This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
1525 lines
65 KiB
C
1525 lines
65 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
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*/
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/** \file eevee_effects.c
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "DNA_anim_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "BKE_global.h" /* for G.debug_value */
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#include "BKE_camera.h"
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#include "BKE_object.h"
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#include "BKE_animsys.h"
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#include "BKE_screen.h"
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#include "DEG_depsgraph.h"
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#include "BLI_dynstr.h"
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#include "eevee_private.h"
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#include "GPU_texture.h"
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#include "GPU_framebuffer.h"
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#define SHADER_DEFINES \
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"#define EEVEE_ENGINE\n" \
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"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
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"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
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"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n"
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typedef struct EEVEE_LightProbeData {
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short probe_id, shadow_id;
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} EEVEE_LightProbeData;
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/* SSR shader variations */
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enum {
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SSR_RESOLVE = (1 << 0),
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SSR_FULL_TRACE = (1 << 1),
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SSR_MAX_SHADER = (1 << 2),
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};
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static struct {
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/* Downsample Depth */
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struct GPUShader *minz_downlevel_sh;
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struct GPUShader *maxz_downlevel_sh;
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struct GPUShader *minz_downdepth_sh;
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struct GPUShader *maxz_downdepth_sh;
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struct GPUShader *minz_downdepth_layer_sh;
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struct GPUShader *maxz_downdepth_layer_sh;
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struct GPUShader *minz_copydepth_sh;
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struct GPUShader *maxz_copydepth_sh;
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/* Motion Blur */
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struct GPUShader *motion_blur_sh;
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/* Bloom */
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struct GPUShader *bloom_blit_sh[2];
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struct GPUShader *bloom_downsample_sh[2];
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struct GPUShader *bloom_upsample_sh[2];
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struct GPUShader *bloom_resolve_sh[2];
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/* Depth Of Field */
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struct GPUShader *dof_downsample_sh;
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struct GPUShader *dof_scatter_sh;
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struct GPUShader *dof_resolve_sh;
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/* Volumetric */
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struct GPUShader *volumetric_upsample_sh;
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/* Screen Space Reflection */
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struct GPUShader *ssr_sh[SSR_MAX_SHADER];
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/* Simple Downsample */
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struct GPUShader *downsample_sh;
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/* Ground Truth Ambient Occlusion */
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struct GPUShader *gtao_sh;
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struct GPUShader *gtao_debug_sh;
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struct GPUTexture *depth_src;
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struct GPUTexture *color_src;
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int depth_src_layer;
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_ambient_occlusion_lib_glsl[];
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extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_bsdf_sampling_lib_glsl[];
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extern char datatoc_octahedron_lib_glsl[];
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extern char datatoc_effect_ssr_frag_glsl[];
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extern char datatoc_effect_minmaxz_frag_glsl[];
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extern char datatoc_effect_motion_blur_frag_glsl[];
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extern char datatoc_effect_bloom_frag_glsl[];
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extern char datatoc_effect_dof_vert_glsl[];
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extern char datatoc_effect_dof_geom_glsl[];
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extern char datatoc_effect_dof_frag_glsl[];
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extern char datatoc_effect_downsample_frag_glsl[];
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extern char datatoc_effect_gtao_frag_glsl[];
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extern char datatoc_lightprobe_lib_glsl[];
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extern char datatoc_raytrace_lib_glsl[];
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extern char datatoc_tonemap_frag_glsl[];
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extern char datatoc_volumetric_frag_glsl[];
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static void eevee_motion_blur_camera_get_matrix_at_time(
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const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
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{
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EvaluationContext eval_ctx;
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float obmat[4][4];
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/* HACK */
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Object cam_cpy; Camera camdata_cpy;
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memcpy(&cam_cpy, camera, sizeof(cam_cpy));
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memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
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cam_cpy.data = &camdata_cpy;
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CTX_data_eval_ctx(C, &eval_ctx);
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/* Past matrix */
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/* FIXME : This is a temporal solution that does not take care of parent animations */
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/* Recalc Anim manualy */
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BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
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BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
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BKE_object_where_is_calc_time(&eval_ctx, scene, &cam_cpy, time);
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/* Compute winmat */
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CameraParams params;
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BKE_camera_params_init(¶ms);
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/* copy of BKE_camera_params_from_view3d */
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{
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params.lens = v3d->lens;
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params.clipsta = v3d->near;
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params.clipend = v3d->far;
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/* camera view */
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BKE_camera_params_from_object(¶ms, &cam_cpy);
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params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
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params.offsetx = 2.0f * rv3d->camdx * params.zoom;
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params.offsety = 2.0f * rv3d->camdy * params.zoom;
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params.shiftx *= params.zoom;
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params.shifty *= params.zoom;
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params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
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}
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BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
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BKE_camera_params_compute_matrix(¶ms);
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/* FIXME Should be done per view (MULTIVIEW) */
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normalize_m4_m4(obmat, cam_cpy.obmat);
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invert_m4(obmat);
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mul_m4_m4m4(r_mat, params.winmat, obmat);
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}
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static struct GPUShader *eevee_effects_ssr_shader_get(int options)
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{
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if (e_data.ssr_sh[options] == NULL) {
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DynStr *ds_frag = BLI_dynstr_new();
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BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
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char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
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BLI_dynstr_free(ds_frag);
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DynStr *ds_defines = BLI_dynstr_new();
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BLI_dynstr_appendf(ds_defines, SHADER_DEFINES);
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if (options & SSR_RESOLVE) {
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BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n");
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}
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else {
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BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
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}
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if (options & SSR_FULL_TRACE) {
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BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");
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}
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char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines);
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BLI_dynstr_free(ds_defines);
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e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str);
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MEM_freeN(ssr_shader_str);
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MEM_freeN(ssr_define_str);
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}
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return e_data.ssr_sh[options];
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}
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void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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Scene *scene = draw_ctx->scene;
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *ar = draw_ctx->ar;
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IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
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const float *viewport_size = DRW_viewport_size_get();
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/* Shaders */
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if (!e_data.motion_blur_sh) {
