diff options
30 files changed, 1241 insertions, 49 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py index e031b32247a..062476f2624 100644 --- a/release/scripts/startup/bl_ui/properties_render.py +++ b/release/scripts/startup/bl_ui/properties_render.py @@ -162,6 +162,35 @@ class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel): col.prop(props, "motion_blur_steps", text="Steps") +class RENDER_PT_eevee_next_motion_blur(RenderButtonsPanel, Panel): + bl_label = "Motion Blur" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'} + + @classmethod + def poll(cls, context): + return (context.engine in cls.COMPAT_ENGINES) + + def draw_header(self, context): + scene = context.scene + props = scene.eevee + self.layout.prop(props, "use_motion_blur", text="") + + def draw(self, context): + layout = self.layout + layout.use_property_split = True + scene = context.scene + props = scene.eevee + + layout.active = props.use_motion_blur + col = layout.column() + col.prop(props, "motion_blur_position", text="Position") + col.prop(props, "motion_blur_shutter") + col.separator() + col.prop(props, "motion_blur_depth_scale") + col.prop(props, "motion_blur_steps", text="Steps") + + class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel): bl_label = "Depth of Field" bl_options = {'DEFAULT_CLOSED'} @@ -756,6 +785,7 @@ classes = ( RENDER_PT_eevee_film, RENDER_PT_eevee_next_sampling, + RENDER_PT_eevee_next_motion_blur, RENDER_PT_eevee_next_film, RENDER_PT_gpencil, diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 9744f2e3cee..9d3b392d7b3 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -138,6 +138,7 @@ set(SRC engines/eevee_next/eevee_film.cc engines/eevee_next/eevee_instance.cc engines/eevee_next/eevee_material.cc + engines/eevee_next/eevee_motion_blur.cc engines/eevee_next/eevee_pipeline.cc engines/eevee_next/eevee_renderbuffers.cc engines/eevee_next/eevee_sampling.cc @@ -367,7 +368,12 @@ set(GLSL_SRC engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl engines/eevee_next/shaders/eevee_geom_world_vert.glsl + engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl + engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl + engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl + engines/eevee_next/shaders/eevee_motion_blur_lib.glsl engines/eevee_next/shaders/eevee_nodetree_lib.glsl + engines/eevee_next/shaders/eevee_sampling_lib.glsl engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl engines/eevee_next/shaders/eevee_surf_depth_frag.glsl engines/eevee_next/shaders/eevee_surf_forward_frag.glsl diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh index 1e7979b594e..cb02689f34a 100644 --- a/source/blender/draw/engines/eevee_next/eevee_defines.hh +++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh @@ -45,3 +45,7 @@ #define LIGHTPROBE_FILTER_VIS_GROUP_SIZE 16 #define FILM_GROUP_SIZE 16 + +#define MOTION_BLUR_GROUP_SIZE 32 + +#define MOTION_BLUR_DILATE_GROUP_SIZE 512 diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index 608bf31335c..60e5f95d803 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -214,6 +214,11 @@ void Film::init(const int2 &extent, const rcti *output_rect) /* Filter obsolete passes. */ render_passes &= ~(EEVEE_RENDER_PASS_UNUSED_8 | EEVEE_RENDER_PASS_BLOOM); + if (scene_eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) { + /* Disable motion vector pass if motion blur is enabled. */ + render_passes &= ~EEVEE_RENDER_PASS_VECTOR; + } + /* TODO(@fclem): Can't we rely on depsgraph update notification? */ if (assign_if_different(enabled_passes_, render_passes)) { sampling.reset(); @@ -381,7 +386,7 @@ void Film::sync() DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[step_next])); DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx); - DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &rbuffers.combined_tx); + DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &combined_final_tx_); DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx); DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx); DRW_shgroup_uniform_texture_ref(grp, "diffuse_light_tx", &rbuffers.diffuse_light_tx); @@ -540,7 +545,7 @@ void Film::update_sample_table() } } -void Film::accumulate(const DRWView *view) +void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx) { if (inst_.is_viewport()) { DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); @@ -556,6 +561,8 @@ void Film::accumulate(const DRWView *view) update_sample_table(); + combined_final_tx_ = combined_final_tx; + /* Need to update the static references as there could have change from a previous swap. */ weight_src_tx_ = weight_tx_.current(); weight_dst_tx_ = weight_tx_.next(); @@ -588,6 +595,8 @@ void Film::display() GPU_framebuffer_bind(dfbl->default_fb); GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent)); + combined_final_tx_ = inst_.render_buffers.combined_tx; + /* Need to update the static references as there could have change from a previous swap. */ weight_src_tx_ = weight_tx_.current(); weight_dst_tx_ = weight_tx_.next(); diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh index 