views_3;
ShadingView shading_views_4;
ShadingView shading_views_5;
#define shading_views_ (&shading_views_0)
public:
MainView(Instance &inst)
: shading_views_0(inst, "posX_view", cubeface_mat[0]),
shading_views_1(inst, "negX_view", cubeface_mat[1]),
shading_views_2(inst, "posY_view", cubeface_mat[2]),
shading_views_3(inst, "negY_view", cubeface_mat[3]),
shading_views_4(inst, "posZ_view", cubeface_mat[4]),
shading_views_5(inst, "negZ_view", cubeface_mat[5])
{
}
void init()
{
for (auto i : IndexRange(6)) {
shading_views_[i].init();
}
}
void sync()
{
for (auto i : IndexRange(6)) {
shading_views_[i].sync();
}
}
void render()
{
for (auto i : IndexRange(6)) {
shading_views_[i].render();
}
}
#undef shading_views_
};
/** \} */
} // namespace blender::eevee