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DynStr *ds_frag = BLI_dynstr_new();
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BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl);
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char *frag_str = BLI_dynstr_get_cstring(ds_frag);
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BLI_dynstr_free(ds_frag);
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e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
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e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
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MEM_freeN(frag_str);
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e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
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e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
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e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
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e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
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e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
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"#define INPUT_DEPTH\n");
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e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
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"#define INPUT_DEPTH\n");
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e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
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"#define LAYERED\n"
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"#define INPUT_DEPTH\n");
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e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
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"#define LAYERED\n"
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"#define INPUT_DEPTH\n");
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e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
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"#define INPUT_DEPTH\n"
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"#define COPY_DEPTH\n");
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e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
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"#define INPUT_DEPTH\n"
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"#define COPY_DEPTH\n");
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e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
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e_data.dof_downsample_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
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datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n");
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e_data.dof_scatter_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
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datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n");
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e_data.dof_resolve_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
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datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
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e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
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e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
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e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
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e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
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"#define HIGH_QUALITY\n");
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e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
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e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
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"#define HIGH_QUALITY\n");
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}
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if (!stl->effects) {
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stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
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}
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effects = stl->effects;
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int enabled_effects = 0;
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if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) {
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/* Update Motion Blur Matrices */
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if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
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float persmat[4][4];
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float ctime = BKE_scene_frame_get(scene);
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float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
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/* Current matrix */
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eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
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/* Viewport Matrix */
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DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
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/* Only continue if camera is not being keyed */
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if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) {
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/* Past matrix */
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eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc);
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#if 0 /* for future high quality blur */
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/* Future matrix */
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eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime + delta, effects->future_world_to_ndc);
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#endif
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invert_m4(effects->current_ndc_to_world);
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effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples");
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enabled_effects |= EFFECT_MOTION_BLUR;
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}
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}
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}
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if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
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/* Bloom */
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int blitsize[2], texsize[2];
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/* Blit Buffer */
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effects->source_texel_size[0] = 1.0f / viewport_size[0];
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effects->source_texel_size[1] = 1.0f / viewport_size[1];
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blitsize[0] = (int)viewport_size[0];
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blitsize[1] = (int)viewport_size[1];
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effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
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effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
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DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type,
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(int)blitsize[0], (int)blitsize[1],
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&tex_blit, 1);
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/* Parameters */
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float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
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float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
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float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
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float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
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/* determine the iteration count */
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const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
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const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
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const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
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CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
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effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
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effects->bloom_curve_threshold[0] = threshold - knee;
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effects->bloom_curve_threshold[1] = knee * 2.0f;
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effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
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effects->bloom_curve_threshold[3] = threshold;
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effects->bloom_intensity = intensity;
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/* Downsample buffers */
|
|
copy_v2_v2_int(texsize, blitsize);
|
|
for (int i = 0; i < effects->bloom_iteration_ct; ++i) {
|
|
texsize[0] /= 2; texsize[1] /= 2;
|
|
texsize[0] = MAX2(texsize[0], 2);
|
|
texsize[1] = MAX2(texsize[1], 2);
|
|
|
|
effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
|
|
effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
|
|
|
|
DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
|
|
DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type,
|
|
(int)texsize[0], (int)texsize[1],
|
|
&tex_bloom, 1);
|
|
}
|
|
|
|
/* Upsample buffers */
|
|
copy_v2_v2_int(texsize, blitsize);
|
|
for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) {
|
|
texsize[0] /= 2; texsize[1] /= 2;
|
|
texsize[0] = MAX2(texsize[0], 2);
|
|
texsize[1] = MAX2(texsize[1], 2);
|
|
|
|
DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
|
|
DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type,
|
|
(int)texsize[0], (int)texsize[1],
|
|
&tex_bloom, 1);
|
|
}
|
|
|
|
enabled_effects |= EFFECT_BLOOM;
|
|
}
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
|
|
/* Depth Of Field */
|
|
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
|
|
Camera *cam = (Camera *)v3d->camera->data;
|
|
|
|
/* Retreive Near and Far distance */
|
|
effects->dof_near_far[0] = -cam->clipsta;
|
|
effects->dof_near_far[1] = -cam->clipend;
|
|
|
|
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
|
|
|
|
struct GPUTexture **dof_down_near = &txl->dof_down_near;
|
|
bool fb_reset = false;
|
|
|
|
/* Reuse buffer from Bloom if available */
|
|
/* WATCH IT : must have the same size */
|
|
if ((enabled_effects & EFFECT_BLOOM) != 0) {
|
|
dof_down_near = &txl->bloom_downsample[0]; /* should always exists */
|
|
if ((effects->enabled_effects & EFFECT_BLOOM) == 0) {
|
|
fb_reset = true;
|
|
}
|
|
}
|
|
else if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
|
|
fb_reset = true;
|
|
}
|
|
|
|
/* if framebuffer config must be changed */
|
|
if (fb_reset && (fbl->dof_down_fb != NULL)) {
|
|
DRW_framebuffer_free(fbl->dof_down_fb);
|
|
fbl->dof_down_fb = NULL;
|
|
}
|
|
|
|
/* Setup buffers */
|
|
DRWFboTexture tex_down[3] = {{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */
|
|
{&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0},
|
|
{&txl->dof_coc, DRW_TEX_RG_16, 0}};
|
|
DRW_framebuffer_init(&fbl->dof_down_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], tex_down, 3);
|
|
|
|
DRWFboTexture tex_scatter_far = {&txl->dof_far_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
|
|
DRW_framebuffer_init(&fbl->dof_scatter_far_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_far, 1);
|
|
|
|
DRWFboTexture tex_scatter_near = {&txl->dof_near_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
|
|
DRW_framebuffer_init(&fbl->dof_scatter_near_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_near, 1);
|
|
|
|
/* Parameters */
|
|
/* TODO UI Options */
|
|
float fstop = cam->gpu_dof.fstop;
|
|
float blades = cam->gpu_dof.num_blades;
|
|
float rotation = cam->gpu_dof.rotation;
|
|
float ratio = 1.0f / cam->gpu_dof.ratio;
|
|
float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
|
|
float focus_dist = BKE_camera_object_dof_distance(v3d->camera);
|
|
float focal_len = cam->lens;
|
|
|
|
UNUSED_VARS(rotation, ratio);
|
|
|
|
/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
|
|
* unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
|
|
* because the shader reads coordinates in world space, which is in blender units.