1165b9a4c12..d47e3dfa24b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.hh +++ b/source/blender/draw/engines/eevee_next/eevee_film.hh @@ -50,6 +50,8 @@ class Film { /** Static reference as SwapChain does not actually move the objects when swapping. */ GPUTexture *combined_src_tx_ = nullptr; GPUTexture *combined_dst_tx_ = nullptr; + /** Incomming combined buffer with post fx applied (motion blur + depth of field). */ + GPUTexture *combined_final_tx_ = nullptr; /** Weight buffers. Double buffered to allow updating it during accumulation. */ SwapChain<Texture, 2> weight_tx_; /** Static reference as SwapChain does not actually move the objects when swapping. */ @@ -74,7 +76,7 @@ class Film { void end_sync(); /** Accumulate the newly rendered sample contained in #RenderBuffers and blit to display. */ - void accumulate(const DRWView *view); + void accumulate(const DRWView *view, GPUTexture *combined_final_tx); /** Blit to display. No rendered sample needed. */ void display(); diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index 63d2dab6b4e..2bd47d9cfc6 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -61,6 +61,7 @@ void Instance::init(const int2 &output_res, camera.init(); film.init(output_res, output_rect); velocity.init(); + motion_blur.init(); main_view.init(); } @@ -93,14 +94,14 @@ void Instance::update_eval_members() void Instance::begin_sync() { materials.begin_sync(); - velocity.begin_sync(); + velocity.begin_sync(); /* NOTE: Also syncs camera. */ gpencil_engine_enabled = false; + motion_blur.sync(); pipelines.sync(); main_view.sync(); world.sync(); - camera.sync(); film.sync(); } @@ -212,13 +213,9 @@ void Instance::render_sample() sampling.step(); main_view.render(); -} - -/** \} */ -/* -------------------------------------------------------------------- */ -/** \name Interface - * \{ */ + motion_blur.step(); +} void Instance::render_frame(RenderLayer *render_layer, const char *view_name) { @@ -259,7 +256,10 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl) render_sample(); velocity.step_swap(); - if (!sampling.finished_viewport()) { + /* Do not request redraw during viewport animation to lock the framerate to the animation + * playback rate. This is in order to preserve motion blur aspect and also to avoid TAA reset + * that can show flickering. */ + if (!sampling.finished_viewport() && !DRW_state_is_playback()) { DRW_viewport_request_redraw(); } diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh index 1efda769648..01763fd76d9 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.hh +++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh @@ -18,6 +18,7 @@ #include "eevee_camera.hh" #include "eevee_film.hh" #include "eevee_material.hh" +#include "eevee_motion_blur.hh" #include "eevee_pipeline.hh" #include "eevee_renderbuffers.hh" #include "eevee_sampling.hh" @@ -34,6 +35,7 @@ namespace blender::eevee { */ class Instance { friend VelocityModule; + friend MotionBlurModule; public: ShaderModule &shaders; @@ -41,6 +43,7 @@ class Instance { MaterialModule materials; PipelineModule pipelines; VelocityModule velocity; + MotionBlurModule motion_blur; Sampling sampling; Camera camera; Film film; @@ -76,6 +79,7 @@ class Instance { materials(*this), pipelines(*this), velocity(*this), + motion_blur(*this), sampling(*this), camera(*this), film(*this), diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc new file mode 100644 index 00000000000..660eb9f1e22 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc @@ -0,0 +1,262 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + */ + +// #include "BLI_map.hh" +#include "DEG_depsgraph_query.h" + +#include "eevee_instance.hh" +#include "eevee_motion_blur.hh" +// #include "eevee_sampling.hh" +// #include "eevee_shader_shared.hh" +// #include "eevee_velocity.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name MotionBlurModule + * + * \{ */ + +void MotionBlurModule::init() +{ + const Scene *scene = inst_.scene; + + enabled_ = (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) != 0; + + if (!enabled_) { + motion_blur_fx_enabled_ = false; + return; + } + + /* Take into account the steps needed for fx motion blur. */ + int steps_count = max_ii(1, scene->eevee.motion_blur_steps) * 2 + 1; + + time_steps_.resize(steps_count); + + initial_frame_ = scene->r.cfra; + initial_subframe_ = scene->r.subframe; + frame_time_ = initial_frame_ + initial_subframe_; + shutter_position_ = scene->eevee.motion_blur_position; + shutter_time_ = scene->eevee.motion_blur_shutter; + + data_.depth_scale = scene->eevee.motion_blur_depth_scale; + motion_blur_fx_enabled_ = true; /* TODO(fclem): UI option. */ + + /* Viewport stops here. We only do Post-FX motion blur. */ + if (inst_.is_viewport()) { + enabled_ = false; + return; + } + + /* Without this there is the possibility of the curve table not being allocated. */ + BKE_curvemapping_changed((struct CurveMapping *)&scene->r.mblur_shutter_curve, false); + + Vector<float> cdf(CM_TABLE); + Sampling::cdf_from_curvemapping(scene->r.mblur_shutter_curve, cdf); + Sampling::cdf_invert(cdf, time_steps_); + + for (float &time : time_steps_) { + time = this->shutter_time_to_scene_time(time); + } + + step_id_ = 1; + + if (motion_blur_fx_enabled_) { + /* A bit weird but we have to sync the first 2 steps here because the step() + * function is only called after rendering a sample. */ + inst_.velocity.step_sync(STEP_PREVIOUS, time_steps_[0]); + inst_.velocity.step_sync(STEP_NEXT, time_steps_[2]); + } + inst_.set_time(time_steps_[1]); +} + +/* Runs after rendering a sample. */ +void MotionBlurModule::step() +{ + if (!enabled_) { + return; + } + + if (inst_.sampling.finished()) { + /* Restore original frame number. This is because the render pipeline expects it. */ + RE_engine_frame_set(inst_.render, initial_frame_, initial_subframe_); + } + else if (inst_.sampling.do_render_sync()) { + /* Time to change motion step. */ + BLI_assert(time_steps_.size() > step_id_ + 2); + step_id_ += 2; + + if (motion_blur_fx_enabled_) { + inst_.velocity.step_swap(); + inst_.velocity.step_sync(eVelocityStep::STEP_NEXT, time_steps_[step_id_ + 1]); + } + inst_.set_time(time_steps_[step_id_]); + } +} + +float MotionBlurModule::shutter_time_to_scene_time(float time) +{ + switch (shutter_position_) { + case SCE_EEVEE_MB_START: + /* No offset. */ + break; + case SCE_EEVEE_MB_CENTER: + time -= 0.5f; + break; + case SCE_EEVEE_MB_END: + time -= 1.0; + break; + default: + BLI_assert(!"Invalid motion blur position enum!"); + break; + } + time *= shutter_time_; + time += frame_time_; + return time; +} + +void MotionBlurModule::sync() +{ + /* Disable motion blur in viewport when changing camera projection type. + * Avoids really high velocities. */ + if (inst_.velocity.camera_changed_projection()) { + motion_blur_fx_enabled_ = false; + } + + if (!motion_blur_fx_enabled_) { + return; + } + + eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT; + RenderBuffers &render_buffers = inst_.render_buffers; + + { + /* Create max velocity tiles. */ + DRW_PASS_CREATE(tiles_flatten_ps_, DRW_STATE_NO_DRAW); + eShaderType shader = (inst_.is_viewport()) ? MOTION_BLUR_TILE_FLATTEN_VIEWPORT : + MOTION_BLUR_TILE_FLATTEN_RENDER; + GPUShader *sh = inst_.shaders.static_shader_get(shader); + DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_); + inst_.velocity.bind_resources(grp); + DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_); + DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &render_buffers.depth_tx); + DRW_shgroup_uniform_image_ref(grp, "velocity_img", &render_buffers.vector_tx); + DRW_shgroup_uniform_image_ref(grp, "out_tiles_img", &tiles_tx_); + + DRW_shgroup_call_compute_ref(grp, dispatch_flatten_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS | GPU_BARRIER_TEXTURE_FETCH); + } + { + /* Expand max velocity tiles by spreading them in their neighborhood. */ + DRW_PASS_CREATE(tiles_dilate_ps_, DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_TILE_DILATE); + DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_dilate_ps_); + DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_); + + DRW_shgroup_call_compute_ref(grp, dispatch_dilate_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE); + } + { + /* Do the motion blur gather algorithm. */ + DRW_PASS_CREATE(gather_ps_, DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_GATHER); + DRWShadingGroup *grp = DRW_shgroup_create(sh, gather_ps_); + inst_.sampling.bind_resources(grp); + DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_); + DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_); + DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "in_color_tx", &input_color_tx_, no_filter); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_); + + DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + } +} + +void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx) +{ + if (!motion_blur_fx_enabled_) { + return; + } + + const Texture &depth_tx = inst_.render_buffers.depth_tx; + + int2 extent = {depth_tx.width(), depth_tx.height()}; + int2 tiles_extent = math::divide_ceil(extent, int2(MOTION_BLUR_TILE_SIZE)); + + if (inst_.is_viewport()) { + float frame_delta = fabsf(inst_.velocity.step_time_delta_get(STEP_PREVIOUS, STEP_CURRENT)); + /* Avoid highly disturbing blurs, during navigation with high shutter time. */ + if (frame_delta > 0.0f && !DRW_state_is_navigating()) { + /* Rescale motion blur intensity to be shutter time relative and avoid long streak when we + * have frame skipping. Always try to stick to what the render frame would look like. */ + data_.motion_scale = float2(shutter_time_ / frame_delta); + } + else { + /* There is no time change. Motion only comes from viewport navigation and object transform. + * Apply motion blur as smoothing and only blur towards last frame. */ + data_.motion_scale = float2(1.0f, 0.0f); + + if (was_navigating_ != DRW_state_is_navigating()) { + /* Special case for navigation events that only last for one frame (for instance mouse + * scroll for zooming). For this case we have to wait for the next frame before enabling + * the navigation motion blur. */ + was_navigating_ = DRW_state_is_navigating(); + return; + } + } + was_navigating_ = DRW_state_is_navigating(); + + /* Change texture