This was caused by the SSR option resetting the accumulation. But the render passes were only cleared in the init phase. This means that when SSR was resetting the taa_render_sample the actual renderpasses would still contains 1 sample. This means the renderpasses were always divided by the wrong number of samples. The fix is to clear just before accumulation if the sample is 1. The fact that it works for motion blur is kind of a blessing. This is because we check stl->effects->ssr_was_valid_double_buffer before resetting the sampling. So this only happens on the first motion step and does not affect the rest of the rendering. Reviewed by: jbakker Differential Revision: https://developer.blender.org/D11033
114 lines
3.8 KiB
C
114 lines
3.8 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Implementation of Blender Mist pass.
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* IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "DNA_world_types.h"
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#include "BLI_string_utils.h"
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#include "eevee_private.h"
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void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EEVEE_FramebufferList *fbl = vedata->fbl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_PrivateData *g_data = stl->g_data;
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Scene *scene = draw_ctx->scene;
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/* Create FrameBuffer. */
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/* Should be enough precision for many samples. */
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DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0);
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GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
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/* Mist settings. */
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if (scene && scene->world) {
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g_data->mist_start = scene->world->miststa;
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g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
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switch (scene->world->mistype) {
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case WO_MIST_QUADRATIC:
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g_data->mist_falloff = 2.0f;
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break;
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case WO_MIST_LINEAR:
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g_data->mist_falloff = 1.0f;
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break;
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case WO_MIST_INVERSE_QUADRATIC:
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g_data->mist_falloff = 0.5f;
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break;
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}
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}
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else {
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float near = DRW_view_near_distance_get(NULL);
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float far = DRW_view_far_distance_get(NULL);
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/* Fallback */
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g_data->mist_start = near;
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g_data->mist_inv_dist = 1.0f / fabsf(far - near);
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g_data->mist_falloff = 1.0f;
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}
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/* XXX ??!! WHY? If not it does not match cycles. */
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g_data->mist_falloff *= 0.5f;
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/* Create Pass and shgroup. */
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DRW_PASS_CREATE(psl->mist_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_effect_mist_sh_get(),
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psl->mist_accum_ps);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
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DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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if (fbl->mist_accum_fb != NULL) {
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GPU_framebuffer_bind(fbl->mist_accum_fb);
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/* Clear texture. */
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if (effects->taa_current_sample == 1) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
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}
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DRW_draw_pass(psl->mist_accum_ps);
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/* Restore */
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GPU_framebuffer_bind(fbl->main_fb);
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}
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}
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