|
|
* Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
|
|
float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
|
|
float scale_camera = 0.001f / scale;
|
|
/* we want radius here for the aperture number */
|
|
float aperture = 0.5f * scale_camera * focal_len / fstop;
|
|
float focal_len_scaled = scale_camera * focal_len;
|
|
float sensor_scaled = scale_camera * sensor;
|
|
|
|
effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
|
|
effects->dof_params[1] = -focus_dist;
|
|
effects->dof_params[2] = viewport_size[0] / (rv3d->viewcamtexcofac[0] * sensor_scaled);
|
|
effects->dof_bokeh[0] = blades;
|
|
effects->dof_bokeh[1] = rotation;
|
|
effects->dof_bokeh[2] = ratio;
|
|
effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size");
|
|
|
|
enabled_effects |= EFFECT_DOF;
|
|
}
|
|
}
|
|
|
|
effects->enabled_effects = enabled_effects;
|
|
|
|
/* Only allocate if at least one effect is activated */
|
|
if (effects->enabled_effects != 0) {
|
|
/* Ping Pong buffer */
|
|
DRWFboTexture tex = {&txl->color_post, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
|
|
|
|
DRW_framebuffer_init(&fbl->effect_fb, &draw_engine_eevee_type,
|
|
(int)viewport_size[0], (int)viewport_size[1],
|
|
&tex, 1);
|
|
}
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) {
|
|
/* Ambient Occlusion*/
|
|
effects->enabled_effects |= EFFECT_GTAO;
|
|
|
|
effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
|
|
effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
|
|
effects->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality");
|
|
effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
|
|
effects->ao_samples_inv = 1.0f / effects->ao_samples;
|
|
|
|
effects->ao_settings = 1.0; /* USE_AO */
|
|
if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) {
|
|
effects->ao_settings += 2.0; /* USE_BENT_NORMAL */
|
|
}
|
|
if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) {
|
|
effects->ao_settings += 4.0; /* USE_DENOISE */
|
|
}
|
|
|
|
effects->ao_offset = 0.0f;
|
|
effects->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
|
|
|
|
effects->ao_texsize[0] = ((int)viewport_size[0]);
|
|
effects->ao_texsize[1] = ((int)viewport_size[1]);
|
|
|
|
/* Round up to multiple of 2 */
|
|
if ((effects->ao_texsize[0] & 0x1) != 0) {
|
|
effects->ao_texsize[0] += 1;
|
|
}
|
|
if ((effects->ao_texsize[1] & 0x1) != 0) {
|
|
effects->ao_texsize[1] += 1;
|
|
}
|
|
|
|
CLAMP(effects->ao_samples, 1, 32);
|
|
|
|
if (effects->hori_tex_layers != effects->ao_samples) {
|
|
DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
|
|
}
|
|
|
|
if (txl->gtao_horizons == NULL) {
|
|
effects->hori_tex_layers = effects->ao_samples;
|
|
txl->gtao_horizons = DRW_texture_create_2D_array((int)viewport_size[0], (int)viewport_size[1], effects->hori_tex_layers, DRW_TEX_RG_8, 0, NULL);
|
|
}
|
|
|
|
DRWFboTexture tex = {&txl->gtao_horizons, DRW_TEX_RG_8, 0};
|
|
|
|
DRW_framebuffer_init(&fbl->gtao_fb, &draw_engine_eevee_type,
|
|
effects->ao_texsize[0], effects->ao_texsize[1],
|
|
&tex, 1);
|
|
|
|
if (G.debug_value == 6) {
|
|
DRWFboTexture tex_debug = {&stl->g_data->gtao_horizons_debug, DRW_TEX_RGBA_8, DRW_TEX_TEMP};
|
|
|
|
DRW_framebuffer_init(&fbl->gtao_debug_fb, &draw_engine_eevee_type,
|
|
(int)viewport_size[0], (int)viewport_size[1],
|
|
&tex_debug, 1);
|
|
}
|
|
}
|
|
else {
|
|
/* Cleanup */
|
|
DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
|
|
effects->ao_settings = 0.0f;
|
|
}
|
|
|
|
/* MinMax Pyramid */
|
|
DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
|
|
|
|
DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
|
|
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
|
|
&texmin, 1);
|
|
|
|
/* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */
|
|
if (txl->maxzbuffer == NULL) {
|
|
txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL);
|
|
}
|
|
|
|
/* Compute Mipmap texel alignement. */
|
|
for (int i = 0; i < 10; ++i) {
|
|
float mip_size[2] = {viewport_size[0], viewport_size[1]};
|
|
for (int j = 0; j < i; ++j) {
|
|
mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f));
|
|
mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f));
|
|
}
|
|
stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0])))));
|
|
stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1])))));
|
|
}
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
|
|
World *wo = scene->world;
|
|
|
|
/* TODO: this will not be the case if we support object volumetrics */
|
|
if ((wo != NULL) && (wo->use_nodes) && (wo->nodetree != NULL)) {
|
|
effects->enabled_effects |= EFFECT_VOLUMETRIC;
|
|
|
|
if (sldata->volumetrics == NULL) {
|
|
sldata->volumetrics = MEM_callocN(sizeof(EEVEE_VolumetricsInfo), "EEVEE_VolumetricsInfo");
|
|
}
|
|
|
|
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
|
|
bool last_use_colored_transmit = volumetrics->use_colored_transmit; /* Save to compare */
|
|
|
|
volumetrics->integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start");
|
|
volumetrics->integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end");
|
|
|
|
if (DRW_viewport_is_persp_get()) {
|
|
/* Negate */
|
|
volumetrics->integration_start = -volumetrics->integration_start;
|
|
volumetrics->integration_end = -volumetrics->integration_end;
|
|
}
|
|
else {
|
|
const float clip_start = stl->g_data->viewvecs[0][2];
|
|
const float clip_end = stl->g_data->viewvecs[1][2];
|
|
volumetrics->integration_start = min_ff(volumetrics->integration_end, clip_start);
|
|
volumetrics->integration_end = max_ff(-volumetrics->integration_end, clip_end);
|
|
}
|
|
|
|
volumetrics->sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution");
|
|
volumetrics->integration_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_samples");
|
|
volumetrics->shadow_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples");
|
|
volumetrics->light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp");
|
|
|
|
/* Disable clamp if equal to 0. */
|
|
if (volumetrics->light_clamp == 0.0) {
|
|
volumetrics->light_clamp = FLT_MAX;
|
|
}
|
|
|
|
volumetrics->use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights");
|
|
volumetrics->use_volume_shadows = BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows");
|
|
volumetrics->use_colored_transmit = BKE_collection_engine_property_value_get_bool(props, "volumetric_colored_transmittance");
|
|
|
|