swizzling to avoid complexity in gather pass shader. */ + GPU_texture_swizzle_set(inst_.render_buffers.vector_tx, "rgrg"); + } + else { + data_.motion_scale = float2(1.0f); + } + /* Second motion vector is stored inverted. */ + data_.motion_scale.y = -data_.motion_scale.y; + data_.target_size_inv = 1.0f / float2(extent); + data_.push_update(); + + input_color_tx_ = *input_tx; + output_color_tx_ = *output_tx; + + dispatch_flatten_size_ = int3(tiles_extent, 1); + dispatch_dilate_size_ = int3(math::divide_ceil(tiles_extent, int2(MOTION_BLUR_GROUP_SIZE)), 1); + dispatch_gather_size_ = int3(math::divide_ceil(extent, int2(MOTION_BLUR_GROUP_SIZE)), 1); + + DRW_stats_group_start("Motion Blur"); + + tiles_tx_.acquire(tiles_extent, GPU_RGBA16F); + + GPU_storagebuf_clear_to_zero(tile_indirection_buf_); + + DRW_draw_pass(tiles_flatten_ps_); + DRW_draw_pass(tiles_dilate_ps_); + DRW_draw_pass(gather_ps_); + + tiles_tx_.release(); + + DRW_stats_group_end(); + + if (inst_.is_viewport()) { + /* Reset swizzle since this texture might be reused in other places. */ + GPU_texture_swizzle_set(inst_.render_buffers.vector_tx, "rgba"); + } + + /* Swap buffers so that next effect has the right input. */ + *input_tx = output_color_tx_; + *output_tx = input_color_tx_; +} + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh new file mode 100644 index 00000000000..310e94a702b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh @@ -0,0 +1,132 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Motion blur is done by accumulating scene samples over shutter time. + * Since the number of step is discrete, quite low, and not per pixel randomized, + * we couple this with a post processing motion blur. + * + * The post-fx motion blur is done in two directions, from the previous step and to the next. + * + * For a scene with 3 motion steps, a flat shutter curve and shutter time of 2 frame + * centered on frame we have: + * + * |--------------------|--------------------| + * -1 0 1 Frames + * + * |-------------|-------------|-------------| + * 1 2 3 Motion steps + * + * |------|------|------|------|------|------| + * 0 1 2 4 5 6 7 Time Steps + * + * |-------------| One motion step blurs this range. + * -1 | +1 Objects and geometry steps are recorded here. + * 0 Scene is rendered here. + * + * Since motion step N and N+1 share one time step we reuse it to avoid an extra scene evaluation. + * + * Note that we have to evaluate -1 and +1 time steps before rendering so eval order is -1, +1, 0. + * This is because all GPUBatches from the DRWCache are being free when changing a frame. + * + * For viewport, we only have the current and previous step data to work with. So we center the + * blur on the current frame and extrapolate the motion. + * + * The Post-FX motion blur is based on: + * "A Fast and Stable Feature-Aware Motion Blur Filter" + * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai + */ + +#pragma once + +#include "BLI_map.hh" +#include "DEG_depsgraph_query.h" + +#include "eevee_sampling.hh" +#include "eevee_shader_shared.hh" +#include "eevee_velocity.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name MotionBlur + * + * \{ */ + +/** + * Manages time-steps evaluations and accumulation Motion blur. + * Also handles Post process motion blur. + */ +class MotionBlurModule { + private: + Instance &inst_; + + /** + * Array containing all steps (in scene time) we need to evaluate (not render). + * Only odd steps are rendered. The even ones are evaluated for fx motion blur. + */ + Vector<float> time_steps_; + + /** Copy of input frame and sub-frame to restore after render. */ + int initial_frame_; + float initial_subframe_; + /** Time of the frame we are rendering. */ + float frame_time_; + /** Enum controlling when the shutter opens. See SceneEEVEE.motion_blur_position. */ + int shutter_position_; + /** Time in scene frame the shutter is open. Controls the amount of blur. */ + float shutter_time_; + + /** True if motion blur is enabled as a module. */ + bool enabled_ = false; + /** True if motion blur post-fx is enabled. */ + float motion_blur_fx_enabled_ = false; + /** True if last viewport redraw state was already in navigation state. */ + bool was_navigating_ = false; + + int step_id_ = 0; + + /** Velocity tiles used to guide and speedup the gather pass. */ + TextureFromPool tiles_tx_; + + GPUTexture *input_color_tx_ = nullptr; + GPUTexture *output_color_tx_ = nullptr; + + DRWPass *tiles_flatten_ps_ = nullptr; + DRWPass *tiles_dilate_ps_ = nullptr; + DRWPass *gather_ps_ = nullptr; + + MotionBlurTileIndirectionBuf tile_indirection_buf_; + MotionBlurDataBuf data_; + /** Dispatch size for full-screen passes. */ + int3 dispatch_flatten_size_ = int3(0); + int3 dispatch_dilate_size_ = int3(0); + int3 dispatch_gather_size_ = int3(0); + + public: + MotionBlurModule(Instance &inst) : inst_(inst){}; + ~MotionBlurModule(){}; + + void init(); + + void step(); + + void sync(); + + bool postfx_enabled() const + { + return motion_blur_fx_enabled_; + } + + void render(GPUTexture **input_tx, GPUTexture **output_tx); + + private: + float shutter_time_to_scene_time(float