Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-02-01 20:09:06 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-01 22:47:56 +0300
commite52c5bcdb56886a10a8aa432c240f2f74dc7c0a5 (patch)
tree7995e62157781e1a2b287b620bd84db89ab86118 /source/blender
parent12bd214b9ae5acc1c68346f82cf7eedffba0b21f (diff)
Eevee: Add mist pass support.
Eevee: Render: Fix crash when not enabling mist pass.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/CMakeLists.txt2
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c135
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h10
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c36
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl31
6 files changed, 215 insertions, 0 deletions
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);
+}