if (last_use_colored_transmit != volumetrics->use_colored_transmit) {
|
|
if (fbl->volumetric_fb != NULL) {
|
|
DRW_framebuffer_free(fbl->volumetric_fb);
|
|
fbl->volumetric_fb = NULL;
|
|
}
|
|
}
|
|
|
|
/* Integration result buffer(s) */
|
|
if (volumetrics->use_colored_transmit == false) {
|
|
/* Monocromatic transmittance in alpha */
|
|
DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
|
|
|
|
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
|
|
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
|
|
&tex_vol, 1);
|
|
}
|
|
else {
|
|
/* Transmittance is separated, No need for alpha and DRW_TEX_RGB_11_11_10 gives the same vram usage */
|
|
/* Hint ! Could reuse this for transparency! */
|
|
DRWFboTexture tex_vol[2] = {{&stl->g_data->volumetric, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP},
|
|
{&stl->g_data->volumetric_transmit, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}};
|
|
|
|
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
|
|
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
|
|
tex_vol, 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
|
|
effects->enabled_effects |= EFFECT_SSR;
|
|
|
|
if (BKE_collection_engine_property_value_get_bool(props, "ssr_refraction")) {
|
|
effects->enabled_effects |= EFFECT_REFRACT;
|
|
|
|
DRWFboTexture tex = {&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
|
|
|
|
DRW_framebuffer_init(&fbl->refract_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1);
|
|
}
|
|
|
|
/* Enable double buffering to be able to read previous frame color */
|
|
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
|
|
|
|
effects->ssr_ray_count = BKE_collection_engine_property_value_get_int(props, "ssr_ray_count");
|
|
effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres");
|
|
effects->ssr_use_normalization = BKE_collection_engine_property_value_get_bool(props, "ssr_normalize_weight");
|
|
effects->ssr_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "ssr_quality");
|
|
effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness");
|
|
effects->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade");
|
|
effects->ssr_firefly_fac = BKE_collection_engine_property_value_get_float(props, "ssr_firefly_fac");
|
|
effects->ssr_max_roughness = BKE_collection_engine_property_value_get_float(props, "ssr_max_roughness");
|
|
|
|
if (effects->ssr_firefly_fac < 1e-8f) {
|
|
effects->ssr_firefly_fac = FLT_MAX;
|
|
}
|
|
|
|
/* Important, can lead to breakage otherwise. */
|
|
CLAMP(effects->ssr_ray_count, 1, 4);
|
|
|
|
const int divisor = (effects->reflection_trace_full) ? 1 : 2;
|
|
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
|
|
const bool high_qual_input = true; /* TODO dither low quality input */
|
|
|
|
/* MRT for the shading pass in order to output needed data for the SSR pass. */
|
|
/* TODO create one texture layer per lobe */
|
|
if (txl->ssr_specrough_input == NULL) {
|
|
DRWTextureFormat specrough_format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
|
|
txl->ssr_specrough_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], specrough_format, 0, NULL);
|
|
}
|
|
|
|
/* Reattach textures to the right buffer (because we are alternating between buffers) */
|
|
/* TODO multiple FBO per texture!!!! */
|
|
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
|
|
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
|
|
|
|
/* Raytracing output */
|
|
/* TODO try integer format for hit coord to increase precision */
|
|
DRWFboTexture tex_output[4] = {{&stl->g_data->ssr_hit_output[0], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
|
|
{&stl->g_data->ssr_hit_output[1], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
|
|
{&stl->g_data->ssr_hit_output[2], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
|
|
{&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}};
|
|
|
|
DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count);
|
|
|
|
/* Compute pixel size */
|
|
copy_v2_v2(effects->ssr_pixelsize, viewport_size);
|
|
invert_v2(effects->ssr_pixelsize);
|
|
}
|
|
else {
|
|
/* Cleanup to release memory */
|
|
DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input);
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
|
|
for (int i = 0; i < 4; ++i) {
|
|
stl->g_data->ssr_hit_output[i] = NULL;
|
|
}
|
|
}
|
|
|
|
/* Normal buffer for deferred passes. */
|
|
if ((((effects->enabled_effects & EFFECT_GTAO) != 0) && G.debug_value == 6) ||
|
|
((effects->enabled_effects & EFFECT_SSR) != 0))
|
|
{
|
|
if (txl->ssr_normal_input == NULL) {
|
|
DRWTextureFormat nor_format = DRW_TEX_RG_16;
|
|
txl->ssr_normal_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], nor_format, 0, NULL);
|
|
}
|
|
|
|
/* Reattach textures to the right buffer (because we are alternating between buffers) */
|
|
/* TODO multiple FBO per texture!!!! */
|
|
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
|
|
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
|
|
}
|
|
else {
|
|
/* Cleanup to release memory */
|
|
DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input);
|
|
}
|
|
|
|
/* Setup double buffer so we can access last frame as it was before post processes */
|
|
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
|
|
DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
|
|
|
|
DRW_framebuffer_init(&fbl->double_buffer, &draw_engine_eevee_type,
|
|
(int)viewport_size[0], (int)viewport_size[1],
|
|
&tex_double_buffer, 1);
|
|
}
|
|
else {
|
|
/* Cleanup to release memory */
|
|
DRW_TEXTURE_FREE_SAFE(txl->color_double_buffer);
|
|
DRW_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer);
|
|
}
|
|
}
|
|
|
|
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
|
|
{
|
|
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
|
|
|
|
*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
|
|
|
|
DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer);
|
|
DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
|
|
if (upsample) {
|
|
DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer);
|
|
DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
|
|
}
|
|
|
|
return grp;
|
|
}
|
|
|
|
void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
|
|
|
|
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
struct World *wo = scene->world; /* Already checked non NULL */
|
|
EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
