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blender-archive/source/blender/draw/engines/eevee/eevee_effects.c
Clément Foucault a6593645bf Eevee: Add AO support in planar reflection.
Technically this enables the use of MinmaxZ pyramid inside the probe captures.
Also Disable AO for cubemap probes because it shows big discontinuities at cubeface limits.
2017-06-23 22:51:38 +02:00

729 lines
29 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
*
*/
/* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
/** \file eevee_effects.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "BKE_screen.h"
#include "eevee_private.h"
#include "GPU_texture.h"
typedef struct EEVEE_LightProbeData {
short probe_id, shadow_id;
} EEVEE_LightProbeData;
/* TODO Option */
#define ENABLE_EFFECT_MOTION_BLUR 1
#define ENABLE_EFFECT_BLOOM 1
#define ENABLE_EFFECT_DOF 1
static struct {
/* Downsample Depth */
struct GPUShader *minmaxz_downlevel_sh;
struct GPUShader *minmaxz_downdepth_sh;
struct GPUShader *minmaxz_copydepth_sh;
/* Motion Blur */
struct GPUShader *motion_blur_sh;
/* Bloom */
struct GPUShader *bloom_blit_sh[2];
struct GPUShader *bloom_downsample_sh[2];
struct GPUShader *bloom_upsample_sh[2];
struct GPUShader *bloom_resolve_sh[2];
/* Depth Of Field */
struct GPUShader *dof_downsample_sh;
struct GPUShader *dof_scatter_sh;
struct GPUShader *dof_resolve_sh;
struct GPUTexture *minmmaxz_depth_src;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
extern char datatoc_effect_bloom_frag_glsl[];
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
extern char datatoc_tonemap_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 camdata_cpy;
memcpy(&cam_cpy, camera, sizeof(cam_cpy));
memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
cam_cpy.data = &camdata_cpy;
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manualy */
BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(scene, &cam_cpy, time);
/* Compute winmat */
CameraParams params;
BKE_camera_params_init(&params);
/* copy of BKE_camera_params_from_view3d */
{
params.lens = v3d->lens;
params.clipsta = v3d->near;
params.clipend = v3d->far;
/* camera view */
BKE_camera_params_from_object(&params, &cam_cpy);
params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params.offsetx = 2.0f * rv3d->camdx * params.zoom;
params.offsety = 2.0f * rv3d->camdy * params.zoom;
params.shiftx *= params.zoom;
params.shifty *= params.zoom;
params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
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);
}
void EEVEE_effects_init(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
const float *viewport_size = DRW_viewport_size_get();
/* Shaders */
if (!e_data.motion_blur_sh) {
e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n");
e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
e_data.dof_downsample_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL,
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(datatoc_effect_dof_vert_glsl, NULL,
datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
"#define HIGH_QUALITY\n");
e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
"#define HIGH_QUALITY\n");
}
if (!stl->effects) {
stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
}
effects = stl->effects;
int enabled_effects = 0;
#if ENABLE_EFFECT_MOTION_BLUR
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
float persmat[4][4];
float ctime = BKE_scene_frame_get(scene);
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
/* Current matrix */
eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
/* Viewport Matrix */
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
/* Only continue if camera is not being keyed */
if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) {
/* Past matrix */
eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, 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, v3d->camera, ctime + delta, effects->future_world_to_ndc);
#endif
invert_m4(effects->current_ndc_to_world);
effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples");
enabled_effects |= EFFECT_MOTION_BLUR;
}
}
}
#endif /* ENABLE_EFFECT_MOTION_BLUR */
#if ENABLE_EFFECT_BLOOM
if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
/* Bloom */
int blitsize[2], texsize[2];
/* Blit Buffer */
effects->source_texel_size[0] = 1.0f / viewport_size[0];
effects->source_texel_size[1] = 1.0f / viewport_size[1];
blitsize[0] = (int)viewport_size[0];
blitsize[1] = (int)viewport_size[1];
effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type,
(int)blitsize[0], (int)blitsize[1],
&tex_blit, 1);
/* Parameters */
float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
effects->bloom_curve_threshold[0] = threshold - knee;
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
effects->bloom_intensity = intensity;
/* 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;
}
#endif /* ENABLE_EFFECT_BLOOM */
#if ENABLE_EFFECT_DOF
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;
}
}
#endif /* ENABLE_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);
}
{
/* Ambient Occlusion*/
stl->effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
stl->effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
stl->effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
}
/* MinMax Pyramid */
/* TODO reduce precision */
DRWFboTexture tex = {&stl->g_data->minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->minmaxz_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex, 1);
}
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_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();
{
psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
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]
* | Λ
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N] ─────────────────────────┘
**/
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;
eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1);
}
{
/** 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;
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_buffer(grp, "colorBuffer", &effects->source_buffer);
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);
psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
/* 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_buffer(grp, "colorBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->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_buffer(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_buffer(grp, "nearBuffer", &txl->dof_near_blur);
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);
}
}
#define SWAP_BUFFERS() { \
if (effects->source_buffer == txl->color) { \
effects->source_buffer = txl->color_post; \
effects->target_buffer = fbl->main; \
} \
else { \
effects->source_buffer = txl->color; \
effects->target_buffer = fbl->effect_fb; \
} \
} ((void)0)
static void minmax_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->minmaxz_downlevel);
}
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
e_data.minmmaxz_depth_src = depth_src;
/* Copy depth buffer to minmax texture top level */
DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0);
DRW_framebuffer_bind(fbl->minmaxz_fb);
DRW_draw_pass(psl->minmaxz_downdepth);
DRW_framebuffer_texture_detach(stl->g_data->minmaxz);
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
}
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;
/* 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);
}
void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_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]);
}