When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
278 lines
11 KiB
C
278 lines
11 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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* Depth of field post process effect.
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*/
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#include "DRW_render.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_camera.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "eevee_private.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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static struct {
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/* Depth Of Field */
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struct GPUShader *dof_downsample_sh[2];
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struct GPUShader *dof_scatter_sh[2];
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struct GPUShader *dof_resolve_sh[2];
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} e_data = {{NULL}}; /* Engine data */
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extern char datatoc_effect_dof_vert_glsl[];
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extern char datatoc_effect_dof_frag_glsl[];
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static void eevee_create_shader_depth_of_field(const bool use_alpha)
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{
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e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
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datatoc_effect_dof_frag_glsl,
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use_alpha ? "#define USE_ALPHA_DOF\n"
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"#define STEP_DOWNSAMPLE\n" :
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"#define STEP_DOWNSAMPLE\n");
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e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
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NULL,
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datatoc_effect_dof_frag_glsl,
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use_alpha ? "#define USE_ALPHA_DOF\n"
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"#define STEP_SCATTER\n" :
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"#define STEP_SCATTER\n");
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e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(datatoc_effect_dof_frag_glsl,
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use_alpha ?
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"#define USE_ALPHA_DOF\n"
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"#define STEP_RESOLVE\n" :
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"#define STEP_RESOLVE\n");
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}
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int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
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EEVEE_Data *vedata,
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Object *camera)
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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_EffectsInfo *effects = stl->effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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Camera *cam = (camera != NULL) ? camera->data : NULL;
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if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
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RegionView3D *rv3d = draw_ctx->rv3d;
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const bool use_alpha = !DRW_state_draw_background();
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if (!e_data.dof_downsample_sh[use_alpha]) {
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eevee_create_shader_depth_of_field(use_alpha);
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}
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const float *viewport_size = DRW_viewport_size_get();
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/* Retrieve Near and Far distance */
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effects->dof_near_far[0] = -cam->clip_start;
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effects->dof_near_far[1] = -cam->clip_end;
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int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
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buffer_size[0] = max_ii(1, buffer_size[0]);
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buffer_size[1] = max_ii(1, buffer_size[1]);
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eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
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effects->dof_down_near = DRW_texture_pool_query_2d(
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buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
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effects->dof_down_far = DRW_texture_pool_query_2d(
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buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
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effects->dof_coc = DRW_texture_pool_query_2d(
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buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type);
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GPU_framebuffer_ensure_config(&fbl->dof_down_fb,
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{GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
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GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
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GPU_ATTACHMENT_TEXTURE(effects->dof_coc)});
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/* Go full 32bits for rendering and reduce the color artifacts. */
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eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
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effects->dof_blur = DRW_texture_pool_query_2d(
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buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type);
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GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb,
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{
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
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});
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if (!DRW_state_draw_background()) {
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effects->dof_blur_alpha = DRW_texture_pool_query_2d(
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buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type);
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GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0);
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}
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/* Parameters */
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/* TODO UI Options */
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float fstop = cam->dof.aperture_fstop;
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float blades = cam->dof.aperture_blades;
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float rotation = cam->dof.aperture_rotation;
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float ratio = 1.0f / cam->dof.aperture_ratio;
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float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
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float focus_dist = BKE_camera_object_dof_distance(camera);
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float focal_len = cam->lens;
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const float scale_camera = 0.001f;
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/* we want radius here for the aperture number */
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float aperture = 0.5f * scale_camera * focal_len / fstop;
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float focal_len_scaled = scale_camera * focal_len;
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float sensor_scaled = scale_camera * sensor;
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if (rv3d != NULL) {
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sensor_scaled *= rv3d->viewcamtexcofac[0];
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}
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effects->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
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effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
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effects->dof_params[0] = -focus_dist * effects->dof_params[1];
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effects->dof_bokeh[0] = rotation;
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effects->dof_bokeh[1] = ratio;
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effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
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/* Precompute values to save instructions in fragment shader. */
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effects->dof_bokeh_sides[0] = blades;
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effects->dof_bokeh_sides[1] = blades > 0.0f ? 2.0f * M_PI / blades : 0.0f;
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effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
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effects->dof_bokeh_sides[3] = blades > 0.0f ? cosf(M_PI / blades) : 0.0f;
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return EFFECT_DOF | EFFECT_POST_BUFFER;
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}
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/* Cleanup to release memory */
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_fb);
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return 0;
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}
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void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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if ((effects->enabled_effects & EFFECT_DOF) != 0) {
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/** Depth of Field algorithm
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*
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* Overview :
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* - Down-sample 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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*/
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DRWShadingGroup *grp;
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struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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const bool use_alpha = !DRW_state_draw_background();
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DRW_PASS_CREATE(psl->dof_down, DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.dof_downsample_sh[use_alpha], psl->dof_down);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_texture_ref(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_vec2(grp, "dofParams", effects->dof_params, 1);
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DRW_shgroup_call(grp, quad, NULL);
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DRW_PASS_CREATE(psl->dof_scatter, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
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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();
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const int sprite_len = ((int)viewport_size[0] / 2) *
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((int)viewport_size[1] / 2); /* brackets matters */
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grp = DRW_shgroup_create(e_data.dof_scatter_sh[use_alpha], psl->dof_scatter);
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DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_down_near);
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DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_down_far);
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DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
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DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
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DRW_shgroup_call_procedural_triangles(grp, NULL, sprite_len);
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DRW_PASS_CREATE(psl->dof_resolve, DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.dof_resolve_sh[use_alpha], psl->dof_resolve);
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DRW_shgroup_uniform_texture_ref(grp, "scatterBuffer", &effects->dof_blur);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_texture_ref(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_vec2(grp, "dofParams", effects->dof_params, 1);
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DRW_shgroup_call(grp, quad, NULL);
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if (use_alpha) {
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DRW_shgroup_uniform_texture_ref(grp, "scatterAlphaBuffer", &effects->dof_blur_alpha);
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DRW_shgroup_uniform_bool_copy(grp, "unpremult", DRW_state_is_image_render());
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}
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}
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}
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void EEVEE_depth_of_field_draw(EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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/* Depth Of Field */
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if ((effects->enabled_effects & EFFECT_DOF) != 0) {
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float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Downsample */
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GPU_framebuffer_bind(fbl->dof_down_fb);
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DRW_draw_pass(psl->dof_down);
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/* Scatter */
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GPU_framebuffer_bind(fbl->dof_scatter_fb);
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GPU_framebuffer_clear_color(fbl->dof_scatter_fb, clear_col);
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DRW_draw_pass(psl->dof_scatter);
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/* Resolve */
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GPU_framebuffer_bind(effects->target_buffer);
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DRW_draw_pass(psl->dof_resolve);
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SWAP_BUFFERS();
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}
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}
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void EEVEE_depth_of_field_free(void)
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{
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for (int i = 0; i < 2; i++) {
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DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]);
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DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]);
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DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]);
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}
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}
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