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blender-archive/source/blender/draw/engines/eevee/eevee_motion_blur.c
Clément Foucault 3dcaca93a0 Fix T78160 EEVEE: Motion Blur: Bug with Follow Path animation
Follow path seems to not be catched by `BKE_object_moves_in_time`.
For this reason, we cache all transforms for all object and check
ourselves if an animation occurs. This is almost what cycles does.

We also fix the rigid body case if the rigid body use deformation.
2020-08-06 23:06:18 +02:00

627 lines
24 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 "BLI_rand.h"
#include "BLI_string_utils.h"
#include "BKE_animsys.h"
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_screen.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_screen_types.h"
#include "ED_screen.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_texture.h"
#include "eevee_private.h"
static struct {
/* Motion Blur */
struct GPUShader *motion_blur_sh;
struct GPUShader *motion_blur_object_sh;
struct GPUShader *motion_blur_hair_sh;
struct GPUShader *velocity_tiles_sh;
struct GPUShader *velocity_tiles_expand_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_velocity_tile_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
extern char datatoc_object_motion_frag_glsl[];
extern char datatoc_object_motion_vert_glsl[];
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
#define EEVEE_VELOCITY_TILE_SIZE 32
static void eevee_create_shader_motion_blur(void)
{
e_data.motion_blur_sh = DRW_shader_create_fullscreen(
datatoc_effect_motion_blur_frag_glsl,
"#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
e_data.motion_blur_object_sh = DRW_shader_create_with_lib(datatoc_object_motion_vert_glsl,
NULL,
datatoc_object_motion_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
e_data.velocity_tiles_sh = DRW_shader_create_fullscreen(
datatoc_effect_velocity_tile_frag_glsl,
"#define TILE_GATHER\n"
"#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
e_data.velocity_tiles_expand_sh = DRW_shader_create_fullscreen(
datatoc_effect_velocity_tile_frag_glsl,
"#define TILE_EXPANSION\n"
"#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
char *vert = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_object_motion_vert_glsl);
e_data.motion_blur_hair_sh = DRW_shader_create_with_lib(
vert, NULL, datatoc_object_motion_frag_glsl, datatoc_common_view_lib_glsl, "#define HAIR\n");
MEM_freeN(vert);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
/* Viewport not supported for now. */
if (!DRW_state_is_scene_render()) {
return 0;
}
effects->motion_blur_max = max_ii(0, scene->eevee.motion_blur_max);
if ((effects->motion_blur_max > 0) && (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED)) {
if (!e_data.motion_blur_sh) {
eevee_create_shader_motion_blur();
}
if (DRW_state_is_scene_render()) {
int mb_step = effects->motion_blur_step;
DRW_view_viewmat_get(NULL, effects->motion_blur.camera[mb_step].viewmat, false);
DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persmat, false);
DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persinv, true);
}
const float *fs_size = DRW_viewport_size_get();
int tx_size[2] = {1 + ((int)fs_size[0] / EEVEE_VELOCITY_TILE_SIZE),
1 + ((int)fs_size[1] / EEVEE_VELOCITY_TILE_SIZE)};
effects->velocity_tiles_x_tx = DRW_texture_pool_query_2d(
tx_size[0], fs_size[1], GPU_RGBA16, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->velocity_tiles_fb[0],
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->velocity_tiles_x_tx),
});
effects->velocity_tiles_tx = DRW_texture_pool_query_2d(
tx_size[0], tx_size[1], GPU_RGBA16, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->velocity_tiles_fb[1],
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->velocity_tiles_tx),
});
return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER | EFFECT_VELOCITY_BUFFER;
}
return 0;
}
void EEVEE_motion_blur_step_set(EEVEE_Data *vedata, int step)
{
BLI_assert(step < 3);
vedata->stl->effects->motion_blur_step = step;
}
