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blender-archive/source/blender/draw/engines/eevee/eevee_bloom.c
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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
*
* Eevee's bloom shader.
*/
#include "DRW_render.h"
#include "GPU_texture.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
static struct {
/* Bloom */
struct GPUShader *bloom_blit_sh[2];
struct GPUShader *bloom_downsample_sh[2];
struct GPUShader *bloom_upsample_sh[2];
struct GPUShader *bloom_resolve_sh[2];
} e_data = {{NULL}}; /* Engine data */
extern char datatoc_effect_bloom_frag_glsl[];
static void eevee_create_shader_bloom(void)
{
e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_BLIT\n");
e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_BLIT\n"
"#define HIGH_QUALITY\n");
e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_DOWNSAMPLE\n");
e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_DOWNSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_UPSAMPLE\n");
e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_UPSAMPLE\n"
"#define HIGH_QUALITY\n");
e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_RESOLVE\n");
e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
"#define STEP_RESOLVE\n"
"#define HIGH_QUALITY\n");
}
int EEVEE_bloom_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();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
if (scene_eval->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) {
const float *viewport_size = DRW_viewport_size_get();
/* Shaders */
if (!e_data.bloom_blit_sh[0]) {
eevee_create_shader_bloom();
}
/* Bloom */
int blitsize[2], texsize[2];
/* Blit Buffer */
effects->source_texel_size[0] = 1.0f / viewport_size[0];
effects->source_texel_size[1] = 1.0f / viewport_size[1];
blitsize[0] = (int)viewport_size[0];
blitsize[1] = (int)viewport_size[1];
effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
effects->bloom_blit = DRW_texture_pool_query_2d(
blitsize[0], blitsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(
&fbl->bloom_blit_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->bloom_blit)});
/* Parameters */
const float threshold = scene_eval->eevee.bloom_threshold;
const float knee = scene_eval->eevee.bloom_knee;
const float intensity = scene_eval->eevee.bloom_intensity;
const float *color = scene_eval->eevee.bloom_color;
const float radius = scene_eval->eevee.bloom_radius;
effects->bloom_clamp = scene_eval->eevee.bloom_clamp;
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
const int maxIterInt = effects->bloom_iteration_len = (int)maxIter;
CLAMP(effects->bloom_iteration_len, 1, MAX_BLOOM_STEP);
effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
effects->bloom_curve_threshold[0] = threshold - knee;
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
mul_v3_v3fl(effects->bloom_color, color, intensity);
/* Downsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_len; ++i) {
texsize[0] /= 2;
texsize[1] /= 2;
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
effects->bloom_downsample[i] = DRW_texture_pool_query_2d(
texsize[0], texsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(
&fbl->bloom_down_fb[i],
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->bloom_downsample[i])});
}
/* Upsample buffers */
copy_v2_v2_int(texsize, blitsize);
for (int i = 0; i < effects->bloom_iteration_len - 1; ++i) {
texsize[0] /= 2;
texsize[1] /= 2;
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
effects->bloom_upsample[i] = DRW_texture_pool_query_2d(
texsize[0], texsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(
&fbl->bloom_accum_fb[i],
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->bloom_upsample[i])});
}
return EFFECT_BLOOM | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb);
for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]);
}
return 0;
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name,
EEVEE_EffectsInfo *effects,
struct GPUShader *sh,
DRWPass **pass,
bool upsample)
{
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
DRW_shgroup_call_add(grp, quad, NULL);
DRW_shgroup_uniform_texture_ref(grp, "sourceBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
if (upsample) {
DRW_shgroup_uniform_texture_ref(grp, "baseBuffer", &effects->unf_base_buffer);
DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
}
return grp;
}
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
/** Bloom algorithm
*
* Overview :
* - Downsample the color buffer doing a small blur during each step.
* - Accumulate bloom color using previously downsampled color buffers
* and do an upsample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quarter res for performance)
*
* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
*
* Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
* | Λ
* [Downsample First] Source Color ─> + [Resolve]
* v |
* Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
* | Λ
* ─── ───
* Repeat Repeat
* ─── ───
* v |
* Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
* | Λ
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N] ─────────────────────────┘
*/
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;
eevee_create_bloom_pass("Bloom Downsample First",
effects,
e_data.bloom_downsample_sh[use_antiflicker],
&psl->bloom_downsample_first,
false);
eevee_create_bloom_pass(
"Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
eevee_create_bloom_pass("Bloom Upsample",
effects,
e_data.bloom_upsample_sh[use_highres],
&psl->bloom_upsample,
true);
grp = eevee_create_bloom_pass(
"Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
grp = eevee_create_bloom_pass(
"Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
}
}
void EEVEE_bloom_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;
/* Bloom */
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
struct GPUTexture *last;
/* Extract bright pixels */
copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
effects->unf_source_buffer = effects->source_buffer;
GPU_framebuffer_bind(fbl->bloom_blit_fb);
DRW_draw_pass(psl->bloom_blit);
/* Downsample */
copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
effects->unf_source_buffer = effects->bloom_blit;
GPU_framebuffer_bind(fbl->bloom_down_fb[0]);
DRW_draw_pass(psl->bloom_downsample_first);
last = effects->bloom_downsample[0];
for (int i = 1; i < effects->bloom_iteration_len; ++i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
effects->unf_source_buffer = last;
GPU_framebuffer_bind(fbl->bloom_down_fb[i]);
DRW_draw_pass(psl->bloom_downsample);
/* Used in next loop */
last = effects->bloom_downsample[i];
}
/* Upsample and accumulate */
for (int i = effects->bloom_iteration_len - 2; i >= 0; --i) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
effects->unf_source_buffer = effects->bloom_downsample[i];
effects->unf_base_buffer = last;
GPU_framebuffer_bind(fbl->bloom_accum_fb[i]);
DRW_draw_pass(psl->bloom_upsample);
last = effects->bloom_upsample[i];
}
/* Resolve */
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
effects->unf_source_buffer = last;
effects->unf_base_buffer = effects->source_buffer;
GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->bloom_resolve);
SWAP_BUFFERS();
}
}
void EEVEE_bloom_free(void)
{
for (int i = 0; i < 2; ++i) {
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[i]);
}
}