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-rw-r--r--SConstruct5
-rw-r--r--release/scripts/startup/bl_ui/properties_data_camera.py2
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py22
-rw-r--r--source/blender/CMakeLists.txt1
-rw-r--r--source/blender/blenkernel/BKE_camera.h3
-rw-r--r--source/blender/blenkernel/BKE_screen.h2
-rw-r--r--source/blender/blenkernel/intern/camera.c21
-rw-r--r--source/blender/blenkernel/intern/screen.c25
-rw-r--r--source/blender/blenloader/intern/readfile.c8
-rw-r--r--source/blender/blenloader/intern/versioning_270.c11
-rw-r--r--source/blender/blenloader/intern/writefile.c5
-rw-r--r--source/blender/editors/include/ED_view3d.h11
-rw-r--r--source/blender/editors/render/render_opengl.c42
-rw-r--r--source/blender/editors/space_view3d/drawobject.c2
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c21
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c89
-rw-r--r--source/blender/gpu/CMakeLists.txt21
-rw-r--r--source/blender/gpu/GPU_compositing.h88
-rw-r--r--source/blender/gpu/GPU_extensions.h24
-rw-r--r--source/blender/gpu/SConscript5
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c863
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c258
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl206
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl68
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_lib.glsl47
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl82
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_vert.glsl9
-rw-r--r--source/blender/makesdna/DNA_camera_types.h3
-rw-r--r--source/blender/makesdna/DNA_gpu_types.h66
-rw-r--r--source/blender/makesdna/DNA_scene_types.h1
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h11
-rw-r--r--source/blender/makesdna/intern/makesdna.c1
-rw-r--r--source/blender/makesrna/intern/rna_camera.c9
-rw-r--r--source/blender/makesrna/intern/rna_scene.c134
-rw-r--r--source/blender/makesrna/intern/rna_space.c6
36 files changed, 2102 insertions, 72 deletions
diff --git a/SConstruct b/SConstruct
index 7de9f2c243c..225b532c8a0 100644
--- a/SConstruct
+++ b/SConstruct
@@ -761,6 +761,11 @@ if B.targets != ['cudakernels']:
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vertex_world.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_lib.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_vert.glsl")
data_to_c_simple("intern/opencolorio/gpu_shader_display_transform.glsl")
# --- blender ---
diff --git a/release/scripts/startup/bl_ui/properties_data_camera.py b/release/scripts/startup/bl_ui/properties_data_camera.py
index 0b0b9b6690d..7fc2c2ec084 100644
--- a/release/scripts/startup/bl_ui/properties_data_camera.py
+++ b/release/scripts/startup/bl_ui/properties_data_camera.py
@@ -177,6 +177,7 @@ class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
layout = self.layout
cam = context.camera
+ dof_options = cam.gpu_dof
layout.label(text="Focus:")
@@ -187,6 +188,7 @@ class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
col.active = cam.dof_object is None
col.prop(cam, "dof_distance", text="Distance")
+ col.prop(dof_options, "fstop", text="GPU fstop")
class DATA_PT_camera_display(CameraButtonsPanel, Panel):
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index d2c95715a7e..b5bd13781f7 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -2929,8 +2929,26 @@ class VIEW3D_PT_view3d_shading(Panel):
col.prop(view, "show_textured_shadeless")
col.prop(view, "show_backface_culling")
- if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
- col.prop(view, "show_occlude_wire")
+
+ if view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
+ if obj and obj.mode == 'EDIT':
+ col.prop(view, "show_occlude_wire")
+
+ fx_settings = view.fx_settings
+
+ sub = col.column()
+ sub.active = view.region_3d.view_perspective == 'CAMERA'
+ sub.prop(fx_settings, "use_dof")
+
+ col.prop(fx_settings, "use_ssao", text="Ambient Occlusion")
+ if fx_settings.use_ssao:
+ ssao_settings = fx_settings.ssao
+ subcol = col.column(align=True)
+ subcol.prop(ssao_settings, "factor")
+ subcol.prop(ssao_settings, "distance_max")
+ subcol.prop(ssao_settings, "attenuation")
+ subcol.prop(ssao_settings, "samples")
+ subcol.prop(ssao_settings, "color")
class VIEW3D_PT_view3d_motion_tracking(Panel):
diff --git a/source/blender/CMakeLists.txt b/source/blender/CMakeLists.txt
index 1cc232a8ed6..d87d5dfc2cc 100644
--- a/source/blender/CMakeLists.txt
+++ b/source/blender/CMakeLists.txt
@@ -46,6 +46,7 @@ set(SRC_DNA_INC
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_freestyle_types.h
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_genfile.h
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_gpencil_types.h
+ ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_gpu_types.h
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_group_types.h
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_image_types.h
${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_ipo_types.h
diff --git a/source/blender/blenkernel/BKE_camera.h b/source/blender/blenkernel/BKE_camera.h
index 26d4986d93e..77296920ee2 100644
--- a/source/blender/blenkernel/BKE_camera.h
+++ b/source/blender/blenkernel/BKE_camera.h
@@ -46,6 +46,7 @@ struct RenderData;
struct Scene;
struct rctf;
struct View3D;
+struct GPUFXSettings;
/* Camera Datablock */
@@ -122,6 +123,8 @@ bool BKE_camera_view_frame_fit_to_scene(struct Scene *scene, struct View3D *v3d,
bool BKE_camera_view_frame_fit_to_coords(struct Scene *scene, float (*cos)[3], int num_cos,
struct Object *camera_ob, float r_co[3], float *r_scale);
+void BKE_camera_to_gpu_dof(struct Object *camera, struct GPUFXSettings *r_fx_settings);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/blenkernel/BKE_screen.h b/source/blender/blenkernel/BKE_screen.h
index 3eb6ba7b6fa..29590c52b23 100644
--- a/source/blender/blenkernel/BKE_screen.h
+++ b/source/blender/blenkernel/BKE_screen.h
@@ -52,6 +52,7 @@ struct wmKeyConfig;
struct wmNotifier;
struct wmWindow;
struct wmWindowManager;
+struct GPUFXSettings;
#include "BLI_compiler_attrs.h"
@@ -294,6 +295,7 @@ void BKE_screen_view3d_scene_sync(struct bScreen *sc);
void BKE_screen_view3d_main_sync(ListBase *screen_lb, struct Scene *scene);
void BKE_screen_view3d_twmode_remove(struct View3D *v3d, const int i);
void BKE_screen_view3d_main_twmode_remove(ListBase *screen_lb, struct Scene *scene, const int i);
+void BKE_screen_gpu_fx_validate(struct GPUFXSettings *fx_settings);
/* zoom factor conversion */
float BKE_screen_view3d_zoom_to_fac(float camzoom);
diff --git a/source/blender/blenkernel/intern/camera.c b/source/blender/blenkernel/intern/camera.c
index e424823d8dc..e1d771dad65 100644
--- a/source/blender/blenkernel/intern/camera.c
+++ b/source/blender/blenkernel/intern/camera.c
@@ -49,6 +49,8 @@
#include "BKE_main.h"
#include "BKE_screen.h"
+#include "GPU_compositing.h"
+
/****************************** Camera Datablock *****************************/
void *BKE_camera_add(Main *bmain, const char *name)
@@ -66,7 +68,9 @@ void *BKE_camera_add(Main *bmain, const char *name)
cam->ortho_scale = 6.0;
cam->flag |= CAM_SHOWPASSEPARTOUT;
cam->passepartalpha = 0.5f;
-
+
+ GPU_fx_compositor_init_dof_settings(&cam->gpu_dof);
+
return cam;
}
@@ -686,3 +690,18 @@ bool BKE_camera_view_frame_fit_to_coords(
return camera_frame_fit_calc_from_data(&params, &data_cb, r_co, r_scale);
}
+void BKE_camera_to_gpu_dof(struct Object *camera, struct GPUFXSettings *r_fx_settings)
+{
+ if (camera->type == OB_CAMERA) {
+ Camera *cam = camera->data;
+ r_fx_settings->dof = &cam->gpu_dof;
+ r_fx_settings->dof->focal_length = cam->lens;
+ r_fx_settings->dof->sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
+ if (cam->dof_ob) {
+ r_fx_settings->dof->focus_distance = len_v3v3(cam->dof_ob->obmat[3], camera->obmat[3]);
+ }
+ else {
+ r_fx_settings->dof->focus_distance = cam->YF_dofdist;
+ }
+ }
+}
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c
index c9dba38b713..a6ac4551f4a 100644
--- a/source/blender/blenkernel/intern/screen.c
+++ b/source/blender/blenkernel/intern/screen.c
@@ -39,6 +39,8 @@
#include "MEM_guardedalloc.h"
+#include "GPU_compositing.h"
+
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
@@ -598,3 +600,26 @@ float BKE_screen_view3d_zoom_from_fac(float zoomfac)
{
return ((sqrtf(4.0f * zoomfac) - (float)M_SQRT2) * 50.0f);
}
+
+void BKE_screen_gpu_fx_validate(GPUFXSettings *fx_settings)
+{
+ /* currently we use DOF from the camera _only_,
+ * so we never allocate this, only copy from the Camera */
+#if 0
+ if ((fx_settings->dof == NULL) &&
+ (fx_settings->fx_flag & GPU_FX_FLAG_DOF))
+ {
+ GPUDOFSettings *fx_dof;
+ fx_dof = fx_settings->dof = MEM_callocN(sizeof(GPUDOFSettings), __func__);
+ }
+#endif
+
+ if ((fx_settings->ssao == NULL) &&
+ (fx_settings->fx_flag & GPU_FX_FLAG_SSAO))
+ {
+ GPUSSAOSettings *fx_ssao;
+ fx_ssao = fx_settings->ssao = MEM_callocN(sizeof(GPUSSAOSettings), __func__);
+
+ GPU_fx_compositor_init_ssao_settings(fx_ssao);
+ }
+}
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 66fbca395a8..204a7af69ef 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -6421,6 +6421,7 @@ static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
rv3d->render_engine = NULL;
rv3d->sms = NULL;
rv3d->smooth_timer = NULL;
+ rv3d->compositor = NULL;
}
}
}
@@ -6528,7 +6529,7 @@ static bool direct_link_screen(FileData *fd, bScreen *sc)
/* add local view3d too */
else if (sa->spacetype == SPACE_VIEW3D)
blo_do_versions_view3d_split_250(sa->spacedata.first, &sa->regionbase);
-
+
/* incase we set above */
sa->butspacetype = sa->spacetype;
@@ -6575,6 +6576,11 @@ static bool direct_link_screen(FileData *fd, bScreen *sc)
/* render can be quite heavy, set to solid on load */
if (v3d->drawtype == OB_RENDER)
v3d->drawtype = OB_SOLID;
+
+ if (v3d->fx_settings.dof)
+ v3d->fx_settings.dof = newdataadr(fd, v3d->fx_settings.dof);
+ if (v3d->fx_settings.ssao)
+ v3d->fx_settings.ssao = newdataadr(fd, v3d->fx_settings.ssao);
blo_do_versions_view3d_split_250(v3d, &sl->regionbase);
}
diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c
index 572566df6a2..23bf291b981 100644
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@ -35,6 +35,7 @@
#define DNA_DEPRECATED_ALLOW
#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
#include "DNA_constraint_types.h"
#include "DNA_sdna_types.h"
@@ -562,6 +563,16 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
FOREACH_NODETREE_END
}
+
+ if (!DNA_struct_elem_find(fd->filesdna, "Camera", "GPUDOFSettings", "gpu_dof")) {
+ Camera *ca;
+ for (ca = main->camera.first; ca; ca = ca->id.next) {
+ ca->gpu_dof.fstop = 128.0f;
+ ca->gpu_dof.focal_length = 1.0f;
+ ca->gpu_dof.focus_distance = 1.0f;
+ ca->gpu_dof.sensor = 1.0f;
+ }
+ }
}
if (!MAIN_VERSION_ATLEAST(main, 273, 7)) {
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index 6031400684c..308ab448fcd 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -2682,6 +2682,11 @@ static void write_screens(WriteData *wd, ListBase *scrbase)
for (bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next)
writestruct(wd, DATA, "BGpic", 1, bgpic);
if (v3d->localvd) writestruct(wd, DATA, "View3D", 1, v3d->localvd);
+
+ if (v3d->fx_settings.ssao)
+ writestruct(wd, DATA, "GPUSSAOSettings", 1, v3d->fx_settings.ssao);
+ if (v3d->fx_settings.dof)