static void eevee_motion_blur_sync_camera(EEVEE_Data *vedata)
{
EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (DRW_state_is_scene_render()) {
int mb_step = effects->motion_blur_step;
DRW_view_viewmat_get(NULL, effects->motion_blur.camera[mb_step].viewmat, false);
DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persmat, false);
DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persinv, true);
}
effects->motion_blur_near_far[0] = fabsf(DRW_view_near_distance_get(NULL));
effects->motion_blur_near_far[1] = fabsf(DRW_view_far_distance_get(NULL));
}
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;
EEVEE_MotionBlurData *mb_data = &effects->motion_blur;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
const float *fs_size = DRW_viewport_size_get();
int tx_size[2] = {GPU_texture_width(effects->velocity_tiles_tx),
GPU_texture_height(effects->velocity_tiles_tx)};
eevee_motion_blur_sync_camera(vedata);
DRWShadingGroup *grp;
{
DRW_PASS_CREATE(psl->velocity_tiles_x, DRW_STATE_WRITE_COLOR);
DRW_PASS_CREATE(psl->velocity_tiles, DRW_STATE_WRITE_COLOR);
/* Create max velocity tiles in 2 passes. One for X and one for Y */
GPUShader *sh = e_data.velocity_tiles_sh;
grp = DRW_shgroup_create(sh, psl->velocity_tiles_x);
DRW_shgroup_uniform_texture(grp, "velocityBuffer", effects->velocity_tx);
DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", (int[2]){fs_size[0], fs_size[1]});
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_ivec2_copy(grp, "gatherStep", (int[2]){1, 0});
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
grp = DRW_shgroup_create(sh, psl->velocity_tiles);
DRW_shgroup_uniform_texture(grp, "velocityBuffer", effects->velocity_tiles_x_tx);
DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", (int[2]){tx_size[0], fs_size[1]});
DRW_shgroup_uniform_ivec2_copy(grp, "gatherStep", (int[2]){0, 1});
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
/* Expand max tiles by keeping the max tile in each tile neighborhood. */
DRW_PASS_CREATE(psl->velocity_tiles_expand[0], DRW_STATE_WRITE_COLOR);
DRW_PASS_CREATE(psl->velocity_tiles_expand[1], DRW_STATE_WRITE_COLOR);
for (int i = 0; i < 2; i++) {
GPUTexture *tile_tx = (i == 0) ? effects->velocity_tiles_tx : effects->velocity_tiles_x_tx;
GPUShader *sh_expand = e_data.velocity_tiles_expand_sh;
grp = DRW_shgroup_create(sh_expand, psl->velocity_tiles_expand[i]);
DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", tx_size);
DRW_shgroup_uniform_texture(grp, "velocityBuffer", tile_tx);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}
{
DRW_PASS_CREATE(psl->motion_blur, DRW_STATE_WRITE_COLOR);
eGPUSamplerState state = 0;
int expand_steps = 1 + (max_ii(0, effects->motion_blur_max - 1) / EEVEE_VELOCITY_TILE_SIZE);
GPUTexture *tile_tx = (expand_steps & 1) ? effects->velocity_tiles_x_tx :
effects->velocity_tiles_tx;
grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref_ex(grp, "colorBuffer", &effects->source_buffer, state);
DRW_shgroup_uniform_texture_ref_ex(grp, "depthBuffer", &dtxl->depth, state);
DRW_shgroup_uniform_texture_ref_ex(grp, "velocityBuffer", &effects->velocity_tx, state);
DRW_shgroup_uniform_texture(grp, "tileMaxBuffer", tile_tx);
DRW_shgroup_uniform_float_copy(grp, "depthScale", scene->eevee.motion_blur_depth_scale);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->motion_blur_near_far, 1);
DRW_shgroup_uniform_bool_copy(grp, "isPerspective", DRW_view_is_persp_get(NULL));
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_ivec2_copy(grp, "tileBufferSize", tx_size);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
{
DRW_PASS_CREATE(psl->velocity_object, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object);
DRW_shgroup_uniform_mat4(grp, "prevViewProjMatrix", mb_data->camera[MB_PREV].persmat);
DRW_shgroup_uniform_mat4(grp, "currViewProjMatrix", mb_data->camera[MB_CURR].persmat);
DRW_shgroup_uniform_mat4(grp, "nextViewProjMatrix", mb_data->camera[MB_NEXT].persmat);
DRW_PASS_CREATE(psl->velocity_hair, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