|
|
|
|
struct GPUMaterial *mat = EEVEE_material_world_volume_get(
|
|
scene, wo, volumetrics->use_lights, volumetrics->use_volume_shadows,
|
|
false, volumetrics->use_colored_transmit);
|
|
|
|
psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
|
|
DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
|
|
|
|
if (grp != NULL) {
|
|
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
|
|
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
|
|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
|
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
|
|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
|
DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
|
|
DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
|
|
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_vec2(grp, "volume_start_end", &sldata->volumetrics->integration_start, 1);
|
|
DRW_shgroup_uniform_vec4(grp, "volume_samples_clamp", &sldata->volumetrics->integration_step_count, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
if (volumetrics->use_colored_transmit == false) { /* Monochromatic transmittance */
|
|
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
|
|
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
else {
|
|
psl->volumetric_resolve_transmit_ps = DRW_pass_create("Volumetric Transmittance Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_MULTIPLY);
|
|
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_transmit_ps);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric_transmit);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
|
|
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
}
|
|
else {
|
|
/* Compilation failled */
|
|
effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
|
|
}
|
|
}
|
|
|
|
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
|
|
int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
|
|
|
|
struct GPUShader *trace_shader = eevee_effects_ssr_shader_get(options);
|
|
struct GPUShader *resolve_shader = eevee_effects_ssr_shader_get(SSR_RESOLVE | options);
|
|
|
|
psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
|
|
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
|
|
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
|
|
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
|
|
DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
|
|
DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1);
|
|
DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1);
|
|
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
|
|
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
|
|
DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth);
|
|
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
|
|
grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
|
|
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
|
|
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
|
|
DRW_shgroup_uniform_buffer(grp, "prevColorBuffer", &txl->color_double_buffer);
|
|
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
|
|
DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
|
|
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
|
|
DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
|
|
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
|
|
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
|
|
DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
|
|
DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
|
|
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
|
|
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
|
|
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
|
|
DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
|
|
DRW_shgroup_uniform_buffer(grp, "hitBuffer0", &stl->g_data->ssr_hit_output[0]);
|
|
DRW_shgroup_uniform_buffer(grp, "hitBuffer1", (effects->ssr_ray_count < 2) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[1]);
|
|
DRW_shgroup_uniform_buffer(grp, "hitBuffer2", (effects->ssr_ray_count < 3) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[2]);
|
|
DRW_shgroup_uniform_buffer(grp, "hitBuffer3", (effects->ssr_ray_count < 4) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[3]);
|
|
DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
|
|
{
|
|
psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
|
|
DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
|
|
{
|
|
/* Perform min/max downsample */
|
|
psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
/* Copy depth buffer to halfres top level of HiZ */
|
|
psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.minz_downdepth_layer_sh, psl->minz_downdepth_layer_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->maxz_downdepth_layer_ps = DRW_pass_create("HiZ Max Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
/* Copy depth buffer to halfres top level of HiZ */
|
|
psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
|
|
{
|
|
psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
|
|
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
|
|
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
|
|
DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1);
|
|
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
|
|
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
|
|
psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
|
|
grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
|
|
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
|
|
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
|
|
DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &txl->gtao_horizons);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
|
|
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
|
|
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
|
|
DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
|
|
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
|
|
{
|
|
psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
|
|
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
|
|
DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
|
|
DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world);
|
|
DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc);
|
|
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
|
|
{
|
|
/** Bloom algorithm
|
|
*
|
|
* Overview :
|
|
* - Downsample the color buffer doing a small blur during each step.
