The issue is that Eevee directly evaluates animation on a datablock which is a part of active dependency graph. This is a broken logic by design and requires a complete revamp to support more real life cases when camera is parented to a camera rig, but it is beyond of what i can do with a simple bugfix.
240 lines
7.6 KiB
C
240 lines
7.6 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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* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
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*/
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#include "DRW_render.h"
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#include "BKE_camera.h"
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#include "BKE_object.h"
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#include "BKE_animsys.h"
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#include "DNA_anim_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "ED_screen.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_texture.h"
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static struct {
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/* Motion Blur */
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struct GPUShader *motion_blur_sh;
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_effect_motion_blur_frag_glsl[];
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static void eevee_motion_blur_camera_get_matrix_at_time(
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Scene *scene,
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ARegion *ar, RegionView3D *rv3d, View3D *v3d,
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Object *camera,
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float time,
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float r_mat[4][4])
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{
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float obmat[4][4];
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/* HACK */
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Object cam_cpy = *camera;
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Camera camdata_cpy = *(Camera *)(camera->data);
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cam_cpy.data = &camdata_cpy;
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/* Reset original pointers, so direct evaluation does not attempt to flush
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* animation back to the original object: otherwise viewport with motion
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* blur enabled will always loose non-keyed changes. */
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cam_cpy.id.orig_id = NULL;
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camdata_cpy.id.orig_id = NULL;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* Past matrix */
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/* FIXME : This is a temporal solution that does not take care of parent animations */
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/* Recalc Anim manually */
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BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
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BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
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/* Compute winmat */
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CameraParams params;
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BKE_camera_params_init(¶ms);
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if (v3d != NULL) {
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BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d);
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BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
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}
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else {
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BKE_camera_params_from_object(¶ms, &cam_cpy);
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BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
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}
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BKE_camera_params_compute_matrix(¶ms);
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/* FIXME Should be done per view (MULTIVIEW) */
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normalize_m4_m4(obmat, cam_cpy.obmat);
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invert_m4(obmat);
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mul_m4_m4m4(r_mat, params.winmat, obmat);
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}
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static void eevee_create_shader_motion_blur(void)
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{
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e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
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}
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int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
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{
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EEVEE_StorageList *stl = vedata->stl;
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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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Scene *scene = draw_ctx->scene;
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *ar = draw_ctx->ar;
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if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
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/* Update Motion Blur Matrices */
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if (camera) {
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float persmat[4][4];
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float ctime = DEG_get_ctime(draw_ctx->depsgraph);
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float delta = scene_eval->eevee.motion_blur_shutter;
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Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
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/* Viewport Matrix */
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/* Note: This does not have TAA jitter applied. */
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DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
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bool view_is_valid = (stl->g_data->view_updated == false);
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if (draw_ctx->evil_C != NULL) {
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struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
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view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
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}
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/* The view is jittered by the oglrenderer. So avoid testing in this case. */
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if (!DRW_state_is_image_render()) {
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view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
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/* WATCH: assume TAA init code runs last. */
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if (scene_eval->eevee.taa_samples == 1) {
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/* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */
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copy_m4_m4(effects->prev_drw_persmat, persmat);
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}
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}
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effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render();
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/* Current matrix */
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if (effects->motion_blur_mat_cached == false) {
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eevee_motion_blur_camera_get_matrix_at_time(
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scene,
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ar, rv3d, v3d,
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ob_camera_eval,
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ctime,
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effects->current_world_to_ndc);
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}
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/* Only continue if camera is not being keyed */
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if (DRW_state_is_image_render() ||
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compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f))
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{
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/* Past matrix */
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if (effects->motion_blur_mat_cached == false) {
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eevee_motion_blur_camera_get_matrix_at_time(
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scene,
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ar, rv3d, v3d,
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ob_camera_eval,
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ctime - delta,
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effects->past_world_to_ndc);
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#if 0 /* for future high quality blur */
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/* Future matrix */
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eevee_motion_blur_camera_get_matrix_at_time(
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scene,
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ar, rv3d, v3d,
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ob_camera_eval,
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ctime + delta,
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effects->future_world_to_ndc);
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#endif
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invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc);
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}
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effects->motion_blur_mat_cached = true;
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effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
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if (!e_data.motion_blur_sh) {
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eevee_create_shader_motion_blur();
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}
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return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
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}
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}
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}
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return 0;
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}
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void EEVEE_motion_blur_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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struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
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psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
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DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
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DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", effects->current_ndc_to_world);
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DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
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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_call_add(grp, quad, NULL);
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}
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}
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void EEVEE_motion_blur_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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/* Motion Blur */
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if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
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GPU_framebuffer_bind(effects->target_buffer);
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DRW_draw_pass(psl->motion_blur);
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SWAP_BUFFERS();
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}
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}
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void EEVEE_motion_blur_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
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}
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