mb_data->hair_grp = grp = DRW_shgroup_create(e_data.motion_blur_hair_sh, psl->velocity_hair);
DRW_shgroup_uniform_mat4(grp, "prevViewProjMatrix", mb_data->camera[MB_PREV].persmat);
DRW_shgroup_uniform_mat4(grp, "currViewProjMatrix", mb_data->camera[MB_CURR].persmat);
DRW_shgroup_uniform_mat4(grp, "nextViewProjMatrix", mb_data->camera[MB_NEXT].persmat);
DRW_pass_link(psl->velocity_object, psl->velocity_hair);
}
EEVEE_motion_blur_data_init(mb_data);
}
else {
psl->motion_blur = NULL;
psl->velocity_object = NULL;
psl->velocity_hair = NULL;
}
}
void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
Object *ob,
ParticleSystem *psys,
ModifierData *md)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DRWShadingGroup *grp = NULL;
if (!DRW_state_is_scene_render() || psl->velocity_hair == NULL) {
return;
}
/* For now we assume hair objects are always moving. */
EEVEE_ObjectMotionData *mb_data = EEVEE_motion_blur_object_data_get(
&effects->motion_blur, ob, true);
if (mb_data) {
int mb_step = effects->motion_blur_step;
/* Store transform */
DRW_hair_duplimat_get(ob, psys, md, mb_data->obmat[mb_step]);
EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_hair_data_get(
&effects->motion_blur, ob, md);
if (mb_step == MB_CURR) {
/* Fill missing matrices if the object was hidden in previous or next frame. */
if (is_zero_m4(mb_data->obmat[MB_PREV])) {
copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]);
}
if (is_zero_m4(mb_data->obmat[MB_NEXT])) {
copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]);
}
grp = DRW_shgroup_hair_create_sub(ob, psys, md, effects->motion_blur.hair_grp);
DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]);
DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]);
DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]);
DRW_shgroup_uniform_texture(grp, "prvBuffer", mb_geom->hair_pos_tx[MB_PREV]);
DRW_shgroup_uniform_texture(grp, "nxtBuffer", mb_geom->hair_pos_tx[MB_NEXT]);
DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1);
}
else {
/* Store vertex position buffer. */
mb_geom->hair_pos[mb_step] = DRW_hair_pos_buffer_get(ob, psys, md);
mb_geom->use_deform = true;
}
}
}
void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
Object *ob)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DRWShadingGroup *grp = NULL;
if (!DRW_state_is_scene_render() || psl->velocity_object == NULL) {
return;
}
RigidBodyOb *rbo = ob->rigidbody_object;
/* active rigidbody objects only, as only those are affected by sim. */
const bool has_rigidbody = (rbo && (rbo->type == RBO_TYPE_ACTIVE));
#if 0
/* For now we assume dupli objects are moving. */
const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0;
const bool object_moves = is_dupli || has_rigidbody || BKE_object_moves_in_time(ob, true);
#else
/* BKE_object_moves_in_time does not work in some cases. Better */
const bool object_moves = true;
#endif
const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob) ||
(has_rigidbody && (rbo->flag & RBO_FLAG_USE_DEFORM) != 0);
if (!(object_moves || is_deform)) {
return;
}
EEVEE_ObjectMotionData *mb_data = EEVEE_motion_blur_object_data_get(
&effects->motion_blur, ob, false);
if (mb_data) {
int mb_step = effects->motion_blur_step;
/* Store transform */
copy_m4_m4(mb_data->obmat[mb_step], ob->obmat);
EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(&effects->motion_blur,
ob);
if (mb_step == MB_CURR) {
GPUBatch *batch = DRW_cache_object_surface_get(ob);
if (batch == NULL) {
return;
}
/* Fill missing matrices if the object was hidden in previous or next frame. */
if (is_zero_m4(mb_data->obmat[MB_PREV])) {
copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]);
}
if (is_zero_m4(mb_data->obmat[MB_NEXT])) {
copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]);
}
if (mb_geom->use_deform) {
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
if (!oedata->geom_update) {
/* FIXME(fclem) There can be false positive where the actual mesh is not updated.