|
|
* - Accumulate bloom color using previously downsampled color buffers
|
|
* and do an upsample blur for each new accumulated layer.
|
|
* - Finally add accumulation buffer onto the source color buffer.
|
|
*
|
|
* [1/1] is original copy resolution (can be half or quater res for performance)
|
|
*
|
|
* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
|
|
*
|
|
* Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
|
|
* | Λ
|
|
* [Downsample First] Source Color ─> + [Resolve]
|
|
* v |
|
|
* Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
|
|
* | Λ
|
|
* ─── ───
|
|
* Repeat Repeat
|
|
* ─── ───
|
|
* v |
|
|
* Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
|
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* | Λ
|
|
* [Downsample] [Upsample]
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* v |
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* Color Downsampled [1/N] ─────────────────────────┘
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**/
|
|
DRWShadingGroup *grp;
|
|
const bool use_highres = true;
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const bool use_antiflicker = true;
|
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eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
|
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eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
|
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eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
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grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
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DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
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grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
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DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1);
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}
|
|
|
|
{
|
|
/** Depth of Field algorithm
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|
*
|
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* Overview :
|
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* - Downsample the color buffer into 2 buffers weighted with
|
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* CoC values. Also output CoC into a texture.
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* - Shoot quads for every pixel and expand it depending on the CoC.
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* Do one pass for near Dof and one pass for far Dof.
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* - Finally composite the 2 blurred buffers with the original render.
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**/
|
|
DRWShadingGroup *grp;
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|
|
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psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR);
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|
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grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down);
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DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
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DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
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DRW_shgroup_call_add(grp, quad, NULL);
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psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
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|
|
|
/* This create an empty batch of N triangles to be positioned
|
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* by the vertex shader 0.4ms against 6ms with instancing */
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|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int sprite_ct = ((int)viewport_size[0]/2) * ((int)viewport_size[1]/2); /* brackets matters */
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grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct);
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DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer);
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DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->dof_coc);
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DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
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DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
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|
|
|
psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);
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|
|
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grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve);
|
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DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_buffer(grp, "nearBuffer", &txl->dof_near_blur);
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DRW_shgroup_uniform_buffer(grp, "farBuffer", &txl->dof_far_blur);
|
|
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
|
|
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
|
|
DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
|
|
DRW_shgroup_call_add(grp, quad, NULL);
|
|
}
|
|
}
|
|
|
|
static void min_downsample_cb(void *vedata, int UNUSED(level))
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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DRW_draw_pass(psl->minz_downlevel_ps);
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|
}
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|
|
|
static void max_downsample_cb(void *vedata, int UNUSED(level))
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
DRW_draw_pass(psl->maxz_downlevel_ps);
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|
}
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|
|
|
static void simple_downsample_cb(void *vedata, int UNUSED(level))
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
DRW_draw_pass(psl->color_downsample_ps);
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|
}
|
|
|
|
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
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|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_TextureList *txl = vedata->txl;
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|
|
|
e_data.depth_src = depth_src;
|
|
e_data.depth_src_layer = layer;
|
|
|
|
DRW_stats_group_start("Min buffer");
|
|
/* Copy depth buffer to min texture top level */
|
|
DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
|
|
DRW_framebuffer_bind(fbl->downsample_fb);
|
|
if (layer >= 0) {
|
|
DRW_draw_pass(psl->minz_downdepth_layer_ps);
|
|
}
|
|
else {
|
|
DRW_draw_pass(psl->minz_downdepth_ps);
|
|
}
|
|
DRW_framebuffer_texture_detach(stl->g_data->minzbuffer);
|
|
|
|
/* Create lower levels */
|
|
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
|
|
DRW_stats_group_end();
|
|
|
|
DRW_stats_group_start("Max buffer");
|
|
/* Copy depth buffer to max texture top level */
|
|
DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
|
|
DRW_framebuffer_bind(fbl->downsample_fb);
|
|
if (layer >= 0) {
|
|
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
|
|
}
|
|
else {
|
|
DRW_draw_pass(psl->maxz_downdepth_ps);
|
|
}
|
|
DRW_framebuffer_texture_detach(txl->maxzbuffer);
|
|
|
|
/* Create lower levels */
|
|
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata);
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
/**
|
|
* Simple downsampling algorithm. Reconstruct mip chain up to mip level.
