diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-02-01 20:09:06 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-02-01 22:47:56 +0300 |
commit | e52c5bcdb56886a10a8aa432c240f2f74dc7c0a5 (patch) | |
tree | 7995e62157781e1a2b287b620bd84db89ab86118 | |
parent | 12bd214b9ae5acc1c68346f82cf7eedffba0b21f (diff) |
Eevee: Add mist pass support.
Eevee: Render: Fix crash when not enabling mist pass.
-rw-r--r-- | release/scripts/startup/bl_ui/properties_view_layer.py | 1 | ||||
-rw-r--r-- | release/scripts/startup/bl_ui/properties_world.py | 28 | ||||
-rw-r--r-- | source/blender/draw/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_engine.c | 1 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_mist.c | 135 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 10 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_render.c | 36 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl | 31 |
8 files changed, 244 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py index e4a59f0dba7..b58b034ca55 100644 --- a/release/scripts/startup/bl_ui/properties_view_layer.py +++ b/release/scripts/startup/bl_ui/properties_view_layer.py @@ -467,6 +467,7 @@ class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel): col = split.column() col.prop(view_layer, "use_pass_combined") col.prop(view_layer, "use_pass_z") + col.prop(view_layer, "use_pass_mist") col.prop(view_layer, "use_pass_normal") col = split.column() diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py index e56a7977791..48eed9acb3a 100644 --- a/release/scripts/startup/bl_ui/properties_world.py +++ b/release/scripts/startup/bl_ui/properties_world.py @@ -243,6 +243,33 @@ class WORLD_PT_mist(WorldButtonsPanel, Panel): layout.prop(world.mist_settings, "falloff") +class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel): + bl_label = "Mist Pass" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_EEVEE'} + + @classmethod + def poll(cls, context): + engine = context.engine + if context.world and (engine in cls.COMPAT_ENGINES): + for view_layer in context.scene.view_layers: + if view_layer.use_pass_mist: + return True + + return False + + def draw(self, context): + layout = self.layout + + world = context.world + + split = layout.split(align=True) + split.prop(world.mist_settings, "start") + split.prop(world.mist_settings, "depth") + + layout.prop(world.mist_settings, "falloff") + + class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'} _context_path = "world" @@ -294,6 +321,7 @@ classes = ( WORLD_PT_mist, WORLD_PT_custom_props, EEVEE_WORLD_PT_surface, + EEVEE_WORLD_PT_mist, ) if __name__ == "__main__": # only for live edit. diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 1bff4b875ce..51b3db695c2 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -92,6 +92,7 @@ set(SRC engines/eevee/eevee_lightprobes.c engines/eevee/eevee_lights.c engines/eevee/eevee_materials.c + engines/eevee/eevee_mist.c engines/eevee/eevee_motion_blur.c engines/eevee/eevee_occlusion.c engines/eevee/eevee_render.c @@ -161,6 +162,7 @@ data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC) diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index a8dafe1ca7a..6c0d71a7432 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -390,6 +390,7 @@ static void eevee_engine_free(void) EEVEE_lightprobes_free(); EEVEE_lights_free(); EEVEE_materials_free(); + EEVEE_mist_free(); EEVEE_motion_blur_free(); EEVEE_occlusion_free(); EEVEE_screen_raytrace_free(); diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c new file mode 100644 index 00000000000..ba9157a7f91 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -0,0 +1,135 @@ +/* + * Copyright 2016, Blender Foundation. + * + * 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. + * + * Contributor(s): Blender Institute + * + */ + +/** \file eevee_mist.c + * \ingroup draw_engine + * + * Implementation of Blender Mist pass. + * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects. + */ + +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "DNA_world_types.h" + +#include "BLI_string_utils.h" + +#include "eevee_private.h" + +extern char datatoc_common_uniforms_lib_glsl[]; +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_effect_mist_frag_glsl[]; + +static struct { + struct GPUShader *mist_sh; +} e_data = {NULL}; /* Engine data */ + +void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + EEVEE_FramebufferList *fbl = vedata->fbl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + EEVEE_TextureList *txl = vedata->txl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_PassList *psl = vedata->psl; + EEVEE_PrivateData *g_data = stl->g_data; + Scene *scene = draw_ctx->scene; + + const float *viewport_size = DRW_viewport_size_get(); + float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + if (e_data.mist_sh == NULL) { + char *frag_str = BLI_string_joinN( + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_effect_mist_frag_glsl); + + e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n"); + + MEM_freeN(frag_str); + } + + /* Create FrameBuffer. */ + DRWFboTexture tex_data = {&txl->mist_accum, DRW_TEX_R_32, 0}; /* Should be enough precision for many samples. */ + DRW_framebuffer_init(&fbl->mist_accum_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], + &tex_data, 1); + + /* Clear texture. */ + DRW_framebuffer_bind(fbl->mist_accum_fb); + DRW_framebuffer_clear(true, false, false, clear, 0.0f); + + /* Mist settings. */ + if (scene && scene->world) { + g_data->mist_start = scene->world->miststa; + g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f; + + switch (scene->world->mistype) { + case WO_MIST_QUADRATIC: + g_data->mist_falloff = 2.0f; + break; + case WO_MIST_LINEAR: + g_data->mist_falloff = 1.0f; + break; + case WO_MIST_INVERSE_QUADRATIC: + g_data->mist_falloff = 0.5f; + break; + } + } + else { + float near = -sldata->common_data.view_vecs[0][2]; + float range = sldata->common_data.view_vecs[1][2]; + /* Fallback */ + g_data->mist_start = near; + g_data->mist_inv_dist = 1.0f / fabsf(range); + g_data->mist_falloff = 1.0f; + } + + /* XXX ??!! WHY? If not it does not match cycles. */ + g_data->mist_falloff *= 0.5f; + + /* Create Pass and shgroup. */ + psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); +} + +void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_PassList *psl = vedata->psl; + + if (fbl->mist_accum_fb != NULL) { + DRW_framebuffer_bind(fbl->mist_accum_fb); + DRW_draw_pass(psl->mist_accum_ps); + + /* Restore */ + DRW_framebuffer_bind(fbl->main); + } +} + +void EEVEE_mist_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.mist_sh); +} diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 1c35d5e7262..6a4a99fb1b0 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -160,6 +160,7 @@ typedef struct EEVEE_PassList { struct DRWPass *ao_horizon_search; struct DRWPass *ao_horizon_search_layer; struct DRWPass *ao_horizon_debug; + struct DRWPass *mist_accum_ps; struct DRWPass *motion_blur; struct DRWPass *bloom_blit; struct DRWPass *bloom_downsample_first; @@ -230,6 +231,7 @@ typedef struct EEVEE_FramebufferList { struct GPUFrameBuffer *volumetric_integ_fb; struct GPUFrameBuffer *screen_tracing_fb; struct GPUFrameBuffer *refract_fb; + struct GPUFrameBuffer *mist_accum_fb; struct GPUFrameBuffer *update_noise_fb; @@ -251,6 +253,7 @@ typedef struct EEVEE_TextureList { struct GPUTexture *bloom_blit; /* R16_G16_B16 */ struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */ struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */ + struct GPUTexture *mist_accum; struct GPUTexture *sss_dir_accum; struct GPUTexture *sss_col_accum; struct GPUTexture *ssr_normal_input; @@ -740,6 +743,8 @@ typedef struct EEVEE_PrivateData { float persmat[4][4], persinv[4][4]; float viewmat[4][4], viewinv[4][4]; float winmat[4][4], wininv[4][4]; + /* Mist Settings */ + float mist_start, mist_inv_dist, mist_falloff; } EEVEE_PrivateData; /* Transient data */ /* eevee_data.c */ @@ -838,6 +843,11 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat void EEVEE_motion_blur_draw(EEVEE_Data *vedata); void EEVEE_motion_blur_free(void); +/* eevee_mist.c */ +void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); +void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);; +void EEVEE_mist_free(void); + /* eevee_temporal_sampling.c */ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_temporal_sampling_matrices_calc( diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index e3d6d182053..b4a0986b56c 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -167,6 +167,11 @@ static void eevee_render_result_subsurface( const DRWContextState *draw_ctx = DRW_context_state_get(); ViewLayer *view_layer = draw_ctx->view_layer; + if (vedata->fbl->sss_accum_fb == NULL) { + /* SSS is not enabled. */ + return; + } + if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) { RenderLayer *rl = rr->layers.first; RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname); @@ -282,6 +287,30 @@ static void eevee_render_result_z( } } +static void eevee_render_result_mist( + RenderResult *rr, const char *viewname, + EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata)) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + + if ((view_layer->passflag & SCE_PASS_MIST) != 0) { + RenderLayer *rl = rr->layers.first; + RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname); + + IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); + float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples"); + + DRW_framebuffer_bind(vedata->fbl->mist_accum_fb); + DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 1, 0, rp->rect); + + /* This is the accumulated color. Divide by the number of samples. */ + for (int i = 0; i < rr->rectx * rr->recty; i++) { + rp->rect[i] /= render_samples; + } + } +} + void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph)) { const DRWContextState *draw_ctx = DRW_context_state_get(); @@ -305,6 +334,10 @@ void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct D EEVEE_subsurface_output_init(sldata, vedata); } + if ((view_layer->passflag & SCE_PASS_MIST) != 0) { + EEVEE_mist_output_init(sldata, vedata); + } + /* Init render result. */ const char *viewname = NULL; const float *render_size = DRW_viewport_size_get(); @@ -366,6 +399,8 @@ void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct D eevee_render_result_normal(rr, viewname, vedata, sldata); /* Volumetrics Resolve Opaque */ EEVEE_volumes_resolve(sldata, vedata); + /* Mist output */ + EEVEE_mist_output_accumulate(sldata, vedata); /* Transparent */ DRW_pass_sort_shgroup_z(psl->transparent_pass); DRW_draw_pass(psl->transparent_pass); @@ -377,6 +412,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct D eevee_render_result_combined(rr, viewname, vedata, sldata); eevee_render_result_subsurface(rr, viewname, vedata, sldata); + eevee_render_result_mist(rr, viewname, vedata, sldata); RE_engine_end_result(engine, rr, false, false, false); } diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl new file mode 100644 index 00000000000..fe38b2e9aac --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl @@ -0,0 +1,31 @@ +/* Convert depth to Mist factor */ +uniform vec3 mistSettings; + +#define mistStart mistSettings.x +#define mistInvDistance mistSettings.y +#define mistFalloff mistSettings.z + +out vec4 fragColor; + +void main() +{ + vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy; + vec2 uvs = gl_FragCoord.xy * texel_size; + + float depth = textureLod(depthBuffer, uvs, 0.0).r; + vec3 co = get_view_space_from_depth(uvs, depth); + + float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z; + + /* bring depth into 0..1 range */ + float mist = saturate((zcor - mistStart) * mistInvDistance); + + /* falloff */ + mist = pow(mist, mistFalloff); + + fragColor = vec4(mist); + + // if (mist > 0.999) fragColor = vec4(1.0); + // else if (mist > 0.0001) fragColor = vec4(0.5); + // else fragColor = vec4(0.0); +} |