* This avoids a crash but removes the motion blur from some object.
* Maybe an issue with depsgraph tagging. */
mb_geom->use_deform = false;
oedata->geom_update = false;
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]);
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]);
}
/* Keep to modify later (after init). */
mb_geom->batch = batch;
}
/* Avoid drawing object that has no motions since object_moves is always true. */
if (!mb_geom->use_deform && /* Object deformation can happen without transform. */
equals_m4m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]) &&
equals_m4m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR])) {
return;
}
grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object);
DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]);
DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]);
DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]);
DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1);
DRW_shgroup_call(grp, batch, ob);
}
else if (is_deform) {
/* Store vertex position buffer. */
mb_geom->vbo[mb_step] = DRW_cache_object_pos_vertbuf_get(ob);
mb_geom->use_deform = (mb_geom->vbo[mb_step] != NULL);
}
else {
mb_geom->vbo[mb_step] = NULL;
mb_geom->use_deform = false;
}
}
}
void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
GHashIterator ghi;
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) {
return;
}
int mb_step = effects->motion_blur_step;
if (mb_step != MB_CURR) {
/* Push instances attributes to the GPU. */
DRW_render_instance_buffer_finish();
/* Need to be called after DRW_render_instance_buffer_finish() */
/* Also we weed to have a correct fbo bound for DRW_hair_update */
GPU_framebuffer_bind(vedata->fbl->main_fb);
DRW_hair_update();
DRW_cache_restart();
}
for (BLI_ghashIterator_init(&ghi, effects->motion_blur.geom);
BLI_ghashIterator_done(&ghi) == false;
BLI_ghashIterator_step(&ghi)) {
EEVEE_GeometryMotionData *mb_geom = BLI_ghashIterator_getValue(&ghi);
if (!mb_geom->use_deform) {
continue;
}
switch (mb_geom->type) {
case EEVEE_HAIR_GEOM_MOTION_DATA:
if (mb_step == MB_CURR) {
/* TODO(fclem) Check if vertex count mismatch. */
mb_geom->use_deform = true;
}
else {
mb_geom->hair_pos[mb_step] = GPU_vertbuf_duplicate(mb_geom->hair_pos[mb_step]);
/* Create vbo immediately to bind to texture buffer. */
GPU_vertbuf_use(mb_geom->hair_pos[mb_step]);
mb_geom->hair_pos_tx[mb_step] = GPU_texture_create_from_vertbuf(
mb_geom->hair_pos[mb_step]);
}
break;
case EEVEE_MESH_GEOM_MOTION_DATA:
if (mb_step == MB_CURR) {
/* Modify batch to have data from adjacent frames. */
GPUBatch *batch = mb_geom->batch;
for (int i = 0; i < MB_CURR; i++) {
GPUVertBuf *vbo = mb_geom->vbo[i];
if (vbo && batch) {
if (vbo->vertex_len != batch->verts[0]->vertex_len) {
/* Vertex count mismatch, disable deform motion blur. */
mb_geom->use_deform = false;
}
if (mb_geom->use_deform == false) {
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]);
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]);
break;
}
else {
/* Modify the batch to include the previous & next position. */
if (i == MB_PREV) {
GPU_batch_vertbuf_add_ex(batch, vbo, true);
mb_geom->vbo[i] = NULL;
}
else {
/* This VBO can be reuse by next time step. Don't pass ownership. */
