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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/eevee_motion_blur.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_motion_blur.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c324
1 files changed, 159 insertions, 165 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index bc3e4b35936..f2863d572c4 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -41,199 +41,193 @@
#include "GPU_texture.h"
static struct {
- /* Motion Blur */
- struct GPUShader *motion_blur_sh;
+ /* 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(
- Scene *scene,
- ARegion *ar, RegionView3D *rv3d, View3D *v3d,
- Object *camera,
- float time,
- float r_mat[4][4])
+static void eevee_motion_blur_camera_get_matrix_at_time(Scene *scene,
+ ARegion *ar,
+ RegionView3D *rv3d,
+ View3D *v3d,
+ Object *camera,
+ float time,
+ float r_mat[4][4])
{
- float obmat[4][4];
-
- /* HACK */
- Object cam_cpy = *camera;
- Camera camdata_cpy = *(Camera *)(camera->data);
- cam_cpy.data = &camdata_cpy;
-
- /* Reset original pointers, so direct evaluation does not attempt to flush
- * animation back to the original object: otherwise viewport with motion
- * blur enabled will always loose non-keyed changes. */
- cam_cpy.id.orig_id = NULL;
- camdata_cpy.id.orig_id = NULL;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- /* Past matrix */
- /* FIXME : This is a temporal solution that does not take care of parent animations */
- /* Recalc Anim manually */
- BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
- BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
-
- /* Compute winmat */
- CameraParams params;
- BKE_camera_params_init(&params);
-
- if (v3d != NULL) {
- BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
- BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
- }
- else {
- BKE_camera_params_from_object(&params, &cam_cpy);
- BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
- }
-
- BKE_camera_params_compute_matrix(&params);
-
- /* 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);
+ float obmat[4][4];
+
+ /* HACK */
+ Object cam_cpy = *camera;
+ Camera camdata_cpy = *(Camera *)(camera->data);
+ cam_cpy.data = &camdata_cpy;
+
+ /* Reset original pointers, so direct evaluation does not attempt to flush
+ * animation back to the original object: otherwise viewport with motion
+ * blur enabled will always loose non-keyed changes. */
+ cam_cpy.id.orig_id = NULL;
+ camdata_cpy.id.orig_id = NULL;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ /* Past matrix */
+ /* FIXME : This is a temporal solution that does not take care of parent animations */
+ /* Recalc Anim manually */
+ BKE_animsys_evaluate_animdata(
+ draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
+ BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
+
+ /* Compute winmat */
+ CameraParams params;
+ BKE_camera_params_init(&params);
+
+ if (v3d != NULL) {
+ BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ }
+ else {
+ BKE_camera_params_from_object(&params, &cam_cpy);
+ BKE_camera_params_compute_viewplane(
+ &params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+ }
+
+ BKE_camera_params_compute_matrix(&params);
+
+ /* 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);
+ e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
{
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
- Scene *scene = draw_ctx->scene;
-
- View3D *v3d = draw_ctx->v3d;
- RegionView3D *rv3d = draw_ctx->rv3d;
- ARegion *ar = draw_ctx->ar;
-
- if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
- /* Update Motion Blur Matrices */
- if (camera) {
- float persmat[4][4];
- float ctime = DEG_get_ctime(draw_ctx->depsgraph);
- float delta = scene_eval->eevee.motion_blur_shutter;
- Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
-
- /* Viewport Matrix */
- /* Note: This does not have TAA jitter applied. */
- DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
-
- bool view_is_valid = (stl->g_data->view_updated == false);
-
- if (draw_ctx->evil_C != NULL) {
- struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
- view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
- }
-
- /* The view is jittered by the oglrenderer. So avoid testing in this case. */
- if (!DRW_state_is_image_render()) {
- view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
- /* WATCH: assume TAA init code runs last. */
- if (scene_eval->eevee.taa_samples == 1) {
- /* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */
- copy_m4_m4(effects->prev_drw_persmat, persmat);
- }
- }
-
- effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render();
-
- /* Current matrix */
- if (effects->motion_blur_mat_cached == false) {
- eevee_motion_blur_camera_get_matrix_at_time(
- scene,
- ar, rv3d, v3d,
- ob_camera_eval,
- ctime,
- effects->current_world_to_ndc);
- }
-
- /* Only continue if camera is not being keyed */
- if (DRW_state_is_image_render() ||
- compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f))
- {
- /* Past matrix */
- if (effects->motion_blur_mat_cached == false) {
- eevee_motion_blur_camera_get_matrix_at_time(
- scene,
- ar, rv3d, v3d,
- ob_camera_eval,
- 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,
- ob_camera_eval,
- ctime + delta,
- effects->future_world_to_ndc);
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ Scene *scene = draw_ctx->scene;
+
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
+ /* Update Motion Blur Matrices */
+ if (camera) {
+ float persmat[4][4];
+ float ctime = DEG_get_ctime(draw_ctx->depsgraph);
+ float delta = scene_eval->eevee.motion_blur_shutter;
+ Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
+
+ /* Viewport Matrix */
+ /* Note: This does not have TAA jitter applied. */
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+
+ bool view_is_valid = (stl->g_data->view_updated == false);
+
+ if (draw_ctx->evil_C != NULL) {
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
+ }
+
+ /* The view is jittered by the oglrenderer. So avoid testing in this case. */
+ if (!DRW_state_is_image_render()) {
+ view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
+ /* WATCH: assume TAA init code runs last. */
+ if (scene_eval->eevee.taa_samples == 1) {
+ /* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */
+ copy_m4_m4(effects->prev_drw_persmat, persmat);
+ }
+ }
+
+ effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render();
+
+ /* Current matrix */
+ if (effects->motion_blur_mat_cached == false) {
+ eevee_motion_blur_camera_get_matrix_at_time(
+ scene, ar, rv3d, v3d, ob_camera_eval, ctime, effects->current_world_to_ndc);
+ }
+
+ /* Only continue if camera is not being keyed */
+ if (DRW_state_is_image_render() ||
+ compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f)) {
+ /* Past matrix */
+ if (effects->motion_blur_mat_cached == false) {
+ eevee_motion_blur_camera_get_matrix_at_time(
+ scene, ar, rv3d, v3d, ob_camera_eval, 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,
+ ob_camera_eval,
+ ctime + delta,
+ effects->future_world_to_ndc);
#endif
- invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc);
- }
+ invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc);
+ }
- effects->motion_blur_mat_cached = true;
- effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
+ effects->motion_blur_mat_cached = true;
+ effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
- if (!e_data.motion_blur_sh) {
- eevee_create_shader_motion_blur();
- }
+ if (!e_data.motion_blur_sh) {
+ eevee_create_shader_motion_blur();
+ }
- return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
- }
- }
- }
+ return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
+ }
+ }
+ }
- return 0;
+ return 0;
}
void EEVEE_motion_blur_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();
-
- struct GPUBatch *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", effects->current_ndc_to_world);
- DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
- DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_call_add(grp, quad, NULL);
- }
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ struct GPUBatch *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", effects->current_ndc_to_world);
+ DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
+ DRW_shgroup_uniform_texture_ref(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) {
- GPU_framebuffer_bind(effects->target_buffer);
- DRW_draw_pass(psl->motion_blur);
- SWAP_BUFFERS();
- }
+ 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) {
+ GPU_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);
+ DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
}