A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
128 lines
3.6 KiB
CMake
128 lines
3.6 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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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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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# Contributor(s): Jacques Beaurain.
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#
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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.
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../blenkernel
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../blenlib
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../bmesh
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../imbuf
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../makesdna
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../makesrna
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/smoke/extern
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_buffers.c
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intern/gpu_codegen.c
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intern/gpu_draw.c
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intern/gpu_extensions.c
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_simple_shader.c
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intern/gpu_select.c
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intern/gpu_compositing.c
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intern/gpu_debug.c
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shaders/gpu_shader_fx_lib.glsl
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shaders/gpu_shader_fx_ssao_frag.glsl
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shaders/gpu_shader_fx_dof_frag.glsl
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shaders/gpu_shader_fx_dof_vert.glsl
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shaders/gpu_shader_fx_dof_hq_frag.glsl
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shaders/gpu_shader_fx_dof_hq_vert.glsl
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shaders/gpu_shader_fx_dof_hq_geo.glsl
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shaders/gpu_shader_fx_vert.glsl
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shaders/gpu_shader_material.glsl
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shaders/gpu_shader_sep_gaussian_blur_frag.glsl
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shaders/gpu_shader_sep_gaussian_blur_vert.glsl
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shaders/gpu_shader_simple_frag.glsl
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shaders/gpu_shader_simple_vert.glsl
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shaders/gpu_shader_vertex.glsl
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shaders/gpu_shader_vsm_store_frag.glsl
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shaders/gpu_shader_vsm_store_vert.glsl
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shaders/gpu_shader_fx_depth_resolve.glsl
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GPU_buffers.h
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GPU_draw.h
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GPU_debug.h
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GPU_extensions.h
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GPU_glew.h
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GPU_init_exit.h
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GPU_material.h
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GPU_simple_shader.h
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GPU_select.h
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GPU_compositing.h
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intern/gpu_codegen.h
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intern/gpu_private.h
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)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
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if(WITH_GAMEENGINE)
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add_definitions(-DWITH_GAMEENGINE)
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endif()
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if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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add_definitions(${GL_DEFINITIONS})
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if(WITH_IMAGE_DDS)
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add_definitions(-DWITH_DDS)
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endif()
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blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
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