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blender-archive/source/blender/draw/engines/eevee/eevee_motion_blur.c
Sergey Sharybin 62811c3ba1 Fix T63211: Can't move camera in viewport while realtime render mode on
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.
2019-04-02 11:38:55 +02:00

240 lines
7.6 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(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
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_viewport_matrix_get(persmat, DRW_MAT_PERS);
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) {
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", 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_add(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);
}