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blender-archive/source/blender/gpu/GPU_compositing.h
Antonis Ryakiotakis 3e9947c4d4 Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

 http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
2015-03-19 15:18:14 +01:00

102 lines
3.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Antony Riakiotakis.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_compositing.h
* \ingroup gpu
*/
#ifndef __GPU_COMPOSITING_H__
#define __GPU_COMPOSITING_H__
#ifdef __cplusplus
extern "C" {
#endif
/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
typedef struct GPUFX GPUFX;
struct GPUDOFSettings;
struct GPUSSAOSettings;
struct GPUOffScreen;
struct GPUFXSettings;
struct RegionView3D;
struct rcti;
struct Scene;
struct View3D;
enum eGPUFXFlags;
/**** Public API *****/
typedef enum GPUFXShaderEffect {
/* Screen space ambient occlusion shader */
GPU_SHADER_FX_SSAO = 1,
/* depth of field passes. Yep, quite a complex effect */
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
/* high quality */
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE = 7,
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO = 8,
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE = 9,
GPU_SHADER_FX_DEPTH_RESOLVE = 10,
} GPUFXShaderEffect;
/* keep in synch with enum above! */
#define MAX_FX_SHADERS 11
/* generate a new FX compositor */
GPUFX *GPU_fx_compositor_create(void);
/* destroy a text compositor */
void GPU_fx_compositor_destroy(GPUFX *fx);
/* initialize a framebuffer with size taken from the viewport */
bool GPU_fx_compositor_initialize_passes(
GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
const struct GPUFXSettings *fx_settings);
/* do compositing on the fx passes that have been initialized */
bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs);
/* bind new depth buffer for XRay pass */
void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray);
/* resolve a final depth buffer by compositing the XRay and normal depth buffers */
void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
#ifdef __cplusplus
}
#endif
#endif // __GPU_COMPOSITING_H__