|
|
**/
|
|
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
|
|
{
|
|
e_data.color_src = texture_src;
|
|
|
|
DRW_stats_group_start("Downsample buffer");
|
|
/* Create lower levels */
|
|
DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata);
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
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|
|
|
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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|
|
|
e_data.depth_src = dtxl->depth;
|
|
|
|
/* Compute volumetric integration at halfres. */
|
|
DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric, 0, 0);
|
|
if (sldata->volumetrics->use_colored_transmit) {
|
|
DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric_transmit, 1, 0);
|
|
}
|
|
DRW_framebuffer_bind(fbl->volumetric_fb);
|
|
DRW_draw_pass(psl->volumetric_integrate_ps);
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|
|
|
/* Resolve at fullres */
|
|
DRW_framebuffer_texture_detach(dtxl->depth);
|
|
DRW_framebuffer_bind(fbl->main);
|
|
if (sldata->volumetrics->use_colored_transmit) {
|
|
DRW_draw_pass(psl->volumetric_resolve_transmit_ps);
|
|
}
|
|
DRW_draw_pass(psl->volumetric_resolve_ps);
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|
|
|
/* Restore */
|
|
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
|
|
DRW_framebuffer_texture_detach(stl->g_data->volumetric);
|
|
if (sldata->volumetrics->use_colored_transmit) {
|
|
DRW_framebuffer_texture_detach(stl->g_data->volumetric_transmit);
|
|
}
|
|
|
|
/* Rebind main buffer after attach/detach operations */
|
|
DRW_framebuffer_bind(fbl->main);
|
|
}
|
|
}
|
|
|
|
void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
|
|
DRW_framebuffer_texture_attach(fbl->refract_fb, txl->refract_color, 0, 0);
|
|
DRW_framebuffer_blit(fbl->main, fbl->refract_fb, false);
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|
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->refract_color, 9);
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|
}
|
|
}
|
|
|
|
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
e_data.depth_src = dtxl->depth;
|
|
|
|
for (int i = 0; i < effects->ssr_ray_count; ++i) {
|
|
DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_hit_output[i], i, 0);
|
|
}
|
|
DRW_framebuffer_bind(fbl->screen_tracing_fb);
|
|
|
|
if (stl->g_data->valid_double_buffer) {
|
|
/* Raytrace. */
|
|
DRW_draw_pass(psl->ssr_raytrace);
|
|
}
|
|
else {
|
|
float clear_col[4] = {0.0f, 0.0f, -1.0f, 0.001f};
|
|
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
|
|
}
|
|
|
|
for (int i = 0; i < effects->ssr_ray_count; ++i) {
|
|
DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output[i]);
|
|
}
|
|
|
|
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
|
|
|
|
/* Resolve at fullres */
|
|
DRW_framebuffer_texture_detach(dtxl->depth);
|
|
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
|
|
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
|
|
DRW_framebuffer_bind(fbl->main);
|
|
DRW_draw_pass(psl->ssr_resolve);
|
|
|
|
/* Restore */
|
|
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
|
|
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
|
|
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
|
|
}
|
|
|
|
if ((effects->enabled_effects & EFFECT_GTAO) != 0 && G.debug_value == 6) {
|
|
/* GTAO Debug */
|
|
DRW_framebuffer_texture_attach(fbl->gtao_debug_fb, stl->g_data->gtao_horizons_debug, 0, 0);
|
|
DRW_framebuffer_bind(fbl->gtao_debug_fb);
|
|
|
|
DRW_draw_pass(psl->ao_horizon_debug);
|
|
|
|
/* Restore */
|
|
DRW_framebuffer_texture_detach(stl->g_data->gtao_horizons_debug);
|
|
}
|
|
|
|
DRW_framebuffer_bind(fbl->main);
|
|
}
|
|
|
|
void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
e_data.depth_src = dtxl->depth;
|
|
|
|
DRW_stats_group_start("GTAO Horizon Scan");
|
|
for (effects->ao_sample_nbr = 0.0;
|
|
effects->ao_sample_nbr < effects->ao_samples;
|
|
++effects->ao_sample_nbr)
|
|
{
|
|
DRW_framebuffer_texture_detach(txl->gtao_horizons);
|
|
DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0);
|
|
DRW_framebuffer_bind(fbl->gtao_fb);
|
|
|
|
DRW_draw_pass(psl->ao_horizon_search);
|
|
}
|
|
DRW_stats_group_end();
|
|
|
|
/* Restore */
|
|
DRW_framebuffer_bind(fbl->main);
|
|
}
|
|
}
|
|
|
|
#define SWAP_DOUBLE_BUFFERS() { \
|
|
if (swap_double_buffer) { \
|
|
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
|
|
SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
|
|
swap_double_buffer = false; \
|
|
} \
|
|
} ((void)0)
|
|
|
|
#define SWAP_BUFFERS() { \
|
|
if (effects->source_buffer == txl->color) { \
|
|
SWAP_DOUBLE_BUFFERS(); \
|
|
effects->source_buffer = txl->color_post; \
|
|
effects->target_buffer = fbl->main; \
|
|
} \
|
|
else { \
|
|
SWAP_DOUBLE_BUFFERS(); \
|
|
effects->source_buffer = txl->color; \
|
|
effects->target_buffer = fbl->effect_fb; \
|
|
} \
|
|
} ((void)0)
|
|
|
|
void EEVEE_draw_effects(EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
/* only once per frame after the first post process */
|
|
bool swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
|
|
|
|
/* Default framebuffer and texture */
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
/* Init pointers */
|
|
effects->source_buffer = txl->color; /* latest updated texture */
|
|
