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blender-archive/source/blender/draw/engines/eevee/eevee_motion_blur.c
Sergey Sharybin 64e029ea92 Animation: Remove depsgraph argument from a lot of API
Use explicit boolean flag to indicate whether flush to original data
is needed or not. Makes it possible to avoid confusion on whether an
evaluated or any depsgraph can be passed to the API.

Allows to remove depsgraph from bAnimContext as well.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5379
2019-07-31 15:11:38 +02:00

230 lines
7.9 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "ED_screen.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_texture.h"
static struct {
/* Motion Blur */
struct GPUShader *motion_blur_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_motion_blur_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(Scene *scene,
ARegion *ar,
RegionView3D *rv3d,
View3D *v3d,
Object *camera,
float time,
float r_mat[4][4])
{
float obmat[4][4];
/* HACK */
Object cam_cpy = *camera;
Camera camdata_cpy = *(Camera *)(camera->data);
cam_cpy.data = &camdata_cpy;
/* Reset original pointers, so direct evaluation does not attempt to flush
* animation back to the original object: otherwise viewport with motion
* blur enabled will always loose non-keyed changes. */
cam_cpy.id.orig_id = NULL;
camdata_cpy.id.orig_id = NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manually */
BKE_animsys_evaluate_animdata(
scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL, false);
BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
/* Compute winmat */
CameraParams params;
BKE_camera_params_init(&params);
if (v3d != NULL) {
BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
}
else {
BKE_camera_params_from_object(&params, &cam_cpy);
BKE_camera_params_compute_viewplane(
&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
}
BKE_camera_params_compute_matrix(&params);
/* FIXME Should be done per view (MULTIVIEW) */
normalize_m4_m4(obmat, cam_cpy.obmat);
invert_m4(obmat);
mul_m4_m4m4(r_mat, params.winmat, obmat);
}
static void eevee_create_shader_motion_blur(void)
{
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
/* Update Motion Blur Matrices */
if (camera) {
float persmat[4][4];
float ctime = DEG_get_ctime(draw_ctx->depsgraph);
float delta = scene_eval->eevee.motion_blur_shutter;
Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
/* Viewport Matrix */
/* Note: This does not have TAA jitter applied. */
DRW_view_persmat_get(NULL, persmat, false);
bool view_is_valid = (stl->g_data->view_updated == false);
if (draw_ctx->evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
}
/* The view is jittered by the oglrenderer. So avoid testing in this case. */
if (!DRW_state_is_image_render()) {
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
/* WATCH: assume TAA init code runs last. */
if (scene_eval->eevee.taa_samples == 1) {
/* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */
copy_m4_m4(effects->prev_drw_persmat, persmat);
}
}
effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render();
/* Current matrix */
if (effects->motion_blur_mat_cached == false) {
eevee_motion_blur_camera_get_matrix_at_time(
scene, ar, rv3d, v3d, ob_camera_eval, ctime, effects->current_world_to_ndc);
}
/* Only continue if camera is not being keyed */
if (DRW_state_is_image_render() ||
compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f)) {
/* Past matrix */
if (effects->motion_blur_mat_cached == false) {
eevee_motion_blur_camera_get_matrix_at_time(
scene, ar, rv3d, v3d, ob_camera_eval, ctime - delta, effects->past_world_to_ndc);
#if 0 /* for future high quality blur */
/* Future matrix */
eevee_motion_blur_camera_get_matrix_at_time(
scene, ar, rv3d, v3d, ob_camera_eval, ctime + delta, effects->future_world_to_ndc);
#endif
invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc);
}
effects->motion_blur_mat_cached = true;
effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
if (!e_data.motion_blur_sh) {
eevee_create_shader_motion_blur();
}
return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
}
}
}
return 0;
}
void EEVEE_motion_blur_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();
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
DRW_PASS_CREATE(psl->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", effects->current_ndc_to_world);
DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call(grp, quad, NULL);
}
}
void EEVEE_motion_blur_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;
/* Motion Blur */
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->motion_blur);
SWAP_BUFFERS();
}
}
void EEVEE_motion_blur_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
}