1
1
This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/engines/eevee_next/eevee_velocity.hh
Clément Foucault d371dfbe2c DRW: Change binding API
Using bind() overload is too error prone.
2022-08-30 21:27:02 +02:00

149 lines
4.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* The velocity pass outputs motion vectors to use for either
* temporal re-projection or motion blur.
*
* It is the module that tracks the objects data between frames updates.
*/
#pragma once
#include "BLI_map.hh"
#include "eevee_shader_shared.hh"
#include "eevee_sync.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name VelocityModule
*
* \{ */
/** Container for scene velocity data. */
class VelocityModule {
public:
struct VelocityObjectData : public VelocityIndex {
/** ID to retrieve the corresponding #VelocityGeometryData after copy. */
ID *id;
};
struct VelocityGeometryData {
/** VertBuf not yet ready to be copied to the #VelocityGeometryBuf. */
GPUVertBuf *pos_buf = nullptr;
/* Offset in the #VelocityGeometryBuf to the start of the data. In vertex. */
int ofs;
/* Length of the vertex buffer. In vertex. */
int len;
};
/**
* The map contains indirection indices to the obmat and geometry in each step buffer.
* Note that each object component gets its own resource id so one component correspond to one
* geometry offset.
*/
Map<ObjectKey, VelocityObjectData> velocity_map;
/** Geometry to be copied to VelocityGeometryBuf. Indexed by evaluated ID *. Empty after */
Map<ID *, VelocityGeometryData> geometry_map;
/** Contains all objects matrices for each time step. */
std::array<VelocityObjectBuf *, 3> object_steps;
/** Contains all Geometry steps from deforming objects for each time step. */
std::array<VelocityGeometryBuf *, 3> geometry_steps;
/** Number of occupied slot in each `object_steps`. */
int3 object_steps_usage = int3(0);
/** Buffer of all #VelocityIndex used in this frame. Indexed by draw manager resource id. */
VelocityIndexBuf indirection_buf;
/** Frame time at which each steps were evaluated. */
float3 step_time;
/**
* Copies of camera data. One for previous and one for next time step.
*/
std::array<CameraDataBuf *, 3> camera_steps;
private:
Instance &inst_;
/** Step being synced. */
eVelocityStep step_ = STEP_CURRENT;
/** Step referenced as next step. */
eVelocityStep next_step_ = STEP_NEXT;
public:
VelocityModule(Instance &inst) : inst_(inst)
{
for (VelocityObjectBuf *&step_buf : object_steps) {
step_buf = new VelocityObjectBuf();
}
for (VelocityGeometryBuf *&step_buf : geometry_steps) {
step_buf = new VelocityGeometryBuf();
}
for (CameraDataBuf *&step_buf : camera_steps) {
step_buf = new CameraDataBuf();
}
};
~VelocityModule()
{
for (VelocityObjectBuf *step_buf : object_steps) {
delete step_buf;
}
for (VelocityGeometryBuf *step_buf : geometry_steps) {
delete step_buf;
}
for (CameraDataBuf *step_buf : camera_steps) {
delete step_buf;
}
}
void init();
void step_camera_sync();
void step_sync(eVelocityStep step, float time);
/* Gather motion data. Returns true if the object **can** have motion. */
bool step_object_sync(Object *ob,
ObjectKey &object_key,
ResourceHandle resource_handle,
int recalc = 0);
/* Moves next frame data to previous frame data. Nullify next frame data. */
void step_swap();
void begin_sync();
void end_sync();
void bind_resources(DRWShadingGroup *grp);
template<typename T> void bind_resources(draw::detail::Pass<T> *pass)
{
/* Storage Buf. */
pass->bind_ssbo(VELOCITY_OBJ_PREV_BUF_SLOT, &(*object_steps[STEP_PREVIOUS]));
pass->bind_ssbo(VELOCITY_OBJ_NEXT_BUF_SLOT, &(*object_steps[next_step_]));
pass->bind_ssbo(VELOCITY_GEO_PREV_BUF_SLOT, &(*geometry_steps[STEP_PREVIOUS]));
pass->bind_ssbo(VELOCITY_GEO_NEXT_BUF_SLOT, &(*geometry_steps[next_step_]));
pass->bind_ssbo(VELOCITY_INDIRECTION_BUF_SLOT, &indirection_buf);
/* Uniform Buf. */
pass->bind_ubo(VELOCITY_CAMERA_PREV_BUF, &(*camera_steps[STEP_PREVIOUS]));
pass->bind_ubo(VELOCITY_CAMERA_CURR_BUF, &(*camera_steps[STEP_CURRENT]));
pass->bind_ubo(VELOCITY_CAMERA_NEXT_BUF, &(*camera_steps[next_step_]));
}
bool camera_has_motion() const;
bool camera_changed_projection() const;
/* Returns frame time difference between two steps. */
float step_time_delta_get(eVelocityStep start, eVelocityStep end) const;
private:
bool object_has_velocity(const Object *ob);
bool object_is_deform(const Object *ob);
};
/** \} */
} // namespace blender::eevee