+ writestruct(wd, DATA, "GPUDOFSettings", 1, v3d->fx_settings.dof);
}
else if (sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index b62d9960117..e6434a19952 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -61,6 +61,10 @@ struct rcti;
struct wmOperator;
struct wmOperatorType;
struct wmWindow;
+struct GPUFX;
+struct GPUOffScreen;
+struct GPUFXSettings;
+enum eGPUFXFlags;
/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
@@ -303,8 +307,11 @@ int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
bool ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen_init(struct Scene *scene, struct View3D *v3d);
-void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
- int winx, int winy, float viewmat[4][4], float winmat[4][4], bool do_bgpic, bool do_sky);
+void ED_view3d_draw_offscreen(
+ struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
+ float winmat[4][4], bool do_bgpic, bool do_sky, bool is_persp,
+ struct GPUOffScreen *ofs,
+ struct GPUFX *fx, struct GPUFXSettings *fx_settings);
struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag,
bool draw_background, int alpha_mode, char err_out[256]);
diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c
index fc6ff4eb0c0..402e72db217 100644
--- a/source/blender/editors/render/render_opengl.c
+++ b/source/blender/editors/render/render_opengl.c
@@ -33,6 +33,7 @@
#include "MEM_guardedalloc.h"
+#include "DNA_camera_types.h"
#include "BLI_math.h"
#include "BLI_math_color_blend.h"
#include "BLI_blenlib.h"
@@ -42,6 +43,7 @@
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
+#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
@@ -68,6 +70,7 @@
#include "GPU_extensions.h"
#include "GPU_glew.h"
+#include "GPU_compositing.h"
#include "render_intern.h"
@@ -92,6 +95,7 @@ typedef struct OGLRender {
ImageUser iuser;
GPUOffScreen *ofs;
+ GPUFX *fx;
int sizex, sizey;
int write_still;
@@ -180,7 +184,7 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
int i;
unsigned char *gp_rect;
- GPU_offscreen_bind(oglrender->ofs);
+ GPU_offscreen_bind(oglrender->ofs, true);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -200,22 +204,27 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
rgba_uchar_to_float(col_src, &gp_rect[i]);
blend_color_mix_float(&rr->rectf[i], &rr->rectf[i], col_src);
}
- GPU_offscreen_unbind(oglrender->ofs);
+ GPU_offscreen_unbind(oglrender->ofs, true);
MEM_freeN(gp_rect);
}
}
else if (view_context) {
+ bool is_persp;
+ /* full copy */
+ GPUFXSettings fx_settings = v3d->fx_settings;
+
ED_view3d_draw_offscreen_init(scene, v3d);
- GPU_offscreen_bind(oglrender->ofs); /* bind */
+ GPU_offscreen_bind(oglrender->ofs, true); /* bind */
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
/*int is_ortho = scene->r.mode & R_ORTHO;*/
camera = v3d->camera;
RE_GetCameraWindow(oglrender->re, camera, scene->r.cfra, winmat);
-
+ is_persp = true;
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
}
else {
rctf viewplane;
@@ -224,12 +233,17 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
bool is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
if (is_ortho) orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
else perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+
+ is_persp = !is_ortho;
}
rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");
if ((scene->r.mode & R_OSA) == 0) {
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat, draw_bgpic, draw_sky);
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_bgpic, draw_sky, is_persp,
+ oglrender->ofs, oglrender->fx, &fx_settings);
GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
}
else {
@@ -242,7 +256,10 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
BLI_jitter_init(jit_ofs, scene->r.osa);
/* first sample buffer, also initializes 'rv3d->persmat' */
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat, draw_bgpic, draw_sky);
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_bgpic, draw_sky, is_persp,
+ oglrender->ofs, oglrender->fx, &fx_settings);
GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
for (i = 0; i < sizex * sizey * 4; i++)
@@ -255,7 +272,10 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
(jit_ofs[j][0] * 2.0f) / sizex,
(jit_ofs[j][1] * 2.0f) / sizey);
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat_jitter, draw_bgpic, draw_sky);
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ draw_bgpic, draw_sky, is_persp,
+ oglrender->ofs, oglrender->fx, &fx_settings);
GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
for (i = 0; i < sizex * sizey * 4; i++)
@@ -268,7 +288,7 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
MEM_freeN(accum_buffer);
}
- GPU_offscreen_unbind(oglrender->ofs); /* unbind */
+ GPU_offscreen_unbind(oglrender->ofs, true); /* unbind */
}
else {
/* shouldnt suddenly give errors mid-render but possible */
@@ -448,6 +468,9 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
* running notifiers again will overwrite */
oglrender->scene->customdata_mask |= oglrender->scene->customdata_mask_modal;
+ if (oglrender->v3d->fx_settings.fx_flag & (GPU_FX_FLAG_DOF | GPU_FX_FLAG_SSAO)) {
+ oglrender->fx = GPU_fx_compositor_create();
+ }
}
/* create render */
@@ -497,6 +520,9 @@ static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
+ if (oglrender->fx)
+ GPU_fx_compositor_destroy(oglrender->fx);
+
GPU_offscreen_free(oglrender->ofs);
oglrender->scene->customdata_mask_modal = 0;
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 6ac2f426ed7..01a70d36eda 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -7392,7 +7392,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
if (ob->type == OB_MESH) {
if (dt < OB_SOLID) {
- zbufoff = 1;
+ zbufoff = true;
dt = OB_SOLID;
}
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 25085368dac..ff212a1d74e 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -56,6 +56,7 @@
#include "GPU_extensions.h"
#include "GPU_material.h"
+#include "GPU_compositing.h"
#include "BIF_gl.h"
@@ -418,6 +419,11 @@ static void view3d_free(SpaceLink *sl)
BKE_previewimg_free(&vd->defmaterial->preview);
MEM_freeN(vd->defmaterial);
}
+
+ if (vd->fx_settings.ssao)
+ MEM_freeN(vd->fx_settings.ssao);
+ if (vd->fx_settings.dof)
+ MEM_freeN(vd->fx_settings.dof);
}
@@ -459,7 +465,11 @@ static SpaceLink *view3d_duplicate(SpaceLink *sl)
}
v3dn->properties_storage = NULL;
-
+ if (v3dn->fx_settings.dof)
+ v3dn->fx_settings.dof = MEM_dupallocN(v3do->fx_settings.dof);
+ if (v3dn->fx_settings.ssao)
+ v3dn->fx_settings.ssao = MEM_dupallocN(v3do->fx_settings.ssao);
+
return (SpaceLink *)v3dn;
}
@@ -559,6 +569,11 @@ static void view3d_main_area_exit(wmWindowManager *wm, ARegion *ar)
GPU_offscreen_free(rv3d->gpuoffscreen);
rv3d->gpuoffscreen = NULL;
}
+
+ if (rv3d->compositor) {
+ GPU_fx_compositor_destroy(rv3d->compositor);
+ rv3d->compositor = NULL;
+ }
}
static int view3d_ob_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *UNUSED(event))
@@ -713,6 +728,9 @@ static void view3d_main_area_free(ARegion *ar)
if (rv3d->gpuoffscreen) {
GPU_offscreen_free(rv3d->gpuoffscreen);
}
+ if (rv3d->compositor) {
+ GPU_fx_compositor_destroy(rv3d->compositor);
+ }
MEM_freeN(rv3d);
ar->regiondata = NULL;
@@ -736,6 +754,7 @@ static void *view3d_main_area_duplicate(void *poin)
new->render_engine = NULL;
new->sms = NULL;
new->smooth_timer = NULL;
+ new->compositor = NULL;
return new;
}
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 929929c7dd0..94d0ffcc9ee 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -94,6 +94,7 @@
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
+#include "GPU_compositing.h"
#include "view3d_intern.h" /* own include */
@@ -1374,7 +1375,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
}
if (rv3d->gpuoffscreen)
- GPU_offscreen_bind(rv3d->gpuoffscreen);
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
else
glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
@@ -1397,7 +1398,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
draw_object_backbufsel(scene, v3d, rv3d, base->object);
if (rv3d->gpuoffscreen)
- GPU_offscreen_unbind(rv3d->gpuoffscreen);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
else
ar->swap = 0; /* mark invalid backbuf for wm draw */
@@ -1423,10 +1424,10 @@ void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int form
RegionView3D *rv3d = ar->regiondata;
if (rv3d->gpuoffscreen) {
- GPU_offscreen_bind(rv3d->gpuoffscreen);
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(x, y, w, h, format, type, data);
- GPU_offscreen_unbind(rv3d->gpuoffscreen);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
}
else {
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
@@ -2532,7 +2533,10 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
- ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat, false, false);
+ ED_view3d_draw_offscreen(
+ scene, v3d, &ar, winsize, winsize, viewmat, winmat,
+ false, false, true,
+ NULL, NULL, NULL);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype = drawtype;
@@ -3049,13 +3053,18 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
/* ED_view3d_draw_offscreen_init should be called before this to initialize
* stuff like shadow buffers
*/
-void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
- float viewmat[4][4], float winmat[4][4],
- bool do_bgpic, bool do_sky)
+void ED_view3d_draw_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ float viewmat[4][4], float winmat[4][4],
+ bool do_bgpic, bool do_sky, bool is_persp,
+ GPUOffScreen *ofs,
+ GPUFX *fx, GPUFXSettings *fx_settings)
{
struct bThemeState theme_state;
int bwinx, bwiny;
rcti brect;
+ bool do_compositing = false;
+ RegionView3D *rv3d = ar->regiondata;
glPushMatrix();
@@ -3082,9 +3091,15 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
- /* setup view matrices */
+
+ /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
-
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && fx) {
+ do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+ }
+
/* clear opengl buffers */
if (do_sky) {
view3d_main_area_clear(scene, v3d, ar, true);
@@ -3097,6 +3112,13 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
/* main drawing call */
view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true);
+ /* post process */
+ if (do_compositing) {
+ if (!winmat)
+ is_persp = rv3d->is_persp;
+ GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ }
+
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* draw grease-pencil stuff */
ED_region_pixelspace(ar);
@@ -3131,7 +3153,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
ImBuf *ibuf;
GPUOffScreen *ofs;
bool draw_sky = (alpha_mode == R_ADDSKY);
-
+
/* state changes make normal drawing go weird otherwise */
glPushAttrib(GL_LIGHTING_BIT);
@@ -3144,11 +3166,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
ED_view3d_draw_offscreen_init(scene, v3d);
- GPU_offscreen_bind(ofs);
+ GPU_offscreen_bind(ofs, true);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
+ GPUFXSettings fx_settings = {0};
+ Object *camera = v3d->camera;
BKE_camera_params_init(&params);
/* fallback for non camera objects */
@@ -3158,10 +3182,18 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat, draw_background, draw_sky);
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, params.winmat,
+ draw_background, draw_sky, !params.is_ortho,
+ ofs, NULL, &fx_settings);
}
else {