time); +}; + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc index 5afb493a99b..b69fde7b26c 100644 --- a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc +++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc @@ -38,7 +38,8 @@ void RenderBuffers::acquire(int2 extent) depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8); combined_tx.acquire(extent, color_format); - bool do_vector_render_pass = inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR; + bool do_vector_render_pass = (inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR) || + (inst_.motion_blur.postfx_enabled() && !inst_.is_viewport()); /* Only RG16F when only doing only reprojection or motion blur. */ eGPUTextureFormat vector_format = do_vector_render_pass ? GPU_RGBA16F : GPU_RG16F; /* TODO(fclem): Make vector pass allocation optional if no TAA or motion blur is needed. */ diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.cc b/source/blender/draw/engines/eevee_next/eevee_sampling.cc index 1d320c75f16..76a0e98638b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.cc +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.cc @@ -232,7 +232,7 @@ void Sampling::cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &c BLI_assert(cdf.size() > 1); cdf[0] = 0.0f; /* Actual CDF evaluation. */ - for (int u : cdf.index_range()) { + for (int u : IndexRange(cdf.size() - 1)) { float x = (float)(u + 1) / (float)(cdf.size() - 1); cdf[u + 1] = cdf[u] + BKE_curvemapping_evaluateF(&curve, 0, x); } diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc index 7db9692783a..782e73f6dd0 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.cc +++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc @@ -82,6 +82,14 @@ const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_ return "eevee_film_frag"; case FILM_COMP: return "eevee_film_comp"; + case MOTION_BLUR_GATHER: + return "eevee_motion_blur_gather"; + case MOTION_BLUR_TILE_DILATE: + return "eevee_motion_blur_tiles_dilate"; + case MOTION_BLUR_TILE_FLATTEN_RENDER: + return "eevee_motion_blur_tiles_flatten_render"; + case MOTION_BLUR_TILE_FLATTEN_VIEWPORT: + return "eevee_motion_blur_tiles_flatten_viewport"; /* To avoid compiler warning about missing case. */ case MAX_SHADER_TYPE: return ""; diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh index 280aaab4e1c..8dc61fbae0b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh @@ -29,6 +29,11 @@ enum eShaderType { FILM_FRAG = 0, FILM_COMP, + MOTION_BLUR_GATHER, + MOTION_BLUR_TILE_DILATE, + MOTION_BLUR_TILE_FLATTEN_RENDER, + MOTION_BLUR_TILE_FLATTEN_VIEWPORT, + MAX_SHADER_TYPE, }; diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index 3c10f633740..70de4101bb9 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -124,7 +124,7 @@ struct CameraData { float clip_far; eCameraType type; - bool initialized; + bool1 initialized; #ifdef __cplusplus /* Small constructor to allow detecting new buffers. */ @@ -312,6 +312,40 @@ BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16) /** \} */ /* -------------------------------------------------------------------- */ +/** \name Motion Blur + * \{ */ + +#define MOTION_BLUR_TILE_SIZE 32 +#define MOTION_BLUR_MAX_TILE 512 /* 16384 / MOTION_BLUR_TILE_SIZE */ +struct MotionBlurData { + /** As the name suggests. Used to avoid a division in the sampling. */ + float2 target_size_inv; + /** Viewport motion scaling factor. Make blur relative to frame time not render time. */ + float2 motion_scale; + /** Depth scaling factor. Avoid blurring background behind moving objects. */ + float depth_scale; + + float _pad0, _pad1, _pad2; +}; +BLI_STATIC_ASSERT_ALIGN(MotionBlurData, 16) + +/* For some reasons some GLSL compilers do not like this struct. + * So we declare it as a uint array instead and do indexing ourselves. */ +#ifdef __cplusplus +struct MotionBlurTileIndirection { + /** + * Stores indirection to the tile with the highest velocity covering each tile. + * This is stored using velocity in the MSB to be able to use atomicMax operations. + */ + uint prev[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE]; + uint next[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE]; +}; +BLI_STATIC_ASSERT_ALIGN(MotionBlurTileIndirection, 16) +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name Ray-Tracing * \{ */ @@ -375,6 +409,8 @@ using SamplingDataBuf = draw::StorageBuffer<SamplingData>; using VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>; using VelocityIndexBuf = draw::StorageArrayBuffer<VelocityIndex, 16>; using VelocityObjectBuf = draw::StorageArrayBuffer<float4x4, 16>; +using MotionBlurDataBuf = draw::UniformBuffer<MotionBlurData>; +using MotionBlurTileIndirectionBuf = draw::StorageBuffer<MotionBlurTileIndirection, true>; } // namespace blender::eevee #endif diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc index 9626582983f..36734f0c28c 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc @@ -32,8 +32,7 @@ namespace blender::eevee { void VelocityModule::init() { - if (inst_.render && (inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR) != 0 && - true /* TODO(fclem) Motion blur */) { + if (inst_.render && (inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR) != 0) { /* No motion blur and the vector pass was requested. Do the steps sync here. */ const Scene *scene = inst_.scene; float initial_time = scene->r.cfra + scene->r.subframe; @@ -68,10 +67,12 @@ void VelocityModule::step_camera_sync() { inst_.camera.sync(); *camera_steps[step_] = inst_.camera.data_get(); + step_time[step_] = inst_.scene->r.cfra + inst_.scene->r.subframe; /* Fix undefined camera steps when rendering is starting. */ if ((step_ == STEP_CURRENT) && (camera_steps[STEP_PREVIOUS]->initialized == false)) { *camera_steps[STEP_PREVIOUS] = *static_cast<CameraData *>(camera_steps[step_]); camera_steps[STEP_PREVIOUS]->initialized = true; + step_time[STEP_PREVIOUS] = step_time[step_]; } } @@ -216,6 +217,7 @@ void VelocityModule::step_swap() SWAP(VelocityObjectBuf *, object_steps[step_a], object_steps[step_b]); SWAP(VelocityGeometryBuf *, geometry_steps[step_a], geometry_steps[step_b]); SWAP(CameraDataBuf *, camera_steps[step_a], camera_steps[step_b]); + SWAP(float, step_time[step_a], step_time[step_b]); for (VelocityObjectData &vel : velocity_map.values()) { vel.obj.ofs[step_a] = vel.obj.ofs[step_b]; @@ -242,10 +244,7 @@ void VelocityModule::step_swap() void VelocityModule::begin_sync() { - if (inst_.is_viewport()) { - /* Viewport always evaluate current step. */ - step_ = STEP_CURRENT; - } + step_ = STEP_CURRENT; step_camera_sync(); object_steps_usage[step_] = 0; } @@ -364,6 +363,21 @@ bool VelocityModule::camera_has_motion() const *camera_steps[STEP_NEXT] != *camera_steps[STEP_CURRENT]; } +bool VelocityModule::camera_changed_projection() const +{ + /* Only valid after sync. */ + if (inst_.is_viewport()) { + return camera_steps[STEP_PREVIOUS]->type != camera_steps[STEP_CURRENT]->type; + } + /* Cannot happen in render mode since we set the type during the init phase. */ + return false; +} + +float VelocityModule::step_time_delta_get(eVelocityStep start, eVelocityStep end) const +{ + return step_time[end] - step_time[start]; +} + /** \} */ } // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.hh b/source/blender/draw/engines/eevee_next/eevee_velocity.hh index 826cd631a96..01b8a5fb8c1 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.hh +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.hh @@ -56,6 +56,8 @@ class VelocityModule { int3 object_steps_usage = int3(0); /** Buffer of all #VelocityIndex used in this frame. Indexed by draw manager resource id. */ VelocityIndexBuf indirection_buf; + /** Frame time at which each steps were evaluated. */ + float3 step_time; /** * Copies of camera data. One for previous and one for next time step. @@ -78,7 +80,6 @@ class VelocityModule { } for (CameraDataBuf *&step_buf : camera_steps) { step_buf = new CameraDataBuf(); - /* */ } }; @@ -112,6 +113,10 @@ class VelocityModule { void bind_resources(DRWShadingGroup *grp); bool camera_has_motion() const; + bool camera_changed_projection() const; + + /* Returns frame time difference between two steps. */ + float step_time_delta_get(eVelocityStep start, eVelocityStep end) const; private: bool object_has_velocity(const Object *ob); diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc index 01d488432af..c7434a662a2 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.cc +++ b/source/blender/draw/engines/eevee_next/eevee_view.cc @@ -79,7 +79,6 @@ void ShadingView::sync() render_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p); // dof_.sync(winmat_p, extent_); - // mb_.sync(extent_); // rt_buffer_opaque_.sync(extent_); // rt_buffer_refract_.sync(extent_); // inst_.hiz_back.view_sync(extent_); @@ -132,9 +131,9 @@ void ShadingView::render() // inst_.lights.debug_draw(view_fb_); // inst_.shadows.debug_draw(view_fb_); - // GPUTexture *final_radiance_tx = render_post(combined_tx_); + GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx); - inst_.film.accumulate(sub_view_); + inst_.film.accumulate(sub_view_, combined_final_tx); rbufs.release(); postfx_tx_.release(); @@ -142,21 +141,19 @@ void ShadingView::render() DRW_stats_group_end(); } -GPUTexture *ShadingView::render_post(GPUTexture *input_tx) +GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx) { -#if 0 - if (!dof_.postfx_enabled() && !mb_.enabled()) { + if (/*!dof_.postfx_enabled() &&*/ !inst_.motion_blur.postfx_enabled()) { return input_tx; } postfx_tx_.acquire(extent_, GPU_RGBA16F); - GPUTexture *velocity_tx = velocity_.view_vectors_get(); GPUTexture *output_tx = postfx_tx_; /* Swapping is done internally. Actual output is set to the next input. */ - dof_.render(depth_tx_, &input_tx, &output_tx); - mb_.render(depth_tx_, velocity_tx, &input_tx, &output_tx); -#endif + // dof_.render(depth_tx_, &input_tx, &output_tx); + inst_.motion_blur.render(&input_tx, &output_tx); + return input_tx; } diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh index c6faebdd0e5..ac8decc7632 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.hh +++ b/source/blender/draw/engines/eevee_next/eevee_view.hh @@ -78,7 +78,7 @@ class ShadingView { void render(); - GPUTexture *render_post(GPUTexture *input_tx); + GPUTexture *render_postfx(GPUTexture *input_tx); private: void update_view(); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl new file mode 100644 index 00000000000..c59b7d7f4df --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl @@ -0,0 +1,116 @@ + +/** + * Dilate motion vector tiles until we covered maximum velocity. + * Outputs the largest intersecting motion vector in the neighboorhod. + * + */ + +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_motion_blur_lib.glsl) + +#define DEBUG_BYPASS_DILATION 0 + +struct MotionRect { + ivec2 bottom_left; + ivec2 extent; +}; + +MotionRect compute_motion_rect(ivec2 tile, vec2 motion) +{ +#if DEBUG_BYPASS_DILATION + return MotionRect(tile, ivec2(1)); +#endif + /* Ceil to number of tile touched.*/ + ivec2 point1 = tile + ivec2(sign(motion) * ceil(abs(motion) / float(MOTION_BLUR_TILE_SIZE))); + ivec2 point2 = tile; + + ivec2 max_point = max(point1, point2); + ivec2 min_point = min(point1, point2); + /* Clamp to bounds. */ + max_point = min(max_point, imageSize(in_tiles_img) - 1); + min_point = max(min_point, ivec2(0)); + + MotionRect rect; + rect.bottom_left = min_point; + rect.extent = 1 + max_point - min_point; + return rect; +} + +struct MotionLine { + /** Origin of the line. */ + vec2 origin; + /** Normal to the line direction. */ + vec2 normal; +}; + +MotionLine compute_motion_line(ivec2 tile, vec2 motion) +{ + vec2 dir = safe_normalize(motion); + + MotionLine line; + line.origin = vec2(tile); + /* Rotate 90° Counter-Clockwise. */ + line.normal = vec2(-dir.y, dir.x); + return line; +} + +bool is_inside_motion_line(ivec2 tile, MotionLine motion_line) +{ +#if DEBUG_BYPASS_DILATION + return true; +#endif + /* NOTE: Everything in is tile unit. */ + float dist = point_line_projection_dist(vec2(tile), motion_line.origin, motion_line.normal); + /* In order to be conservative and for simplicity, we use the tiles bounding circles. + * Consider that both the tile and the line have bouding radius of M_SQRT1_2. */ + return abs(dist) < M_SQRT2; +} + +void main() +{ + ivec2 src_tile = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(src_tile, imageSize(in_tiles_img)))) { + return; + } + + vec4 max_motion = imageLoad(in_tiles_img, src_tile); + + MotionPayload payload_prv = motion_blur_tile_indirection_pack_payload(max_motion.xy, src_tile); + MotionPayload payload_nxt = motion_blur_tile_indirection_pack_payload(max_motion.zw, src_tile); + if (true) { + /* Rectangular area (in tiles) where the motion vector spreads. */ + MotionRect motion_rect = compute_motion_rect(src_tile, max_motion.xy); + MotionLine motion_line = compute_motion_line(src_tile, max_motion.xy); + /* Do a conservative rasterization of the line of the motion vector line. */ + for (int x = 0; x < motion_rect.extent.x; x++) { + for (int y = 0; y < motion_rect.extent.y; y++) { + ivec2 tile = motion_rect.bottom_left + ivec2(x, y); + if (is_inside_motion_line(tile, motion_line)) { + motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_PREV, tile, payload_prv); + /* FIXME: This is a bit weird, but for some reason, we need the store the same vector in + * the motion next so that weighting in gather pass is better. */ + motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_NEXT, tile, payload_nxt); + } + } + } + } + + if (true) { + MotionPayload payload = motion_blur_tile_indirection_pack_payload(max_motion.zw, src_tile); + /* Rectangular area (in tiles) where the motion vector spreads. */ + MotionRect motion_rect = compute_motion_rect(src_tile, max_motion.zw); + MotionLine motion_line = compute_motion_line(src_tile, max_motion.zw); + /* Do a conservative rasterization of the line of the motion vector line. */ + for (int x = 0; x < motion_rect.extent.x; x++) { + for (int y = 0; y < motion_rect.extent.y; y++) { + ivec2 tile = motion_rect.bottom_left + ivec2(x, y); + if (is_inside_motion_line(tile, motion_line)) { + motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_NEXT, tile, payload_nxt); + /* FIXME: This is a bit weird, but for some reason, we need the store the same vector in + * the motion next so that weighting in gather pass is better. */ + motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_PREV, tile, payload_prv); + } + } + } + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl new file mode 100644 index 00000000000..cbbeea25d20 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl @@ -0,0 +1,103 @@ + +/** + * Shaders that down-sample velocity buffer into squared tile of MB_TILE_DIVISOR pixels wide. + * Outputs the largest motion vector in the tile area. + * Also perform velocity resolve to speedup the convolution pass. + * + * Based on: + * A Fast and Stable Feature-Aware Motion Blur Filter + * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai + * + * Adapted from G3D Innovation Engine implementation. + */ + +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl) + +shared uint payload_prev; +shared uint payload_next; +shared vec2 max_motion_prev; +shared vec2 max_motion_next; + +/* Store velocity magnitude in the MSB and thread id in the