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authorJeroen Bakker <j.bakker@atmind.nl>2019-05-17 17:57:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-05-17 18:59:26 +0300
commitbc3139d79226896cf6c2b0813a1188eda70fad09 (patch)
treee5c7f1f878b4769def10e2ddbc75aacebda4afd5 /source/blender/draw
parent043299ab69ca47a42fc8ca4f629727f8a6a2dd31 (diff)
Cycles/Eevee: unify depth of field settings for cameras
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c173
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c13
3 files changed, 93 insertions, 95 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 3d058f7e46e..25d256e86b3 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -79,7 +79,9 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
- if (scene_eval->eevee.flag & SCE_EEVEE_DOF_ENABLED) {
+ 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();
@@ -87,94 +89,89 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
eevee_create_shader_depth_of_field(use_alpha);
}
- if (camera) {
- const float *viewport_size = DRW_viewport_size_get();
- Camera *cam = (Camera *)camera->data;
-
- /* 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};
-
- 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->gpu_dof.fstop;
- float blades = cam->gpu_dof.num_blades;
- float rotation = cam->gpu_dof.rotation;
- float ratio = 1.0f / cam->gpu_dof.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;
-
- /* this is factor that converts to the scene scale. focal length and sensor are expressed in
- * mm unit.scale_length is how many meters per blender unit we have. We want to convert to
- * blender units though because the shader reads coordinates in world space, which is in
- * blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here
- * (see T48157). */
- float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
- float scale_camera = 0.001f / scale;
- /* 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;
+ 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};
+
+ 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;
+
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in
+ * mm unit.scale_length is how many meters per blender unit we have. We want to convert to
+ * blender units though because the shader reads coordinates in world space, which is in
+ * blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here
+ * (see T48157). */
+ float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ /* 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 */
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index ccb79ea2b93..d46e850ba82 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -115,7 +115,7 @@ static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
Scene *scene = draw_ctx->scene;
Camera *cam = (Camera *)camera->data;
- float fstop = cam->gpu_dof.fstop;
+ float fstop = cam->dof.aperture_fstop;
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index ee8c8a0343f..6886b73650c 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -136,7 +136,9 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
- if ((wpd->shading.flag & V3D_SHADING_DEPTH_OF_FIELD) == 0 || (camera == NULL)) {
+ Camera *cam = camera != NULL ? camera->data : NULL;
+ if ((wpd->shading.flag & V3D_SHADING_DEPTH_OF_FIELD) == 0 || (cam == NULL) ||
+ ((cam->dof.flag & CAM_DOF_ENABLED) == 0)) {
wpd->dof_enabled = false;
return;
}
@@ -231,11 +233,10 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
RegionView3D *rv3d = draw_ctx->rv3d;
- Camera *cam = (Camera *)camera->data;
/* Parameters */
/* TODO UI Options */
- float fstop = cam->gpu_dof.fstop;
+ float fstop = cam->dof.aperture_fstop;
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;
@@ -265,9 +266,9 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
wpd->dof_near_far[0] = -cam->clip_start;
wpd->dof_near_far[1] = -cam->clip_end;
- float blades = cam->gpu_dof.num_blades;
- float rotation = cam->gpu_dof.rotation;
- float ratio = 1.0f / cam->gpu_dof.ratio;
+ float blades = cam->dof.aperture_blades;
+ float rotation = cam->dof.aperture_rotation;
+ float ratio = 1.0f / cam->dof.aperture_ratio;
if (wpd->dof_ubo == NULL || blades != wpd->dof_blades || rotation != wpd->dof_rotation ||
ratio != wpd->dof_ratio) {