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL, draw_background, draw_sky);
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, NULL,
+ draw_background, draw_sky, true,
+ ofs, NULL, NULL);
}
/* read in pixels & stamp */
@@ -3173,7 +3205,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
/* unbind */
- GPU_offscreen_unbind(ofs);
+ GPU_offscreen_unbind(ofs, true);
GPU_offscreen_free(ofs);
glPopAttrib();
@@ -3451,13 +3483,15 @@ static void update_lods(Scene *scene, float camera_pos[3])
}
#endif
-
static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
RegionView3D *rv3d = ar->regiondata;
unsigned int lay_used = v3d->lay_used;
-
+
+ /* post processing */
+ bool do_compositing = false;
+
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
@@ -3481,6 +3515,22 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
}
#endif
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag) {
+ GPUFXSettings fx_settings;
+ BKE_screen_gpu_fx_validate(&v3d->fx_settings);
+ fx_settings = v3d->fx_settings;
+ if (!rv3d->compositor)
+ rv3d->compositor = GPU_fx_compositor_create();
+
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera)
+ BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
+ else {
+ fx_settings.dof = NULL;
+ }
+ do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
+ }
+
/* clear the background */
view3d_main_area_clear(scene, v3d, ar, false);
@@ -3492,6 +3542,11 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
/* main drawing call */
view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false);
+ /* post process */
+ if (do_compositing) {
+ GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
+ }
+
/* Disable back anti-aliasing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
glDisable(GL_MULTISAMPLE_ARB);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 361c247767f..7e32105a916 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -54,6 +54,21 @@ set(SRC
intern/gpu_material.c
intern/gpu_simple_shader.c
intern/gpu_select.c
+ intern/gpu_compositing.c
+
+ shaders/gpu_shader_fx_lib.glsl
+ shaders/gpu_shader_fx_ssao_frag.glsl
+ shaders/gpu_shader_fx_dof_frag.glsl
+ shaders/gpu_shader_fx_dof_vert.glsl
+ shaders/gpu_shader_fx_vert.glsl
+ shaders/gpu_shader_material.glsl
+ shaders/gpu_shader_sep_gaussian_blur_frag.glsl
+ shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+ shaders/gpu_shader_simple_frag.glsl
+ shaders/gpu_shader_simple_vert.glsl
+ shaders/gpu_shader_vertex.glsl
+ shaders/gpu_shader_vsm_store_frag.glsl
+ shaders/gpu_shader_vsm_store_vert.glsl
GPU_buffers.h
GPU_draw.h
@@ -63,6 +78,7 @@ set(SRC
GPU_material.h
GPU_simple_shader.h
GPU_select.h
+ GPU_compositing.h
intern/gpu_codegen.h
intern/gpu_extensions_private.h
)
@@ -76,6 +92,11 @@ data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
if(WITH_GAMEENGINE)
add_definitions(-DWITH_GAMEENGINE)
diff --git a/source/blender/gpu/GPU_compositing.h b/source/blender/gpu/GPU_compositing.h
new file mode 100644
index 00000000000..796341d4830
--- /dev/null
+++ b/source/blender/gpu/GPU_compositing.h
@@ -0,0 +1,88 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Antony Riakiotakis.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_compositing.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_COMPOSITING_H__
+#define __GPU_COMPOSITING_H__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
+typedef struct GPUFX GPUFX;
+struct GPUDOFSettings;
+struct GPUSSAOSettings;
+struct GPUOffScreen;
+struct GPUFXSettings;
+struct RegionView3D;
+struct rcti;
+struct Scene;
+struct View3D;
+enum eGPUFXFlags;
+
+/**** Public API *****/
+
+typedef enum GPUFXShaderEffect {
+ /* Screen space ambient occlusion shader */
+ GPU_SHADER_FX_SSAO = 1,
+
+ /* depth of field passes. Yep, quite a complex effect */
+ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
+ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
+ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
+ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
+ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
+} GPUFXShaderEffect;
+
+/* keep in synch with enum above! */
+#define MAX_FX_SHADERS 11
+
+/* generate a new FX compositor */
+GPUFX *GPU_fx_compositor_create(void);
+
+/* destroy a text compositor */
+void GPU_fx_compositor_destroy(GPUFX *fx);
+
+/* initialize a framebuffer with size taken from the viewport */
+bool GPU_fx_compositor_initialize_passes(
+ GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
+ const struct GPUFXSettings *fx_settings);
+
+/* do compositing on the fx passes that have been initialized */
+bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs);
+
+void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
+void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __GPU_COMPOSITING_H__
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index bb0cf2dd2b9..739d45663f8 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -107,11 +107,19 @@ int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
* - if created with from_blender, will not free the texture
*/
+typedef enum GPUHDRType {
+ GPU_HDR_NONE = 0,
+ GPU_HDR_HALF_FLOAT = 1,
+ GPU_HDR_FULL_FLOAT = (1 << 1),
+} GPUHDRType;
+
GPUTexture *GPU_texture_create_1D(int w, float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, GPUHDRType hdr, char err_out[256]);
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_procedural(int w, int h, float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_1D_procedural(int w, float *pixels, char err_out[256]);
GPUTexture *GPU_texture_from_blender(struct Image *ima,
struct ImageUser *iuser, bool is_data, double time, int mipmap);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
@@ -126,6 +134,8 @@ void GPU_texture_ref(GPUTexture *tex);
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
+void GPU_depth_texture_mode(GPUTexture *tex, bool compare, bool use_filter);
+
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
int GPU_texture_target(GPUTexture *tex);
@@ -145,11 +155,13 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex);
GPUFrameBuffer *GPU_framebuffer_create(void);
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]);
void GPU_framebuffer_texture_detach(GPUTexture *tex);
-void GPU_framebuffer_slot_bind(GPUFrameBuffer *fb, int slot);
+void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
+void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
+
void GPU_framebuffer_restore(void);
void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex);
@@ -159,8 +171,8 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
-void GPU_offscreen_bind(GPUOffScreen *ofs);
-void GPU_offscreen_unbind(GPUOffScreen *ofs);
+void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
+void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
int GPU_offscreen_width(GPUOffScreen *ofs);
int GPU_offscreen_height(GPUOffScreen *ofs);
@@ -177,7 +189,7 @@ void GPU_shader_unbind(void);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
- int arraysize, float *value);
+ int arraysize, const float *value);
void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
@@ -190,6 +202,8 @@ typedef enum GPUBuiltinShader {
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
+GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
+
void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
index e44a99286a8..158cfb67dda 100644
--- a/source/blender/gpu/SConscript
+++ b/source/blender/gpu/SConscript
@@ -65,6 +65,11 @@ import os
sources.extend((
os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_ssao_frag.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_frag.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_vert.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_lib.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 97064f43f5d..9e4d0d5f823 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -972,7 +972,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
input->textype = type;
//input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
- input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
new file mode 100644
index 00000000000..b423c14bd4b
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -0,0 +1,863 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Antony Riakiotakis.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_compositing.c
+ * \ingroup gpu
+ *
+ * System that manages framebuffer compositing.
+ */
+
+#include "BLI_sys_types.h"
+#include "BLI_rect.h"
+#include "BLI_math.h"
+#include "BLI_listbase.h"
+#include "BLI_linklist.h"
+
+#include "BLI_rand.h"
+#include "BLI_listbase.h"
+
+#include "DNA_vec_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_object_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_gpu_types.h"
+
+#include "GPU_extensions.h"
+#include "GPU_compositing.h"
+
+#include "GL/glew.h"
+
+#include "MEM_guardedalloc.h"
+
+static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
+static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
+
+struct GPUFX {
+ /* we borrow the term gbuffer from deferred rendering however this is just a regular
+ * depth/color framebuffer. Could be extended later though */
+ GPUFrameBuffer *gbuffer;
+
+ /* texture bound to the first color attachment of the gbuffer */
+ GPUTexture *color_buffer;
+
+ /* second texture used for ping-pong compositing */
+ GPUTexture *color_buffer_sec;
+
+ /* all those buffers below have to coexist. Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */
+ int dof_downsampled_w;
+ int dof_downsampled_h;
+
+ /* texture used for near coc and color blurring calculation */
+ GPUTexture *dof_near_coc_buffer;
+ /* blurred near coc buffer. */
+ GPUTexture *dof_near_coc_blurred_buffer;
+ /* final near coc buffer. */
+ GPUTexture *dof_near_coc_final_buffer;
+
+ /* half size blur buffer */
+ GPUTexture *dof_half_downsampled;
+ /* high quality dof texture downsamplers. 6 levels means 64 pixels wide */
+ GPUTexture *dof_nearfar_coc[6];
+ GPUTexture *dof_near_blur;
+ GPUTexture *dof_far_blur;
+ GPUTexture *dof_concentric_samples_tex;
+
+ /* texture bound to the depth attachment of the gbuffer */
+ GPUTexture *depth_buffer;
+
+ /* texture used for jittering for various effects */
+ GPUTexture *jitter_buffer;
+
+ /* texture used for ssao */
+ int ssao_sample_count;
+ GPUTexture *ssao_concentric_samples_tex;
+
+ /* dimensions of the gbuffer */
+ int gbuffer_dim[2];
+
+ GPUFXSettings settings;
+
+ /* or-ed flags of enabled effects */
+ int effects;
+
+ /* number of passes, needed to detect if ping pong buffer allocation is needed */
+ int num_passes;
+
+ /* we have a stencil, restore the previous state */
+ bool restore_stencil;
+};
+
+/* concentric mapping, see "A Low Distortion Map Between Disk and Square" and
+ * http://psgraphics.blogspot.nl/2011/01/improved-code-for-concentric-map.html */
+static GPUTexture * create_concentric_sample_texture(int side)
+{
+ GPUTexture *tex;
+ float midpoint = 0.5f * (side - 1);
+ float *texels = (float *)MEM_mallocN(sizeof(float) * 2 * side * side, "concentric_tex");
+ int i, j;
+
+ for (i = 0; i < side; i++) {
+ for (j = 0; j < side; j++) {
+ int index = (i * side + j) * 2;
+ float a = 1.0f - i / midpoint;
+ float b = 1.0f - j / midpoint;
+ float phi, r;
+ if (a * a > b * b) {
+ r = a;
+ phi = (M_PI_4) * (b / a);
+ }
+ else {
+ r = b;
