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author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-24 19:28:51 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-25 17:02:49 +0300 |
commit | 3f6e14e667c4442bcc1f4d1fc795633cc706150f (patch) | |
tree | c0501be8f98350b1d5907d7a37b4382f38c1a4b7 /source/blender/draw/CMakeLists.txt | |
parent | aae2bf77351103b15e5a97daed7f396a546c001c (diff) |
Workbench: Depth Of Field: Initial Commit
The algorithm used is borrowed from :
http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
This makes it possible to have a decent blur for foreground over defocused
background in one pass only.
The algorithm is using a gather approach that is much faster
than the scatter approach used in Eevee. This makes it possible to have
custom bokeh shapes (not implemented yet) which would be impossible with
a separable gaussian technique.
The blur is done in 2 steps. The first one define the shape of the bokeh
and the second that fill the undersampling.
A downsample max-CoC tile texture speed up the gathering process.
Diffstat (limited to 'source/blender/draw/CMakeLists.txt')
-rw-r--r-- | source/blender/draw/CMakeLists.txt | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index cf41b3b3e28..20be15b3102 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -115,6 +115,7 @@ set(SRC engines/workbench/workbench_data.c engines/workbench/workbench_deferred.c engines/workbench/workbench_effect_aa.c + engines/workbench/workbench_effect_dof.c engines/workbench/workbench_effect_fxaa.c engines/workbench/workbench_effect_taa.c engines/workbench/workbench_engine.c @@ -227,6 +228,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_deferred_background_frag.glsl SRC) +data_to_c_simple(engines/workbench/shaders/workbench_effect_dof_frag.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_effect_fxaa_frag.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_effect_taa_frag.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC) |