diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-11-01 03:03:36 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-11-01 03:17:35 +0300 |
commit | 345ffe3e4d9f9a37e95f65afb02510fb2cca428a (patch) | |
tree | a7c44906515adfa085bf8fc0b253d03455c6fbe0 /source/blender/draw/engines/eevee/eevee_motion_blur.c | |
parent | d836adb2757d61a26687d1d89f83dcf9dea88e98 (diff) |
Eevee: Effects: Split each effect in it's own file.
This also:
- make sure to only compile the shader needed by the active effects.
- same thing for the shading groups.
- disable TAA if motion blur is active (avoid infinite refresh).
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_motion_blur.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_motion_blur.c | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c new file mode 100644 index 00000000000..5ca2dfe1949 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -0,0 +1,207 @@ +/* + * 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 + * + */ + +/* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ... + */ + +/** \file eevee_effects.c + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_anim_types.h" +#include "DNA_camera_types.h" +#include "DNA_screen_types.h" + +#include "BKE_global.h" /* for G.debug_value */ +#include "BKE_camera.h" +#include "BKE_object.h" +#include "BKE_animsys.h" +#include "BKE_screen.h" + +#include "ED_screen.h" + +#include "DEG_depsgraph.h" + +#include "eevee_private.h" +#include "GPU_texture.h" + +static struct { + /* Motion Blur */ + struct GPUShader *motion_blur_sh; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_effect_motion_blur_frag_glsl[]; + +static void eevee_motion_blur_camera_get_matrix_at_time( + const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4]) +{ + EvaluationContext eval_ctx; + float obmat[4][4]; + + /* HACK */ + Object cam_cpy; Camera camdata_cpy; + memcpy(&cam_cpy, camera, sizeof(cam_cpy)); + memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy)); + cam_cpy.data = &camdata_cpy; + + CTX_data_eval_ctx(C, &eval_ctx); + + /* Past matrix */ + /* FIXME : This is a temporal solution that does not take care of parent animations */ + /* Recalc Anim manualy */ + BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL); + BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); + BKE_object_where_is_calc_time(&eval_ctx, scene, &cam_cpy, time); + + /* Compute winmat */ + CameraParams params; + BKE_camera_params_init(¶ms); + + /* copy of BKE_camera_params_from_view3d */ + { + params.lens = v3d->lens; + params.clipsta = v3d->near; + params.clipend = v3d->far; + + /* camera view */ + BKE_camera_params_from_object(¶ms, &cam_cpy); + + params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom); + + params.offsetx = 2.0f * rv3d->camdx * params.zoom; + params.offsety = 2.0f * rv3d->camdy * params.zoom; + + params.shiftx *= params.zoom; + params.shifty *= params.zoom; + + params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom; + } + + BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); + BKE_camera_params_compute_matrix(¶ms); + + /* FIXME Should be done per view (MULTIVIEW) */ + normalize_m4_m4(obmat, cam_cpy.obmat); + invert_m4(obmat); + mul_m4_m4m4(r_mat, params.winmat, obmat); +} + +static void eevee_create_shader_motion_blur(void) +{ + e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL); +} + +int EEVEE_motion_blur_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + SceneLayer *scene_layer = draw_ctx->scene_layer; + Scene *scene = draw_ctx->scene; + View3D *v3d = draw_ctx->v3d; + RegionView3D *rv3d = draw_ctx->rv3d; + ARegion *ar = draw_ctx->ar; + IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); + + if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) { + /* Update Motion Blur Matrices */ + if (rv3d->persp == RV3D_CAMOB && v3d->camera) { + float persmat[4][4]; + float ctime = BKE_scene_frame_get(scene); + float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter"); + + /* Current matrix */ + eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world); + + /* Viewport Matrix */ + DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); + + /* Only continue if camera is not being keyed */ + if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) { + + /* Past matrix */ + eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc); + +#if 0 /* for future high quality blur */ + /* Future matrix */ + eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime + delta, effects->future_world_to_ndc); +#endif + invert_m4(effects->current_ndc_to_world); + + effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples"); + + if (!e_data.motion_blur_sh) { + eevee_create_shader_motion_blur(); + } + + return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER; + } + } + } + + return 0; +} + +void EEVEE_motion_blur_cache_init(EEVEE_SceneLayerData *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(); + + struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + + if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { + psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur); + DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1); + DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world); + DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc); + DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_call_add(grp, quad, NULL); + } +} + +void EEVEE_motion_blur_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; + + /* Motion Blur */ + if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { + DRW_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->motion_blur); + SWAP_BUFFERS(); + } +} + +void EEVEE_motion_blur_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh); +} |