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blender-archive/source/blender/draw/engines/eevee/eevee_depth_of_field.c
Clément Foucault 65a3624877 Fix T66860 Crash on opening .blend file from 2.79
This was caused by the preview render of the material property panel being
1px wide. The computed half buffers width were rounded to 0.
2019-07-15 13:07:42 +02:00

278 lines
11 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
*
* Depth of field post process effect.
*/
#include "DRW_render.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
static struct {
/* Depth Of Field */
struct GPUShader *dof_downsample_sh[2];
struct GPUShader *dof_scatter_sh[2];
struct GPUShader *dof_resolve_sh[2];
} e_data = {{NULL}}; /* Engine data */
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
static void eevee_create_shader_depth_of_field(const bool use_alpha)
{
e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
datatoc_effect_dof_frag_glsl,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_DOWNSAMPLE\n" :
"#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
NULL,
datatoc_effect_dof_frag_glsl,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_SCATTER\n" :
"#define STEP_SCATTER\n");
e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(datatoc_effect_dof_frag_glsl,
use_alpha ?
"#define USE_ALPHA_DOF\n"
"#define STEP_RESOLVE\n" :
"#define STEP_RESOLVE\n");
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
Object *camera)
{
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);
Camera *cam = (camera != NULL) ? camera->data : NULL;
if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
RegionView3D *rv3d = draw_ctx->rv3d;
const bool use_alpha = !DRW_state_draw_background();
if (!e_data.dof_downsample_sh[use_alpha]) {
eevee_create_shader_depth_of_field(use_alpha);
}
const float *viewport_size = DRW_viewport_size_get();
/* Retrieve Near and Far distance */
effects->dof_near_far[0] = -cam->clip_start;
effects->dof_near_far[1] = -cam->clip_end;
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
buffer_size[0] = max_ii(1, buffer_size[0]);
buffer_size[1] = max_ii(1, buffer_size[1]);
eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
effects->dof_down_near = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
effects->dof_down_far = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
effects->dof_coc = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_down_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
GPU_ATTACHMENT_TEXTURE(effects->dof_coc)});
/* Go full 32bits for rendering and reduce the color artifacts. */
eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
effects->dof_blur = DRW_texture_pool_query_2d(
buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
});
if (!DRW_state_draw_background()) {
effects->dof_blur_alpha = DRW_texture_pool_query_2d(
buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0);
}
/* Parameters */
/* TODO UI Options */
float fstop = cam->dof.aperture_fstop;
float blades = cam->dof.aperture_blades;
float rotation = cam->dof.aperture_rotation;
float ratio = 1.0f / cam->dof.aperture_ratio;
float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
const float scale_camera = 0.001f;
/* we want radius here for the aperture number */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
if (rv3d != NULL) {
sensor_scaled *= rv3d->viewcamtexcofac[0];
}
effects->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
effects->dof_params[0] = -focus_dist * effects->dof_params[1];
effects->dof_bokeh[0] = rotation;
effects->dof_bokeh[1] = ratio;
effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
/* Precompute values to save instructions in fragment shader. */
effects->dof_bokeh_sides[0] = blades;
effects->dof_bokeh_sides[1] = blades > 0.0f ? 2.0f * M_PI / blades : 0.0f;
effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
effects->dof_bokeh_sides[3] = blades > 0.0f ? cosf(M_PI / blades) : 0.0f;
return EFFECT_DOF | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_fb);
return 0;
}
void EEVEE_depth_of_field_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();
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
/** Depth of Field algorithm
*
* Overview :
* - Down-sample the color buffer into 2 buffers weighted with
* CoC values. Also output CoC into a texture.
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
* - Finally composite the 2 blurred buffers with the original render.
*/
DRWShadingGroup *grp;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
const bool use_alpha = !DRW_state_draw_background();
DRW_PASS_CREATE(psl->dof_down, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_downsample_sh[use_alpha], psl->dof_down);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->dof_scatter, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
/* This create an empty batch of N triangles to be positioned
* by the vertex shader 0.4ms against 6ms with instancing */
const float *viewport_size = DRW_viewport_size_get();
const int sprite_len = ((int)viewport_size[0] / 2) *
((int)viewport_size[1] / 2); /* brackets matters */
grp = DRW_shgroup_create(e_data.dof_scatter_sh[use_alpha], psl->dof_scatter);
DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_down_near);
DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_down_far);
DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
DRW_shgroup_call_procedural_triangles(grp, NULL, sprite_len);
DRW_PASS_CREATE(psl->dof_resolve, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_resolve_sh[use_alpha], psl->dof_resolve);
DRW_shgroup_uniform_texture_ref(grp, "scatterBuffer", &effects->dof_blur);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call(grp, quad, NULL);
if (use_alpha) {
DRW_shgroup_uniform_texture_ref(grp, "scatterAlphaBuffer", &effects->dof_blur_alpha);
DRW_shgroup_uniform_bool_copy(grp, "unpremult", DRW_state_is_image_render());
}
}
}
void EEVEE_depth_of_field_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;
/* Depth Of Field */
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Downsample */
GPU_framebuffer_bind(fbl->dof_down_fb);
DRW_draw_pass(psl->dof_down);
/* Scatter */
GPU_framebuffer_bind(fbl->dof_scatter_fb);
GPU_framebuffer_clear_color(fbl->dof_scatter_fb, clear_col);
DRW_draw_pass(psl->dof_scatter);
/* Resolve */
GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->dof_resolve);
SWAP_BUFFERS();
}
}
void EEVEE_depth_of_field_free(void)
{
for (int i = 0; i < 2; ++i) {
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]);
}
}