+ phi = M_PI_2 - (M_PI_4) * (a / b);
+ }
+ texels[index] = r * cos(phi);
+ texels[index + 1] = r * sin(phi);
+ }
+ }
+
+ tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
+ MEM_freeN(texels);
+ return tex;
+}
+
+/* generate a new FX compositor */
+GPUFX *GPU_fx_compositor_create(void)
+{
+ GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
+
+ return fx;
+}
+
+static void cleanup_fx_dof_buffers(GPUFX *fx)
+{
+ if (fx->dof_near_coc_blurred_buffer) {
+ GPU_texture_free(fx->dof_near_coc_blurred_buffer);
+ fx->dof_near_coc_blurred_buffer = NULL;
+ }
+ if (fx->dof_near_coc_buffer) {
+ GPU_texture_free(fx->dof_near_coc_buffer);
+ fx->dof_near_coc_buffer = NULL;
+ }
+ if (fx->dof_near_coc_final_buffer) {
+ GPU_texture_free(fx->dof_near_coc_final_buffer);
+ fx->dof_near_coc_final_buffer = NULL;
+ }
+
+ if (fx->dof_half_downsampled) {
+ GPU_texture_free(fx->dof_half_downsampled);
+ fx->dof_half_downsampled = NULL;
+ }
+ if (fx->dof_nearfar_coc[0]) {
+ int i;
+ for (i = 0; i < 6; i++) {
+ GPU_texture_free(fx->dof_nearfar_coc[i]);
+ fx->dof_nearfar_coc[i] = NULL;
+ }
+ }
+ if (fx->dof_near_blur) {
+ GPU_texture_free(fx->dof_near_blur);
+ fx->dof_near_blur = NULL;
+ }
+ if (fx->dof_far_blur) {
+ GPU_texture_free(fx->dof_far_blur);
+ fx->dof_far_blur = NULL;
+ }
+ if (fx->dof_concentric_samples_tex) {
+ GPU_texture_free(fx->dof_concentric_samples_tex);
+ fx->dof_concentric_samples_tex = NULL;
+ }
+}
+
+static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
+{
+ if (fx->color_buffer) {
+ GPU_framebuffer_texture_detach(fx->color_buffer);
+ GPU_texture_free(fx->color_buffer);
+ fx->color_buffer = NULL;
+ }
+
+ if (fx->color_buffer_sec) {
+ GPU_framebuffer_texture_detach(fx->color_buffer_sec);
+ GPU_texture_free(fx->color_buffer_sec);
+ fx->color_buffer_sec = NULL;
+ }
+
+ if (fx->depth_buffer) {
+ GPU_framebuffer_texture_detach(fx->depth_buffer);
+ GPU_texture_free(fx->depth_buffer);
+ fx->depth_buffer = NULL;
+ }
+
+ cleanup_fx_dof_buffers(fx);
+
+ if (fx->ssao_concentric_samples_tex) {
+ GPU_texture_free(fx->ssao_concentric_samples_tex);
+ fx->ssao_concentric_samples_tex = NULL;
+ }
+
+ if (fx->jitter_buffer && do_fbo) {
+ GPU_texture_free(fx->jitter_buffer);
+ fx->jitter_buffer = NULL;
+ }
+
+ if (fx->gbuffer && do_fbo) {
+ GPU_framebuffer_free(fx->gbuffer);
+ fx->gbuffer = NULL;
+ }
+}
+
+/* destroy a text compositor */
+void GPU_fx_compositor_destroy(GPUFX *fx)
+{
+ cleanup_fx_gl_data(fx, true);
+ MEM_freeN(fx);
+}
+
+static GPUTexture * create_jitter_texture(void)
+{
+ float jitter [64 * 64][2];
+ int i;
+
+ for (i = 0; i < 64 * 64; i++) {
+ jitter[i][0] = 2.0f * BLI_frand() - 1.0;
+ jitter[i][1] = 2.0f * BLI_frand() - 1.0;
+ normalize_v2(jitter[i]);
+ }
+
+ return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], NULL);
+}
+
+
+bool GPU_fx_compositor_initialize_passes(
+ GPUFX *fx, const rcti *rect, const rcti *scissor_rect,
+ const GPUFXSettings *fx_settings)
+{
+ int w = BLI_rcti_size_x(rect) + 1, h = BLI_rcti_size_y(rect) + 1;
+ char err_out[256];
+ int num_passes = 0;
+ char fx_flag = fx_settings->fx_flag;
+
+ fx->effects = 0;
+
+ if (!fx_settings) {
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+
+ /* disable effects if no options passed for them */
+ if (!fx_settings->dof) {
+ fx_flag &= ~GPU_FX_FLAG_DOF;
+ }
+ if (!fx_settings->ssao || fx_settings->ssao->samples < 1) {
+ fx_flag &= ~GPU_FX_FLAG_SSAO;
+ }
+
+ if (!fx_flag) {
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+
+ fx->num_passes = 0;
+ /* dof really needs a ping-pong buffer to work */
+ if (fx_flag & GPU_FX_FLAG_DOF)
+ num_passes++;
+
+ if (fx_flag & GPU_FX_FLAG_SSAO)
+ num_passes++;
+
+ if (!fx->gbuffer)
+ fx->gbuffer = GPU_framebuffer_create();
+
+ /* try creating the jitter texture */
+ if (!fx->jitter_buffer)
+ fx->jitter_buffer = create_jitter_texture();
+
+ if (!fx->gbuffer)
+ return false;
+
+ /* check if color buffers need recreation */
+ if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
+ cleanup_fx_gl_data(fx, false);
+
+ if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ printf(".256%s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+
+ if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
+ printf("%.256s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+ }
+
+ if (fx_flag & GPU_FX_FLAG_SSAO) {
+ if (fx_settings->ssao->samples != fx->ssao_sample_count || !fx->ssao_concentric_samples_tex) {
+ if (fx_settings->ssao->samples < 1)
+ fx_settings->ssao->samples = 1;
+
+ fx->ssao_sample_count = fx_settings->ssao->samples;
+
+ if (fx->ssao_concentric_samples_tex) {
+ GPU_texture_free(fx->ssao_concentric_samples_tex);
+ }
+
+ fx->ssao_concentric_samples_tex = create_concentric_sample_texture(fx_settings->ssao->samples);
+ }
+ }
+ else {
+ if (fx->ssao_concentric_samples_tex) {
+ GPU_texture_free(fx->ssao_concentric_samples_tex);
+ fx->ssao_concentric_samples_tex = NULL;
+ }
+ }
+
+ /* create textures for dof effect */
+ if (fx_flag & GPU_FX_FLAG_DOF) {
+ if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
+ fx->dof_downsampled_w = w / 4;
+ fx->dof_downsampled_h = h / 4;
+
+ if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ {
+ printf("%.256s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+ if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ {
+ printf("%.256s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+ if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ {
+ printf("%.256s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+ }
+ }
+ else {
+ /* cleanup unnecessary buffers */
+ cleanup_fx_dof_buffers(fx);
+ }
+
+ /* we need to pass data between shader stages, allocate an extra color buffer */
+ if (num_passes > 1) {
+ if(!fx->color_buffer_sec) {
+ if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ printf(".256%s\n", err_out);
+ cleanup_fx_gl_data(fx, true);
+ return false;
+ }
+ }
+ }
+ else {
+ if (fx->color_buffer_sec) {
+ GPU_framebuffer_texture_detach(fx->color_buffer_sec);
+ GPU_texture_free(fx->color_buffer_sec);
+ fx->color_buffer_sec = NULL;
+ }
+ }
+
+ /* bind the buffers */
+
+ /* first depth buffer, because system assumes read/write buffers */
+ if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
+ printf("%.256s\n", err_out);
+
+ if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
+ printf("%.256s\n", err_out);
+
+ if(!GPU_framebuffer_check_valid(fx->gbuffer, err_out))
+ printf("%.256s\n", err_out);
+
+ GPU_texture_bind_as_framebuffer(fx->color_buffer);
+
+ /* enable scissor test. It's needed to ensure sculpting works correctly */
+ if (scissor_rect) {
+ int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
+ int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
+ glPushAttrib(GL_SCISSOR_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
+ w_sc, h_sc);
+ fx->restore_stencil = true;
+ }
+ else {
+ fx->restore_stencil = false;
+ }
+
+ fx->effects = fx_flag;
+
+ if (fx_settings)
+ fx->settings = *fx_settings;
+ fx->gbuffer_dim[0] = w;
+ fx->gbuffer_dim[1] = h;
+
+ fx->num_passes = num_passes;
+
+ return true;
+}
+
+static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOffScreen *ofs, GPUTexture *target)
+{
+ if ((*passes_left)-- == 1) {
+ GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
+ if (ofs) {
+ GPU_offscreen_bind(ofs, false);
+ }
+ else
+ GPU_framebuffer_restore();
+ }
+ else {
+ /* bind the ping buffer to the color buffer */
+ GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, NULL);
+ }
+}
+
+bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs)
+{
+ GPUTexture *src, *target;
+ int numslots = 0;
+ float invproj[4][4];
+ int i;
+ /* number of passes left. when there are no more passes, the result is passed to the frambuffer */
+ int passes_left = fx->num_passes;
+ /* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */
+ float viewvecs[3][4] = {
+ {-1.0f, -1.0f, -1.0f, 1.0f},
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f}
+ };
+
+ if (fx->effects == 0)
+ return false;
+
+ /* first, unbind the render-to-texture framebuffer */
+ GPU_framebuffer_texture_detach(fx->color_buffer);
+ GPU_framebuffer_texture_detach(fx->depth_buffer);
+
+ if (fx->restore_stencil)
+ glPopAttrib();
+
+ src = fx->color_buffer;
+ target = fx->color_buffer_sec;
+
+ /* set up quad buffer */
+ glVertexPointer(2, GL_FLOAT, 0, fullscreencos);
+ glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ /* full screen FX pass */
+
+ /* invert the view matrix */
+ invert_m4_m4(invproj, projmat);
+
+ /* convert the view vectors to view space */
+ for (i = 0; i < 3; i++) {
+ mul_m4_v4(invproj, viewvecs[i]);
+ /* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
+ if (is_persp)
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
+ viewvecs[i][3] = 1.0;
+ }
+
+ /* we need to store the differences */
+ viewvecs[1][0] -= viewvecs[0][0];
+ viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];
+
+ /* calculate a depth offset as well */
+ if (!is_persp) {
+ float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
+ mul_m4_v4(invproj, vec_far);
+ mul_v3_fl(vec_far, 1.0f / vec_far[3]);
+ viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
+ }
+
+ /* set invalid color in case shader fails */
+ glColor3f(1.0, 0.0, 1.0);
+ glDisable(GL_DEPTH_TEST);
+
+ /* ssao pass */
+ if (fx->effects & GPU_FX_FLAG_SSAO) {
+ GPUShader *ssao_shader;
+ ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
+ if (ssao_shader) {
+ const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
+ int color_uniform, depth_uniform;
+ int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
+ int ssao_jitter_uniform, ssao_concentric_tex;
+ float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
+ float sample_params[4];
+
+ sample_params[0] = fx->ssao_sample_count * fx->ssao_sample_count;
+ /* multiplier so we tile the random texture on screen */
+ sample_params[2] = fx->gbuffer_dim[0] / 64.0;
+ sample_params[3] = fx->gbuffer_dim[1] / 64.0;
+
+ ssao_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_params");
+ ssao_color_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_color");
+ color_uniform = GPU_shader_get_uniform(ssao_shader, "colorbuffer");
+ depth_uniform = GPU_shader_get_uniform(ssao_shader, "depthbuffer");
+ viewvecs_uniform = GPU_shader_get_uniform(ssao_shader, "viewvecs");
+ ssao_sample_params_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_sample_params");
+ ssao_concentric_tex = GPU_shader_get_uniform(ssao_shader, "ssao_concentric_tex");
+ ssao_jitter_uniform = GPU_shader_get_uniform(ssao_shader, "jitter_tex");
+
+ GPU_shader_bind(ssao_shader);
+
+ GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
+ GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
+ GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 4, 1, sample_params);
+
+ GPU_texture_bind(src, numslots++);
+ GPU_shader_uniform_texture(ssao_shader, color_uniform, src);
+
+ GPU_texture_bind(fx->depth_buffer, numslots++);
+ GPU_depth_texture_mode(fx->depth_buffer, false, true);
+ GPU_shader_uniform_texture(ssao_shader, depth_uniform, fx->depth_buffer);
+
+ GPU_texture_bind(fx->jitter_buffer, numslots++);
+ GPU_shader_uniform_texture(ssao_shader, ssao_jitter_uniform, fx->jitter_buffer);
+
+ GPU_texture_bind(fx->ssao_concentric_samples_tex, numslots++);
+ GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_concentric_samples_tex);
