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blender-archive/source/blender/draw/engines/eevee/eevee_depth_of_field.c
Clément Foucault 74a08cf128 Eevee: Depth of field: Change final blending.
This new blending allows background to fill the gaps left by forground
objects. However this has a drawback, background objects that should be
partially occluded in this case can be seen through the blurred objects.

This does not fix the problem of blurred foreground over sharp background.

Also cleanup code to be simpler and remove unused geometry shader.
2018-05-12 23:28:55 +02:00

280 lines
10 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_depth_of_field.c
* \ingroup draw_engine
*
* Depth of field post process effect.
*/
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_rand.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_object_force_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BKE_camera.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "BKE_screen.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#include "ED_screen.h"
static struct {
/* Depth Of Field */
struct GPUShader *dof_downsample_sh;
struct GPUShader *dof_scatter_sh;
struct GPUShader *dof_resolve_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
static void eevee_create_shader_depth_of_field(void)
{
e_data.dof_downsample_sh = DRW_shader_create_fullscreen(
datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh = DRW_shader_create(
datatoc_effect_dof_vert_glsl, NULL,
datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n");
e_data.dof_resolve_sh = DRW_shader_create_fullscreen(
datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
if (!e_data.dof_downsample_sh) {
eevee_create_shader_depth_of_field();
}
if (camera) {
const float *viewport_size = DRW_viewport_size_get();
Camera *cam = (Camera *)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};
effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_down_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
GPU_ATTACHMENT_TEXTURE(effects->dof_coc)
});
/* Go full 32bits for rendering and reduce the color artifacts. */
GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
effects->dof_far_blur = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], fb_format,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_scatter_far_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_far_blur),
});
effects->dof_near_blur = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], fb_format,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_scatter_near_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_near_blur),
});
/* 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(camera);
float focal_len = cam->lens;
/* 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;
if (rv3d != NULL) {
sensor_scaled *= rv3d->viewcamtexcofac[0];
}
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] / 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");
return EFFECT_DOF | EFFECT_POST_BUFFER;
}
}
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_far_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_near_fb);
return 0;
}
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
/** Depth of Field algorithm
*
* Overview :
* - Downsample the color buffer into 2 buffers weighted with
* CoC values. Also output CoC into a texture.
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
* - Finally composite the 2 blurred buffers with the original render.
**/
DRWShadingGroup *grp;
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(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);
psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL);
/* This create an empty batch of N triangles to be positioned
* by the vertex shader 0.4ms against 6ms with instancing */
const float *viewport_size = DRW_viewport_size_get();
const int sprite_ct = ((int)viewport_size[0] / 2) * ((int)viewport_size[1] / 2); /* brackets matters */
grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_near_blur);
DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_far_blur);
DRW_shgroup_uniform_texture_ref(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);
}
}
void EEVEE_depth_of_field_draw(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;
/* Depth Of Field */
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Downsample */
GPU_framebuffer_bind(fbl->dof_down_fb);
DRW_draw_pass(psl->dof_down);
/* Scatter Far */
effects->unf_source_buffer = effects->dof_down_far;
copy_v2_fl2(effects->dof_layer_select, 0.0f, 1.0f);
GPU_framebuffer_bind(fbl->dof_scatter_far_fb);
GPU_framebuffer_clear_color(fbl->dof_scatter_far_fb, clear_col);
DRW_draw_pass(psl->dof_scatter);
/* Scatter Near */
effects->unf_source_buffer = effects->dof_down_near;
copy_v2_fl2(effects->dof_layer_select, 1.0f, 0.0f);
GPU_framebuffer_bind(fbl->dof_scatter_near_fb);
GPU_framebuffer_clear_color(fbl->dof_scatter_near_fb, clear_col);
DRW_draw_pass(psl->dof_scatter);
/* Resolve */
GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->dof_resolve);
SWAP_BUFFERS();
}
}
void EEVEE_depth_of_field_free(void)
{
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);
}