effects->target_buffer = fbl->effect_fb; /* next target to render to */
|
|
|
|
/* Detach depth for effects to use it */
|
|
DRW_framebuffer_texture_detach(dtxl->depth);
|
|
|
|
/* Motion Blur */
|
|
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
|
|
DRW_framebuffer_bind(effects->target_buffer);
|
|
DRW_draw_pass(psl->motion_blur);
|
|
SWAP_BUFFERS();
|
|
}
|
|
|
|
/* Depth Of Field */
|
|
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
|
|
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
/* Downsample */
|
|
DRW_framebuffer_bind(fbl->dof_down_fb);
|
|
DRW_draw_pass(psl->dof_down);
|
|
|
|
/* Scatter Far */
|
|
effects->unf_source_buffer = txl->dof_down_far;
|
|
copy_v2_fl2(effects->dof_layer_select, 0.0f, 1.0f);
|
|
DRW_framebuffer_bind(fbl->dof_scatter_far_fb);
|
|
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
|
|
DRW_draw_pass(psl->dof_scatter);
|
|
|
|
/* Scatter Near */
|
|
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
|
|
/* Reuse bloom half res buffer */
|
|
effects->unf_source_buffer = txl->bloom_downsample[0];
|
|
}
|
|
else {
|
|
effects->unf_source_buffer = txl->dof_down_near;
|
|
}
|
|
copy_v2_fl2(effects->dof_layer_select, 1.0f, 0.0f);
|
|
DRW_framebuffer_bind(fbl->dof_scatter_near_fb);
|
|
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
|
|
DRW_draw_pass(psl->dof_scatter);
|
|
|
|
/* Resolve */
|
|
DRW_framebuffer_bind(effects->target_buffer);
|
|
DRW_draw_pass(psl->dof_resolve);
|
|
SWAP_BUFFERS();
|
|
}
|
|
|
|
/* Bloom */
|
|
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
|
|
struct GPUTexture *last;
|
|
|
|
/* Extract bright pixels */
|
|
copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
|
|
effects->unf_source_buffer = effects->source_buffer;
|
|
|
|
DRW_framebuffer_bind(fbl->bloom_blit_fb);
|
|
DRW_draw_pass(psl->bloom_blit);
|
|
|
|
/* Downsample */
|
|
copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
|
|
effects->unf_source_buffer = txl->bloom_blit;
|
|
|
|
DRW_framebuffer_bind(fbl->bloom_down_fb[0]);
|
|
DRW_draw_pass(psl->bloom_downsample_first);
|
|
|
|
last = txl->bloom_downsample[0];
|
|
|
|
for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
|
|
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]);
|
|
effects->unf_source_buffer = last;
|
|
|
|
DRW_framebuffer_bind(fbl->bloom_down_fb[i]);
|
|
DRW_draw_pass(psl->bloom_downsample);
|
|
|
|
/* Used in next loop */
|
|
last = txl->bloom_downsample[i];
|
|
}
|
|
|
|
/* Upsample and accumulate */
|
|
for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) {
|
|
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
|
|
effects->unf_source_buffer = txl->bloom_downsample[i];
|
|
effects->unf_base_buffer = last;
|
|
|
|
DRW_framebuffer_bind(fbl->bloom_accum_fb[i]);
|
|
DRW_draw_pass(psl->bloom_upsample);
|
|
|
|
last = txl->bloom_upsample[i];
|
|
}
|
|
|
|
/* Resolve */
|
|
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
|
|
effects->unf_source_buffer = last;
|
|
effects->unf_base_buffer = effects->source_buffer;
|
|
|
|
DRW_framebuffer_bind(effects->target_buffer);
|
|
DRW_draw_pass(psl->bloom_resolve);
|
|
SWAP_BUFFERS();
|
|
}
|
|
|
|
/* Restore default framebuffer */
|
|
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
|
|
DRW_framebuffer_bind(dfbl->default_fb);
|
|
|
|
/* Tonemapping */
|
|
DRW_transform_to_display(effects->source_buffer);
|
|
|
|
/* Debug : Ouput buffer to view. */
|
|
if ((G.debug_value > 0) && (G.debug_value <= 6)) {
|
|
switch (G.debug_value) {
|
|
case 1:
|
|
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
|
|
break;
|
|
case 2:
|
|
if (stl->g_data->ssr_hit_output[0]) DRW_transform_to_display(stl->g_data->ssr_hit_output[0]);
|
|
break;
|
|
case 3:
|
|
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
|
|
break;
|
|
case 4:
|
|
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
|
|
break;
|
|
case 5:
|
|
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
|
|
break;
|
|
case 6:
|
|
if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* If no post processes is enabled, buffers are still not swapped, do it now. */
|
|
SWAP_DOUBLE_BUFFERS();
|
|
|
|
if (!stl->g_data->valid_double_buffer &&
|
|
((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
|
|
(DRW_state_is_image_render() == false))
|
|
{
|
|
/* If history buffer is not valid request another frame.
|
|
* This fix black reflections on area resize. */
|
|
DRW_viewport_request_redraw();
|
|
}
|
|
|
|
/* Record pers matrix for the next frame. */
|
|
DRW_viewport_matrix_get(stl->g_data->prev_persmat, DRW_MAT_PERS);
|
|
|
|
/* Update double buffer status if render mode. */
|
|
if (DRW_state_is_image_render()) {
|
|
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
|
|
}
|
|
}
|
|
|
|
void EEVEE_effects_free(void)
|
|
{
|
|
for (int i = 0; i < SSR_MAX_SHADER; ++i) {
|
|
DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
|
|
}
|
|
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[0]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[0]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[0]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[0]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[1]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[1]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[1]);
|
|
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[1]);
|
|
}
|