+
+ /* draw */
+ gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* disable bindings */
+ GPU_texture_unbind(src);
+ GPU_depth_texture_mode(fx->depth_buffer, true, false);
+ GPU_texture_unbind(fx->depth_buffer);
+ GPU_texture_unbind(fx->jitter_buffer);
+ GPU_texture_unbind(fx->ssao_concentric_samples_tex);
+
+ /* may not be attached, in that case this just returns */
+ if (target) {
+ GPU_framebuffer_texture_detach(target);
+ if (ofs) {
+ GPU_offscreen_bind(ofs, false);
+ }
+ else {
+ GPU_framebuffer_restore();
+ }
+ }
+
+ /* swap here, after src/target have been unbound */
+ SWAP(GPUTexture *, target, src);
+ numslots = 0;
+ }
+ }
+
+ /* second pass, dof */
+ if (fx->effects & GPU_FX_FLAG_DOF) {
+ const GPUDOFSettings *fx_dof = fx->settings.dof;
+ GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5;
+ float dof_params[4];
+ float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ float aperture = 2.0f * scale_camera * fx_dof->focal_length / fx_dof->fstop;
+
+ dof_params[0] = aperture * fabs(scale_camera * fx_dof->focal_length / (fx_dof->focus_distance - scale_camera * fx_dof->focal_length));
+ dof_params[1] = fx_dof->focus_distance;
+ dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
+ dof_params[3] = 0.0f;
+
+ /* DOF effect has many passes but most of them are performed on a texture whose dimensions are 4 times less than the original
+ * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based
+ * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
+ dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
+ dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
+ dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);
+ dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp);
+ dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp);
+
+ /* error occured, restore framebuffers and return */
+ if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) {
+ GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
+ GPU_framebuffer_restore();
+ return false;
+ }
+
+ /* pass first, first level of blur in low res buffer */
+ {
+ int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
+ int viewvecs_uniform;
+
+ float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
+
+ dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
+ invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
+ color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
+ depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
+ viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");
+
+ GPU_shader_bind(dof_shader_pass1);
+
+ GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);
+
+ GPU_texture_bind(src, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass1, color_uniform, src);
+
+ GPU_texture_bind(fx->depth_buffer, numslots++);
+ GPU_depth_texture_mode(fx->depth_buffer, false, true);
+ GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);
+
+ /* target is the downsampled coc buffer */
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+ /* binding takes care of setting the viewport to the downsampled size */
+ GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ /* disable bindings */
+ GPU_texture_unbind(src);
+ GPU_depth_texture_mode(fx->depth_buffer, true, false);
+ GPU_texture_unbind(fx->depth_buffer);
+
+ GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
+ numslots = 0;
+ }
+
+ /* second pass, gaussian blur the downsampled image */
+ {
+ int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
+ int viewvecs_uniform;
+ float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer),
+ 1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)};
+ float tmp = invrendertargetdim[0];
+ invrendertargetdim[0] = 0.0f;
+
+ dof_params[2] = GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
+
+ dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
+ invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim");
+ color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
+ depth_uniform = GPU_shader_get_uniform(dof_shader_pass2, "depthbuffer");
+ viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass2, "viewvecs");
+
+ /* Blurring vertically */
+ GPU_shader_bind(dof_shader_pass2);
+
+ GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass2, viewvecs_uniform, 4, 3, viewvecs[0]);
+
+ GPU_texture_bind(fx->depth_buffer, numslots++);
+ GPU_depth_texture_mode(fx->depth_buffer, false, true);
+ GPU_shader_uniform_texture(dof_shader_pass2, depth_uniform, fx->depth_buffer);
+
+ GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_buffer);
+
+ /* use final buffer as a temp here */
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+
+ /* Drawing quad */
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* *unbind/detach */
+ GPU_texture_unbind(fx->dof_near_coc_buffer);
+ GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);
+
+ /* Blurring horizontally */
+ invrendertargetdim[0] = tmp;
+ invrendertargetdim[1] = 0.0f;
+ GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+
+ GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_final_buffer);
+
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* *unbind/detach */
+ GPU_depth_texture_mode(fx->depth_buffer, true, false);
+ GPU_texture_unbind(fx->depth_buffer);
+
+ GPU_texture_unbind(fx->dof_near_coc_final_buffer);
+ GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer);
+
+ dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
+
+ numslots = 0;
+ }
+
+ /* third pass, calculate near coc */
+ {
+ int near_coc_downsampled, near_coc_blurred;
+
+ near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
+ near_coc_blurred = GPU_shader_get_uniform(dof_shader_pass3, "blurredcolorbuffer");
+
+ GPU_shader_bind(dof_shader_pass3);
+
+ GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass3, near_coc_downsampled, fx->dof_near_coc_buffer);
+
+ GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass3, near_coc_blurred, fx->dof_near_coc_blurred_buffer);
+
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ /* disable bindings */
+ GPU_texture_unbind(fx->dof_near_coc_buffer);
+ GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
+
+ /* unbinding here restores the size to the original */
+ GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);
+
+ numslots = 0;
+ }
+
+ /* fourth pass blur final coc once to eliminate discontinuities */
+ {
+ int near_coc_downsampled;
+ int invrendertargetdim_uniform;
+ float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer),
+ 1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)};
+
+ near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer");
+ invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim");
+
+ GPU_shader_bind(dof_shader_pass4);
+
+ GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass4, near_coc_downsampled, fx->dof_near_coc_final_buffer);
+ GPU_shader_uniform_vector(dof_shader_pass4, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ /* disable bindings */
+ GPU_texture_unbind(fx->dof_near_coc_final_buffer);
+
+ /* unbinding here restores the size to the original */
+ GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer);
+ GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
+
+ numslots = 0;
+ }
+
+ /* final pass, merge blurred layers according to final calculated coc */
+ {
+ int medium_blurred_uniform, high_blurred_uniform, original_uniform, depth_uniform, dof_uniform;
+ int invrendertargetdim_uniform, viewvecs_uniform;
+ float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
+
+ medium_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "mblurredcolorbuffer");
+ high_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "blurredcolorbuffer");
+ dof_uniform = GPU_shader_get_uniform(dof_shader_pass5, "dof_params");
+ invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass5, "invrendertargetdim");
+ original_uniform = GPU_shader_get_uniform(dof_shader_pass5, "colorbuffer");
+ depth_uniform = GPU_shader_get_uniform(dof_shader_pass5, "depthbuffer");
+ viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass5, "viewvecs");
+
+ GPU_shader_bind(dof_shader_pass5);
+
+ GPU_shader_uniform_vector(dof_shader_pass5, dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass5, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass5, viewvecs_uniform, 4, 3, viewvecs[0]);
+
+ GPU_texture_bind(src, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass5, original_uniform, src);
+
+ GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass5, high_blurred_uniform, fx->dof_near_coc_blurred_buffer);
+
+ GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
+ GPU_shader_uniform_texture(dof_shader_pass5, medium_blurred_uniform, fx->dof_near_coc_buffer);
+
+ GPU_texture_bind(fx->depth_buffer, numslots++);
+ GPU_depth_texture_mode(fx->depth_buffer, false, true);
+ GPU_shader_uniform_texture(dof_shader_pass5, depth_uniform, fx->depth_buffer);
+
+ /* if this is the last pass, prepare for rendering on the frambuffer */
+ gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ /* disable bindings */
+ GPU_texture_unbind(fx->dof_near_coc_buffer);
+ GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
+ GPU_texture_unbind(src);
+ GPU_depth_texture_mode(fx->depth_buffer, true, false);
+ GPU_texture_unbind(fx->depth_buffer);
+
+ /* may not be attached, in that case this just returns */
+ if (target) {
+ GPU_framebuffer_texture_detach(target);
+ if (ofs) {
+ GPU_offscreen_bind(ofs, false);
+ }
+ else {
+ GPU_framebuffer_restore();
+ }
+ }
+
+ SWAP(GPUTexture *, target, src);
+ numslots = 0;
+ }
+ }
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ GPU_shader_unbind();
+
+ return true;
+}
+
+void GPU_fx_compositor_init_dof_settings(GPUDOFSettings *fx_dof)
+{
+ fx_dof->fstop = 128.0f;
+ fx_dof->focal_length = 1.0f;
+ fx_dof->focus_distance = 1.0f;
+ fx_dof->sensor = 1.0f;
+}
+
+void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao)
+{
+ fx_ssao->factor = 1.0f;
+ fx_ssao->distance_max = 0.2f;
+ fx_ssao->attenuation = 1.0f;
+ fx_ssao->samples = 4;
+}
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index a6b711fd556..4d1a9770c78 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -47,6 +47,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
+#include "GPU_compositing.h"
#include "GPU_simple_shader.h"
#include "intern/gpu_extensions_private.h"
@@ -78,10 +79,17 @@ extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
+extern char datatoc_gpu_shader_fx_vert_glsl[];
+extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
+extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
+extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
+extern char datatoc_gpu_shader_fx_lib_glsl[];
typedef struct GPUShaders {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
+ /* cache for shader fx. Those can exist in combinations so store them here */
+ GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
} GPUShaders;
static struct GPUGlobal {
@@ -364,7 +372,9 @@ static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, i
MEM_freeN(pixels);
}
-static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
+static GPUTexture *GPU_texture_create_nD(
+ int w, int h, int n, float *fpixels, int depth, GPUHDRType hdr_type, int components,
+ char err_out[256])
{
GPUTexture *tex;
GLenum type, format, internalformat;