GPU_batch_vertbuf_add_ex(batch, vbo, false);
}
}
}
}
}
else {
GPUVertBuf *vbo = mb_geom->vbo[mb_step];
/* If this assert fails, it means that different EEVEE_GeometryMotionDatas
* has been used for each motion blur step. */
BLI_assert(vbo);
if (vbo) {
/* Use the vbo to perform the copy on the GPU. */
GPU_vertbuf_use(vbo);
/* Perform a copy to avoid loosing it after RE_engine_frame_set(). */
mb_geom->vbo[mb_step] = vbo = GPU_vertbuf_duplicate(vbo);
/* Find and replace "pos" attrib name. */
int attrib_id = GPU_vertformat_attr_id_get(&vbo->format, "pos");
GPU_vertformat_attr_rename(
&vbo->format, attrib_id, (mb_step == MB_PREV) ? "prv" : "nxt");
}
}
break;
default:
BLI_assert(0);
break;
}
}
}
void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
GHashIterator ghi;
BLI_assert((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0);
/* Camera Data. */
effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_CURR];
/* Object Data. */
for (BLI_ghashIterator_init(&ghi, effects->motion_blur.object);
BLI_ghashIterator_done(&ghi) == false;
BLI_ghashIterator_step(&ghi)) {
EEVEE_ObjectMotionData *mb_data = BLI_ghashIterator_getValue(&ghi);
copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_NEXT]);
}
/* Deformation Data. */
for (BLI_ghashIterator_init(&ghi, effects->motion_blur.geom);
BLI_ghashIterator_done(&ghi) == false;
BLI_ghashIterator_step(&ghi)) {
EEVEE_GeometryMotionData *mb_geom = BLI_ghashIterator_getValue(&ghi);
switch (mb_geom->type) {
case EEVEE_HAIR_GEOM_MOTION_DATA:
GPU_VERTBUF_DISCARD_SAFE(mb_geom->hair_pos[MB_PREV]);
DRW_TEXTURE_FREE_SAFE(mb_geom->hair_pos_tx[MB_PREV]);
mb_geom->hair_pos[MB_PREV] = mb_geom->hair_pos[MB_NEXT];
mb_geom->hair_pos_tx[MB_PREV] = mb_geom->hair_pos_tx[MB_NEXT];
break;
case EEVEE_MESH_GEOM_MOTION_DATA:
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]);
mb_geom->vbo[MB_PREV] = mb_geom->vbo[MB_NEXT];
if (mb_geom->vbo[MB_NEXT]) {
GPUVertBuf *vbo = mb_geom->vbo[MB_NEXT];
int attrib_id = GPU_vertformat_attr_id_get(&vbo->format, "nxt");
GPU_vertformat_attr_rename(&vbo->format, attrib_id, "prv");
}
break;
default:
BLI_assert(0);
break;
}
}
}
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) {
/* Create velocity max tiles in 2 passes. One for each dimension. */
GPU_framebuffer_bind(fbl->velocity_tiles_fb[0]);
DRW_draw_pass(psl->velocity_tiles_x);
GPU_framebuffer_bind(fbl->velocity_tiles_fb[1]);
DRW_draw_pass(psl->velocity_tiles);
/* Expand the tiles by reading the neighborhood. Do as many passes as required. */
int buf = 0;
for (int i = effects->motion_blur_max; i > 0; i -= EEVEE_VELOCITY_TILE_SIZE) {
GPU_framebuffer_bind(fbl->velocity_tiles_fb[buf]);
/* Change viewport to avoid invoking more pixel shaders than necessary since in one of the
* buffer the texture is way bigger in height. This avoid creating another texture and
* reduce VRAM usage. */
int w = GPU_texture_width(effects->velocity_tiles_tx);
int h = GPU_texture_height(effects->velocity_tiles_tx);
GPU_framebuffer_viewport_set(fbl->velocity_tiles_fb[buf], 0, 0, w, h);
DRW_draw_pass(psl->velocity_tiles_expand[buf]);
buf = buf ? 0 : 1;
}
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);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_object_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_expand_sh);
}