@@ -411,12 +421,45 @@ static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, in
internalformat = GL_DEPTH_COMPONENT;
}
else {
- type = GL_UNSIGNED_BYTE;
- format = GL_RGBA;
- internalformat = GL_RGBA8;
+ type = GL_FLOAT;
+
+ if (components == 4) {
+ format = GL_RGBA;
+ switch (hdr_type) {
+ case GPU_HDR_NONE:
+ internalformat = GL_RGBA8;
+ break;
+ case GPU_HDR_HALF_FLOAT:
+ internalformat = GL_RGBA16F;
+ break;
+ case GPU_HDR_FULL_FLOAT:
+ internalformat = GL_RGBA32F;
+ break;
+ default:
+ break;
+ }
+ }
+ else if (components == 2) {
+ format = GL_RG;
+ switch (hdr_type) {
+ case GPU_HDR_NONE:
+ internalformat = GL_RG8;
+ break;
+ case GPU_HDR_HALF_FLOAT:
+ internalformat = GL_RG16F;
+ break;
+ case GPU_HDR_FULL_FLOAT:
+ internalformat = GL_RG32F;
+ break;
+ default:
+ break;
+ }
+ }
- if (fpixels)
+ if (fpixels && hdr_type == GPU_HDR_NONE) {
+ type = GL_UNSIGNED_BYTE;
pixels = GPU_texture_convert_pixels(w*h, fpixels);
+ }
}
if (tex->target == GL_TEXTURE_1D) {
@@ -651,7 +694,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, err_out);
+ GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, err_out);
if (tex)
GPU_texture_unbind(tex);
@@ -659,9 +702,9 @@ GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
return tex;
}
-GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, char err_out[256])
+GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, GPUHDRType hdr, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, err_out);
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, err_out);
if (tex)
GPU_texture_unbind(tex);
@@ -671,7 +714,7 @@ GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, char err_out[256
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, err_out);
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, err_out);
if (tex)
GPU_texture_unbind(tex);
@@ -684,13 +727,45 @@ GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
*/
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, err_out);
+ GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, NULL);
+
+ GPU_texture_unbind(tex);
+ }
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_2D_procedural(int w, int h, float *pixels, char err_out[256])
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
+
+ if (tex) {
+ /* Now we tweak some of the settings */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ GPU_texture_unbind(tex);
+ }
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_1D_procedural(int w, float *pixels, char err_out[256])
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
+
+ if (tex) {
+ /* Now we tweak some of the settings */
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GPU_texture_unbind(tex);
}
@@ -702,7 +777,7 @@ void GPU_invalid_tex_init(void)
{
float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
- GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
+ GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
}
@@ -792,6 +867,45 @@ void GPU_texture_unbind(GPUTexture *tex)
GPU_print_error("Post Texture Unbind");
}
+void GPU_depth_texture_mode(GPUTexture *tex, bool compare, bool use_filter)
+{
+ GLenum arbnumber;
+
+ if (tex->number >= GG.maxtextures) {
+ GPU_print_error("Not enough texture slots.");
+ return;
+ }
+
+ if (!tex->depth) {
+ GPU_print_error("Not a depth texture.");
+ return;
+ }
+
+ if (tex->number == -1)
+ return;
+
+ GPU_print_error("Pre Texture Unbind");
+
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
+ if (tex->number != 0) glActiveTextureARB(arbnumber);
+ if (compare)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ if (use_filter) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+
+ GPU_print_error("Post Texture Unbind");
+}
+
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
@@ -982,13 +1096,23 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
glPushMatrix();
}
-void GPU_framebuffer_slot_bind(GPUFrameBuffer *fb, int slot)
+void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
+ int numslots = 0, i;
+ GLenum attachments[4];
+
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!");
return;
}
-
+
+ for (i = 0 ; i < 4; i++) {
+ if (fb->colortex[i]) {
+ attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
+ numslots++;
+ }
+ }
+
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
@@ -997,7 +1121,7 @@ void GPU_framebuffer_slot_bind(GPUFrameBuffer *fb, int slot)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
/* last bound prevails here, better allow explicit control here too */
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glDrawBuffers(numslots, attachments);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
/* push matrices and set default viewport and matrix */
@@ -1023,6 +1147,18 @@ void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUS
glPopAttrib();
}
+void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
+{
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ /* last bound prevails here, better allow explicit control here too */
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+
+ /* push matrices and set default viewport and matrix */
+ glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h);
+ GG.currentfb = fb->object;
+ GG.currentfb = fb->object;
+}
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
@@ -1045,7 +1181,6 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
return true;
}
-
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
int i;
@@ -1080,8 +1215,8 @@ void GPU_framebuffer_restore(void)
void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
- float scaleh[2] = {1.0f/GPU_texture_opengl_width(blurtex), 0.0f};
- float scalev[2] = {0.0f, 1.0f/GPU_texture_opengl_height(tex)};
+ const float scaleh[2] = {1.0f / GPU_texture_opengl_width(blurtex), 0.0f};
+ const float scalev[2] = {0.0f, 1.0f / GPU_texture_opengl_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
int scale_uniform, texture_source_uniform;
@@ -1103,7 +1238,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
GG.currentfb = blurfb->object;
GPU_shader_bind(blur_shader);
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scaleh);
+ GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_opengl_width(blurtex), GPU_texture_opengl_height(blurtex));
@@ -1126,7 +1261,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
-
+
/* Blurring vertically */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
@@ -1135,7 +1270,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
GG.currentfb = fb->object;
glViewport(0, 0, GPU_texture_opengl_width(tex), GPU_texture_opengl_height(tex));
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scalev);
+ GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
GPU_texture_bind(blurtex, 0);
@@ -1180,7 +1315,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256])
return NULL;
}
- ofs->color = GPU_texture_create_2D(width, height, NULL, err_out);
+ ofs->color = GPU_texture_create_2D(width, height, NULL, GPU_HDR_NONE, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
@@ -1214,15 +1349,20 @@ void GPU_offscreen_free(GPUOffScreen *ofs)
MEM_freeN(ofs);
}
-void GPU_offscreen_bind(GPUOffScreen *ofs)
+void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
{
glDisable(GL_SCISSOR_TEST);
- GPU_texture_bind_as_framebuffer(ofs->color);
+ if (save)
+ GPU_framebuffer_slots_bind(ofs->fb, 0);
+ else {
+ GPU_framebuffer_bind_no_save(ofs->fb, 0);
+ }
}
-void GPU_offscreen_unbind(GPUOffScreen *ofs)
+void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
{
- GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
+ if (restore)
+ GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
@@ -1250,6 +1390,7 @@ struct GPUShader {
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
+ int uniforms; /* required uniforms */
};
static void shader_print_errors(const char *task, char *log, const char **code, int totcode)
@@ -1494,7 +1635,7 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name)
return glGetUniformLocationARB(shader->object, name);
}
-void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, float *value)
+void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
{
if (location == -1)
return;
@@ -1588,8 +1729,64 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
return retval;
}
+#define MAX_DEFINES 100
+
+GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp)
+{
+ int offset;
+ char defines[MAX_DEFINES] = "";
+ /* avoid shaders out of range */
+ if (effects >= MAX_FX_SHADERS)
+ return NULL;
+
+ offset = 2 * effects;
+
+ if (persp) {
+ offset += 1;
+ strcat(defines, "#define PERSP_MATRIX\n");
+ }
+
+ if (!GG.shaders.fx_shaders[offset]) {
+ switch(effects) {
+ case GPU_SHADER_FX_SSAO:
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
+ strcat(defines, "#define FIRST_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
+ strcat(defines, "#define SECOND_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
+ strcat(defines, "#define THIRD_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
+ strcat(defines, "#define FOURTH_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
+ strcat(defines, "#define FIFTH_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
+ break;
+ }
+ }
+
+ return GG.shaders.fx_shaders[offset];
+}
+
+
void GPU_shader_free_builtin_shaders(void)
{
+ int i;
+
if (GG.shaders.vsm_store) {
MEM_freeN(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
@@ -1599,6 +1796,13 @@ void GPU_shader_free_builtin_shaders(void)
MEM_freeN(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
+
+ for (i = 0; i < 2 * MAX_FX_SHADERS; i++) {
+ if (GG.shaders.fx_shaders[i]) {
+ MEM_freeN(GG.shaders.fx_shaders[i]);
+ GG.shaders.fx_shaders[i] = NULL;
+ }
+ }
}
#if 0
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
new file mode 100644
index 00000000000..d52ab2243fe
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
@@ -0,0 +1,206 @@
+/* amount of offset to move one pixel left-right.
+ * In second pass some dimensions are zero to control verical/horizontal convolution */
+uniform vec2 invrendertargetdim;
+// color buffer
+uniform sampler2D colorbuffer;
+//blurred color buffer for DOF effect
+uniform sampler2D blurredcolorbuffer;
+// slightly blurred buffer
+uniform sampler2D mblurredcolorbuffer;
+// depth buffer
+uniform sampler2D depthbuffer;
+
+// this includes focal distance in x and aperture size in y
+uniform vec4 dof_params;
+
+// viewvectors for reconstruction of world space
+uniform vec4 viewvecs[3];
+
+// coordinates on framebuffer in normalized (0.0-1.0) uv space
+varying vec4 uvcoordsvar;
+
+/* color texture coordinates, offset by a small amount */
+varying vec2 color_uv1;
+varying vec2 color_uv2;
+
+varying vec2 depth_uv1;
+varying vec2 depth_uv2;
+varying vec2 depth_uv3;
+varying vec2 depth_uv4;
+
+
+float calculate_far_coc(in float zdepth)
+{
+ float coc = dof_params.x * max(1.0 - dof_params.y / zdepth, 0.0);
+
+ /* multiply by 1.0 / sensor size to get the normalized size */
+ return coc * dof_params.z;
+}
+
+/* near coc only! when distance is nearer than focus plane first term is bigger than one */
+vec4 calculate_near_coc(in vec4 zdepth)
+{
+ vec4 coc = dof_params.x * max(vec4(dof_params.y) / zdepth - vec4(1.0), vec4(0.0));
+
+ /* multiply by 1.0 / sensor size to get the normalized size */
+ return coc * dof_params.z;
+}
+
+/* first pass blurs the color buffer heavily and gets the near coc only.
+ * There are many texture accesses here but they are done on a
+ * lower resolution image so overall bandwidth is not a concern */
+void first_pass()
+{
+ vec4 depth;
+ vec4 zdepth;
+ vec4 coc;
+ float final_coc;
+
+ /* amount to add to uvs so that they move one row further */
+ vec2 offset_row[3];
+ offset_row[0] = vec2(0.0, invrendertargetdim.y);
+ offset_row[1] = 2.0 * offset_row[0];
+ offset_row[2] = 3.0 * offset_row[0];
+
+ /* heavily blur the image */
+ vec4 color = texture2D(colorbuffer, color_uv1);
+ color += texture2D(colorbuffer, color_uv1 + offset_row[1]);
+ color += texture2D(colorbuffer, color_uv2);
+ color += texture2D(colorbuffer, color_uv2 + offset_row[1]);
+ color /= 4.0;
+
+ depth.r = texture2D(depthbuffer, depth_uv1).r;
+ depth.g = texture2D(depthbuffer, depth_uv2).r;
+ depth.b = texture2D(depthbuffer, depth_uv3).r;
+ depth.a = texture2D(depthbuffer, depth_uv4).r;
+
+ zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
+ coc = calculate_near_coc(zdepth);
+
+ depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[0]).r;
+ depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[0]).r;
+ depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[0]).r;
+ depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[0]).r;
+
+ zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
+ coc = max(calculate_near_coc(zdepth), coc);
+
+ depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[1]).r;
+ depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[1]).r;
+ depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[1]).r;
+ depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[1]).r;
+
+ zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
+ coc = max(calculate_near_coc(zdepth), coc);
+
+ depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[2]).r;
+ depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[2]).r;
+ depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[2]).r;
+ depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[2]).r;
+
+ zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
+ coc = max(calculate_near_coc(zdepth), coc);
+
+ final_coc = max(max(coc.x, coc.y), max(coc.z, coc.w));
+ gl_FragColor = vec4(color.rgb, final_coc);
+}
+
+/* second pass, gaussian blur the downsampled image */
+void second_pass()
+{
+ vec4 depth = vec4(texture2D(depthbuffer, uvcoordsvar.xy).r);
+
+ /* clever sampling to sample 2 pixels at once. Of course it's not real gaussian sampling this way */
+ vec4 color = texture2D(colorbuffer, uvcoordsvar.xy) * 0.3125;
+ color += texture2D(colorbuffer, uvcoordsvar.xy + invrendertargetdim) * 0.234375;
+ color += texture2D(colorbuffer, uvcoordsvar.xy + 2.5 * invrendertargetdim) * 0.09375;
+ color += texture2D(colorbuffer, uvcoordsvar.xy + 4.5 * invrendertargetdim) * 0.015625;
+ color += texture2D(colorbuffer, uvcoordsvar.xy -invrendertargetdim) * 0.234375;
+ color += texture2D(colorbuffer, uvcoordsvar.xy -2.5 * invrendertargetdim) * 0.09375;
+ color += texture2D(colorbuffer, uvcoordsvar.xy -4.5 * invrendertargetdim) * 0.015625;
+
+ gl_FragColor = color;
+}
+
+
+/* third pass, calculate the final coc from blurred and unblurred images */
+void third_pass()
+{
+ vec4 color = texture2D(colorbuffer, uvcoordsvar.xy);
+ vec4 color_blurred = texture2D(blurredcolorbuffer, uvcoordsvar.xy);
+ float coc = 2.0 * max(color_blurred.a, color.a); - color.a;
+ gl_FragColor = vec4(color.rgb, coc);
+}
+
+
+/* fourth pass, blur the final coc once to get rid of discontinuities */
+void fourth_pass()
+{
+ vec4 color = texture2D(colorbuffer, uvcoordsvar.xz);
+ color += texture2D(colorbuffer, uvcoordsvar.yz);
+ color += texture2D(colorbuffer, uvcoordsvar.xw);
+ color += texture2D(colorbuffer, uvcoordsvar.yw);
+
+ gl_FragColor = color / 4.0;
+}
+
+vec4 small_sample_blur(in sampler2D colorbuffer, in vec2 uv, in vec4 color)
+{
+ float weight = 1.0/ 17.0;
+ vec4 result = weight * color;
+ weight *= 4.0;
+
+ result += weight * texture2D(colorbuffer, uv + color_uv1.xy);
+ result += weight * texture2D(colorbuffer, uv - color_uv1.xy);
+ result += weight * texture2D(colorbuffer, uv + color_uv1.yx);
+ result += weight * texture2D(colorbuffer, uv - color_uv1.yx);
+
+ return result;
+}
+
+
+/* fourth pass, just visualize the third pass contents */
+void fifth_pass()
+{
+ vec4 factors;
+ vec4 color_orig = texture2D(colorbuffer, uvcoordsvar.xy);
+ vec4 highblurred = texture2D(blurredcolorbuffer, uvcoordsvar.xy);
+ vec4 mediumblurred = texture2D(mblurredcolorbuffer, uvcoordsvar.xy);
+ vec4 smallblurred = small_sample_blur(colorbuffer, uvcoordsvar.xy, color_orig);
+ float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
+
+ float zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), vec4(depth)).r;
+ float coc_far = clamp(calculate_far_coc(zdepth), 0.0, 1.0);
+
+ /* calculate final coc here */
+ float coc = max(max(coc_far, mediumblurred.a), 0.0);
+
+ float width = 2.5;
+ float radius = 0.2;
+
+ factors.x = 1.0 - clamp(width * coc, 0.0, 1.0);
+ factors.y = 1.0 - clamp(abs(width * (coc - 2.0 * radius)), 0.0, 1.0);
+ factors.z = 1.0 - clamp(abs(width * (coc - 3.0 * radius)), 0.0, 1.0);
+ factors.w = 1.0 - clamp(abs(width * (coc - 4.0 * radius)), 0.0, 1.0);
+ /* blend! */
+ vec4 color = factors.x * color_orig + factors.y * smallblurred + factors.z * mediumblurred + factors.w * highblurred;
+
+ color /= dot(factors, vec4(1.0));
+ gl_FragColor = vec4(color.rgb, 1.0);
+}
+
+
+void main()
+{
+#ifdef FIRST_PASS
+ first_pass();
+#elif defined(SECOND_PASS)
+ second_pass();
+#elif defined(THIRD_PASS)
+ third_pass();
+#elif defined(FOURTH_PASS)
+ fourth_pass();
+#elif defined(FIFTH_PASS)
+ fifth_pass();
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
new file mode 100644
index 00000000000..a2ef990c4e8
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
@@ -0,0 +1,68 @@
+uniform vec2 invrendertargetdim;
+
+//texture coordinates for framebuffer read
+varying vec4 uvcoordsvar;
+
+/* color texture coordinates, offset by a small amount */
+varying vec2 color_uv1;
+varying vec2 color_uv2;
+
+varying vec2 depth_uv1;
+varying vec2 depth_uv2;
+varying vec2 depth_uv3;
+varying vec2 depth_uv4;
+
+//very simple shader for gull screen FX, just pass values on
+
+void vert_generic()
+{
+ uvcoordsvar = gl_MultiTexCoord0;
+ gl_Position = gl_Vertex;
+}
+
+void vert_dof_first_pass()
+{
+ /* we offset the texture coordinates by 1.5 pixel,
+ * then we reuse that to sample the surrounding pixels */
+ color_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
+ color_uv2 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
+
+ depth_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
+ depth_uv2 = gl_MultiTexCoord0.xy + vec2(-0.5, -1.5) * invrendertargetdim;
+ depth_uv3 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
+ depth_uv4 = gl_MultiTexCoord0.xy + vec2(1.5, -1.5) * invrendertargetdim;
+
+ gl_Position = gl_Vertex;
+}
+
+void vert_dof_fourth_pass()
+{
+ vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
+ uvcoordsvar = gl_MultiTexCoord0.xxyy + halfpixel * vec4(invrendertargetdim.x,
+ invrendertargetdim.x, invrendertargetdim.y, invrendertargetdim.y);
+
+ gl_Position = gl_Vertex;
+}
+
+void vert_dof_fifth_pass()
+{
+ vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
+ color_uv1 = vec2(0.5, 1.5) * invrendertargetdim;
+
+ uvcoordsvar = gl_MultiTexCoord0;
+ gl_Position = gl_Vertex;
+}
+
+void main()
+{
+#ifdef FIRST_PASS
+ vert_dof_first_pass();
+#elif defined(FOURTH_PASS)
+ vert_dof_fourth_pass();
+#elif defined(FIFTH_PASS)
+ vert_dof_fifth_pass();
+#else
+ vert_generic();
+#endif
+}
+
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
new file mode 100644
index 00000000000..6c4bf3bb7a0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
@@ -0,0 +1,47 @@
+vec3 calculate_view_space_normal(in vec3 viewposition)
+{
+ vec3 normal = cross(normalize(dFdx(viewposition)),
+ normalize(dFdy(viewposition)));
+ normalize(normal);
+ return normal;
+}
+
+/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
+ * we change the factors from the article to fit the OpennGL model. */
+#ifdef PERSP_MATRIX
+
+/* perspective camera code */
+
+vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
+{
+ float d = 2.0 * depth - 1.0;
+
+ float zview = -gl_ProjectionMatrix[3][2] / (d + gl_ProjectionMatrix[2][2]);
+
+ return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff);
+}
+
+vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
+{
+ vec4 d = 2.0 * depth - vec4(1.0);
+
+ /* return positive value, so sign differs! */
+ return vec4(gl_ProjectionMatrix[3][2]) / (d + vec4(gl_ProjectionMatrix[2][2]));
+}
+
+#else
+/* orthographic camera code */
+
+vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
+{
+ vec3 offset = vec3(uvcoords, depth);
+
+ return vec3(viewvec_origin + offset * viewvec_diff);
+}
+
+vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
+{
+ return -(near + depth * range);
+}
+
+#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
new file mode 100644
index 00000000000..b33fda92a46
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
@@ -0,0 +1,82 @@
+// color buffer
+uniform sampler2D colorbuffer;
+
+// jitter texture for ssao
+uniform sampler2D jitter_tex;
+
+// concentric sample texture for ssao
+uniform sampler1D ssao_concentric_tex;
+
+// depth buffer
+uniform sampler2D depthbuffer;
+// coordinates on framebuffer in normalized (0.0-1.0) uv space
+varying vec4 uvcoordsvar;
+
+/* ssao_params.x : pixel scale for the ssao radious */
+/* ssao_params.y : factor for the ssao darkening */
+uniform vec4 ssao_params;
+uniform vec4 ssao_sample_params;
+uniform vec4 ssao_color;
+
+/* store the view space vectors for the corners of the view frustum here.
+ * It helps to quickly reconstruct view space vectors by using uv coordinates,
+ * see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+uniform vec4 viewvecs[3];
+
+float calculate_ssao_factor(float depth)
+{
+ /* take the normalized ray direction here */
+ vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.zw).rg;
+ vec2 rotY = vec2(-rotX.y, rotX.x);
+
+ /* occlusion is zero in full depth */
+ if (depth == 1.0)
+ return 0.0;
+
+ vec3 position = get_view_space_from_depth(uvcoordsvar.xy, viewvecs[0].xyz, viewvecs[1].xyz, depth);
+ vec3 normal = calculate_view_space_normal(position);
+
+ // find the offset in screen space by multiplying a point in camera space at the depth of the point by the projection matrix.
+ vec2 offset;
+ float homcoord = gl_ProjectionMatrix[2][3] * position.z + gl_ProjectionMatrix[3][3];
+ offset.x = gl_ProjectionMatrix[0][0] * ssao_params.x / homcoord;
+ offset.y = gl_ProjectionMatrix[1][1] * ssao_params.x / homcoord;
+ /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
+ offset *= 0.5;
+
+ float factor = 0.0;
+ int x;
+ int num_samples = int(ssao_sample_params.x);
+
+ for (x = 0; x < num_samples; x++) {
+ vec2 dir_sample = texture1D(ssao_concentric_tex, (float(x) + 0.5) / ssao_sample_params.x).rg;
+
+ /* rotate with random direction to get jittered result */
+ vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
+
+ vec2 uvcoords = uvcoordsvar.xy + dir_jittered * offset;
+
+ float depth_new = texture2D(depthbuffer, uvcoords).r;
+ if (depth_new != 1.0) {
+ vec3 pos_new = get_view_space_from_depth(uvcoords, viewvecs[0].xyz, viewvecs[1].xyz, depth_new);
+ vec3 dir = pos_new - position;
+ float len = length(dir);
+ float f = dot(dir, normal);
+
+ /* use minor bias here to avoid self shadowing */
+ if (f > 0.05 * len + 0.0001)
+ factor += f * 1.0/(len * (1.0 + len * len * ssao_params.z));
+ }
+ }
+
+ factor /= ssao_sample_params.x;
+
+ return clamp(factor * ssao_params.y, 0.0, 1.0);
+}
+
+void main()
+{
+ float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
+ vec4 color = mix(texture2D(colorbuffer, uvcoordsvar.xy), ssao_color, calculate_ssao_factor(depth));
+ gl_FragColor = vec4(color.rgb, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
new file mode 100644
index 00000000000..5194e414520
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
@@ -0,0 +1,9 @@
+varying vec4 uvcoordsvar;
+
+//very simple shader for full screen FX, just pass values on
+
+void main()
+{
+ uvcoordsvar = gl_MultiTexCoord0;
+ gl_Position = gl_Vertex;
+}
diff --git a/source/blender/makesdna/DNA_camera_types.h b/source/blender/makesdna/DNA_camera_types.h
index da7d98d2b22..c67a356a708 100644
--- a/source/blender/makesdna/DNA_camera_types.h
+++ b/source/blender/makesdna/DNA_camera_types.h
@@ -33,7 +33,7 @@
#define __DNA_CAMERA_TYPES_H__
#include "DNA_defs.h"
-
+#include "DNA_gpu_types.h"
#include "DNA_ID.h"
#ifdef __cplusplus
@@ -65,6 +65,7 @@ typedef struct Camera {
struct Ipo *ipo DNA_DEPRECATED; /* old animation system, deprecated for 2.5 */
struct Object *dof_ob;
+ struct GPUDOFSettings gpu_dof;
char sensor_fit;
char pad[7];
diff --git a/source/blender/makesdna/DNA_gpu_types.h b/source/blender/makesdna/DNA_gpu_types.h
new file mode 100644
index 00000000000..b6009b3f899
--- /dev/null
+++ b/source/blender/makesdna/DNA_gpu_types.h
@@ -0,0 +1,66 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file DNA_gpu_types.h
+ * \ingroup DNA
+ */
+
+#ifndef __DNA_GPU_TYPES_H__
+#define __DNA_GPU_TYPES_H__
+
+/* properties for dof effect */
+typedef struct GPUDOFSettings {
+ float focus_distance; /* focal distance for depth of field */
+ float fstop;
+ float focal_length;
+ float sensor;
+} GPUDOFSettings;
+
+/* properties for SSAO effect */
+typedef struct GPUSSAOSettings {
+ float factor;
+ float color[3];
+ float distance_max;
+ float attenuation;
+ int samples; /* ray samples, we use presets here for easy control instead of */
+ int pad;
+} GPUSSAOSettings;
+
+typedef struct GPUFXSettings {
+ GPUDOFSettings *dof;
+ GPUSSAOSettings *ssao;
+ char fx_flag; /* eGPUFXFlags */
+ char pad[7];
+} GPUFXSettings;
+
+/* shaderfx enables */
+typedef enum eGPUFXFlags {
+ GPU_FX_FLAG_DOF = (1 << 0),
+ GPU_FX_FLAG_SSAO = (1 << 1),
+} eGPUFXFlags;
+
+#endif /* __DNA_GPU_TYPES_H__ */
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 2d2ee4ab309..c20f5ff02f8 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -46,6 +46,7 @@ extern "C" {
#include "DNA_listBase.h"
#include "DNA_ID.h"
#include "DNA_freestyle_types.h"
+#include "DNA_gpu_types.h"
struct CurveMapping;
struct Object;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 543a95cc120..210deddc854 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -46,6 +46,7 @@ struct bGPdata;
struct SmoothView3DStore;
struct wmTimer;
struct Material;
+struct GPUFX;
/* This is needed to not let VC choke on near and far... old
* proprietary MS extensions... */
@@ -60,6 +61,7 @@ struct Material;
#include "DNA_listBase.h"
#include "DNA_image_types.h"
#include "DNA_movieclip_types.h"
+#include "DNA_gpu_types.h"
/* ******************************** */
@@ -146,6 +148,7 @@ typedef struct RegionView3D {
float rot_angle;
float rot_axis[3];
+ struct GPUFX *compositor;
} RegionView3D;
/* 3D ViewPort Struct */
@@ -210,11 +213,17 @@ typedef struct View3D {
struct ListBase afterdraw_transp;
struct ListBase afterdraw_xray;
struct ListBase afterdraw_xraytransp;
-
+
/* drawflags, denoting state */
char zbuf, transp, xray;
+
+ /* built-in shader effects (eGPUFXFlags) */
char pad3[5];
+ /* note, 'fx_settings.dof' is currently _not_ allocated,
+ * instead set (temporarily) from camera */
+ struct GPUFXSettings fx_settings;
+
void *properties_storage; /* Nkey panel stores stuff here (runtime only!) */
struct Material *defmaterial; /* used by matcap now */
diff --git a/source/blender/makesdna/intern/makesdna.c b/source/blender/makesdna/intern/makesdna.c
index ca8f56289ca..7f3e9b7c196 100644
--- a/source/blender/makesdna/intern/makesdna.c
+++ b/source/blender/makesdna/intern/makesdna.c
@@ -73,6 +73,7 @@ static const char *includefiles[] = {
"DNA_key_types.h",
"DNA_text_types.h",
"DNA_packedFile_types.h",
+ "DNA_gpu_types.h",
"DNA_camera_types.h",
"DNA_image_types.h",
"DNA_texture_types.h",
diff --git a/source/blender/makesrna/intern/rna_camera.c b/source/blender/makesrna/intern/rna_camera.c
index 5704004b4b6..31e991dd2b6 100644
--- a/source/blender/makesrna/intern/rna_camera.c
+++ b/source/blender/makesrna/intern/rna_camera.c
@@ -284,8 +284,6 @@ void RNA_def_camera(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Lens Unit", "Unit to edit lens in for the user interface");
/* pointers */
- rna_def_animdata_common(srna);
-
prop = RNA_def_property(srna, "dof_object", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_pointer_sdna(prop, NULL, "dof_ob");
@@ -293,6 +291,13 @@ void RNA_def_camera(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "DOF Object", "Use this object to define the depth of field focal point");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, NULL);
+ prop = RNA_def_property(srna, "gpu_dof", PROP_POINTER, PROP_NONE);
+ RNA_def_property_struct_type(prop, "GPUDOFSettings");
+ RNA_def_property_ui_text(prop, "GPU Depth Of Field", "");
+ RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, NULL);
+
+ rna_def_animdata_common(srna);
+
/* Camera API */
RNA_api_camera(srna);
}
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 1c133db37b7..b3151d5a844 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -1692,6 +1692,28 @@ static void rna_FreestyleSettings_module_remove(ID *id, FreestyleSettings *confi
WM_main_add_notifier(NC_SCENE | ND_RENDER_OPTIONS, NULL);
}
+char *rna_GPUDOF_path(PointerRNA *ptr)
+{
+ /* if there is ID-data, resolve the path using the index instead of by name,
+ * since the name used is the name of the texture assigned, but the texture
+ * may be used multiple times in the same stack
+ */
+ if (ptr->id.data) {
+ if (GS(((ID *)ptr->id.data)->name) == ID_CA) {
+ return BLI_strdup("gpu_dof");
+ }
+ }
+
+ return BLI_strdup("");;
+}
+
+static void rna_GPUFXSettings_fx_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
+{
+ GPUFXSettings *fx_settings = ptr->data;
+
+ BKE_screen_gpu_fx_validate(fx_settings);
+}
+
#else
static void rna_def_transform_orientation(BlenderRNA *brna)
@@ -3822,6 +3844,114 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
rna_def_scene_game_recast_data(brna);
}
+static void rna_def_gpu_dof_fx(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "GPUDOFSettings", NULL);
+ RNA_def_struct_ui_text(srna, "GPU DOF", "Settings for GPU based depth of field");
+ RNA_def_struct_ui_icon(srna, ICON_RENDERLAYERS);
+ RNA_def_struct_path_func(srna, "rna_GPUDOF_path");
+
+ prop = RNA_def_property(srna, "focus_distance", PROP_FLOAT, PROP_DISTANCE);
+ RNA_def_property_ui_text(prop, "Focus distance", "Viewport depth of field focus distance");
+ RNA_def_property_range(prop, 0.0f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 0.0f, 5000.0f, 1, 2);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "focal_length", PROP_FLOAT, PROP_DISTANCE_CAMERA);
+ RNA_def_property_ui_text(prop, "Focal Length", "Foca Length for dof effect");
+ RNA_def_property_range(prop, 1.0f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 1.0f, 5000.0f, 1, 2);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "sensor", PROP_FLOAT, PROP_DISTANCE_CAMERA);
+ RNA_def_property_ui_text(prop, "Sensor", "Size of sensor");
+ RNA_def_property_range(prop, 1.0f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 1.0f, 5000.0f, 1, 2);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "fstop", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "F/Stop", "FStop for dof effect");
+ RNA_def_property_range(prop, 0.0f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 0.1f, 128.0f, 10, 1);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+}
+
+static void rna_def_gpu_ssao_fx(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "GPUSSAOSettings", NULL);
+ RNA_def_struct_ui_text(srna, "GPU SSAO", "Settings for GPU based screen space ambient occlusion");
+ RNA_def_struct_ui_icon(srna, ICON_RENDERLAYERS);
+
+ prop = RNA_def_property(srna, "factor", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Strength", "Strength of the ssao effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "distance_max", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the SSAO effect");
+ RNA_def_property_range(prop, 0.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "attenuation", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Attenuation", "Attenuation constant");
+ RNA_def_property_range(prop, 1.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 1.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "samples", PROP_INT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Samples", "Number of samples. Final number is squared");
+ RNA_def_property_range(prop, 1, 30); /* 0 is needed for compression. */
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "color", PROP_FLOAT, PROP_COLOR_GAMMA);
+ RNA_def_property_ui_text(prop, "SSAO Color", "Color for screen space ambient occlusion effect");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+}
+
+
+static void rna_def_gpu_fx(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ rna_def_gpu_ssao_fx(brna);
+ rna_def_gpu_dof_fx(brna);
+
+ srna = RNA_def_struct(brna, "GPUFXSettings", NULL);
+ RNA_def_struct_ui_text(srna, "GPU FX Settings", "Settings for GPU based compositing");
+ RNA_def_struct_ui_icon(srna, ICON_RENDERLAYERS);
+
+ prop = RNA_def_property(srna, "dof", PROP_POINTER, PROP_NONE);
+ RNA_def_property_flag(prop, PROP_NEVER_NULL);
+ RNA_def_property_struct_type(prop, "GPUDOFSettings");
+ RNA_def_property_ui_text(prop, "Depth Of Field settings", "");
+
+ prop = RNA_def_property(srna, "use_dof", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "fx_flag", GPU_FX_FLAG_DOF);
+ RNA_def_property_ui_text(prop, "Depth Of Field", "Use depth of field on viewport using the values from active camera");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPUFXSettings_fx_update");
+
+
+ prop = RNA_def_property(srna, "ssao", PROP_POINTER, PROP_NONE);
+ RNA_def_property_flag(prop, PROP_NEVER_NULL);
+ RNA_def_property_struct_type(prop, "GPUSSAOSettings");
+ RNA_def_property_ui_text(prop, "Screen Space Ambient Occlusion settings", "");
+
+ prop = RNA_def_property(srna, "use_ssao", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "fx_flag", GPU_FX_FLAG_SSAO);
+ RNA_def_property_ui_text(prop, "SSAO", "Use screen space ambient occlusion of field on viewport");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPUFXSettings_fx_update");
+}
+
+
static void rna_def_scene_render_layer(BlenderRNA *brna)
{
StructRNA *srna;
@@ -5862,7 +5992,9 @@ void RNA_def_scene(BlenderRNA *brna)
/* *** Animated *** */
rna_def_scene_render_data(brna);
rna_def_scene_render_layer(brna);
-
+
+ rna_def_gpu_fx(brna);
+
/* Scene API */
RNA_api_scene(srna);
}
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 70b9f18df8c..24c80ccdb02 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -34,6 +34,7 @@
#include "BKE_key.h"
#include "BKE_movieclip.h"
#include "BKE_node.h"
+#include "BKE_screen.h"
#include "DNA_action_types.h"
#include "DNA_key_types.h"
@@ -2128,7 +2129,6 @@ static void rna_def_space_view3d(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}
};
-
srna = RNA_def_struct(brna, "SpaceView3D", "Space");
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_ui_text(srna, "3D View Space", "3D View space data");
@@ -2470,6 +2470,10 @@ static void rna_def_space_view3d(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Matcap", "Image to use for Material Capture, active objects only");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_SpaceView3D_matcap_update");
+ prop = RNA_def_property(srna, "fx_settings", PROP_POINTER, PROP_NONE);
+ RNA_def_property_ui_text(prop, "FX Options", "Options used for real time compositing");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
/* region */
srna = RNA_def_struct(brna, "RegionView3D", NULL);