LSB. */ +uint pack_payload(vec2 motion, uvec2 thread_id) +{ + /* NOTE: We clamp max velocity to 16k pixels. */ + return (min(uint(ceil(length(motion))), 0xFFFFu) << 16u) | (thread_id.y << 8) | thread_id.x; +} + +/* Return thread index from the payload. */ +uvec2 unpack_payload(uint payload) +{ + return uvec2(payload & 0xFFu, (payload >> 8) & 0xFFu); +} + +void main() +{ + if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) { + payload_prev = 0u; + payload_next = 0u; + } + barrier(); + + uint local_payload_prev = 0u; + uint local_payload_next = 0u; + vec2 local_max_motion_prev; + vec2 local_max_motion_next; + + ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(velocity_img) - 1); + + vec2 render_size = vec2(imageSize(velocity_img).xy); + vec2 uv = (vec2(texel) + 0.5) / render_size; + float depth = texelFetch(depth_tx, texel, 0).r; + vec4 motion = velocity_resolve(imageLoad(velocity_img, texel), uv, depth); +#ifdef FLATTEN_VIEWPORT + /* imageLoad does not perform the swizzling like sampler does. Do it manually. */ + motion = motion.xyxy; +#endif + + /* Store resolved velocity to speedup the gather pass. Out of bounds writes are ignored. + * Unfortunately, we cannot convert to pixel space here since it is also used by TAA and the + * motion blur needs to remain optional. */ + imageStore(velocity_img, ivec2(gl_GlobalInvocationID.xy), velocity_pack(motion)); + /* Clip velocity to viewport bounds (in NDC space). */ + vec2 line_clip; + line_clip.x = line_unit_square_intersect_dist_safe(uv * 2.0 - 1.0, motion.xy * 2.0); + line_clip.y = line_unit_square_intersect_dist_safe(uv * 2.0 - 1.0, -motion.zw * 2.0); + motion *= min(line_clip, vec2(1.0)).xxyy; + /* Convert to pixel space. Note this is only for velocity tiles. */ + motion *= render_size.xyxy; + /* Rescale to shutter relative motion for viewport. */ + motion *= motion_blur_buf.motion_scale.xxyy; + + uint sample_payload_prev = pack_payload(motion.xy, gl_LocalInvocationID.xy); + if (local_payload_prev < sample_payload_prev) { + local_payload_prev = sample_payload_prev; + local_max_motion_prev = motion.xy; + } + + uint sample_payload_next = pack_payload(motion.zw, gl_LocalInvocationID.xy); + if (local_payload_next < sample_payload_next) { + local_payload_next = sample_payload_next; + local_max_motion_next = motion.zw; + } + + /* Compare the local payload with the other threads. */ + atomicMax(payload_prev, local_payload_prev); + atomicMax(payload_next, local_payload_next); + barrier(); + + /* Need to broadcast the result to another thread in order to issue a unique write. */ + if (all(equal(unpack_payload(payload_prev), gl_LocalInvocationID.xy))) { + max_motion_prev = local_max_motion_prev; + } + if (all(equal(unpack_payload(payload_next), gl_LocalInvocationID.xy))) { + max_motion_next = local_max_motion_next; + } + barrier(); + + if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) { + ivec2 tile_co = ivec2(gl_WorkGroupID.xy); + imageStore(out_tiles_img, tile_co, vec4(max_motion_prev, max_motion_next)); + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl new file mode 100644 index 00000000000..a7329f77181 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl @@ -0,0 +1,221 @@ + +/** + * Perform two gather blur in the 2 motion blur directions + * Based on: + * A Fast and Stable Feature-Aware Motion Blur Filter + * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai + * + * With modification from the presentation: + * Next Generation Post Processing in Call of Duty Advanced Warfare + * by Jorge Jimenez + */ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_motion_blur_lib.glsl) + +const int gather_sample_count = 8; + +/* Converts uv velocity into pixel space. Assumes velocity_tx is the same resolution as the + * target post-fx framebuffer. */ +vec4 motion_blur_sample_velocity(sampler2D velocity_tx, vec2 uv) +{ + /* We can load velocity without velocity_resolve() since we resovled during the flatten pass. */ + vec4 velocity = velocity_unpack(texture(velocity_tx, uv)); + return velocity * vec2(textureSize(velocity_tx, 0)).xyxy * motion_blur_buf.motion_scale.xxyy; +} + +vec2 spread_compare(float center_motion_length, float sample_motion_length, float offset_length) +{ + return saturate(vec2(center_motion_length, sample_motion_length) - offset_length + 1.0); +} + +vec2 depth_compare(float center_depth, float sample_depth) +{ + vec2 depth_scale = vec2(-motion_blur_buf.depth_scale, motion_blur_buf.depth_scale); + return saturate(0.5 + depth_scale * (sample_depth - center_depth)); +} + +/* Kill contribution if not going the same direction. */ +float dir_compare(vec2 offset, vec2 sample_motion, float sample_motion_length) +{ + if (sample_motion_length < 0.5) { + return 1.0; + } + return (dot(offset, sample_motion) > 0.0) ? 1.0 : 0.0; +} + +/* Return background (x) and foreground (y) weights. */ +vec2 sample_weights(float center_depth, + float sample_depth, + float center_motion_length, + float sample_motion_length, + float offset_length) +{ + /* Classify foreground/background. */ + vec2 depth_weight = depth_compare(center_depth, sample_depth); + /* Weight if sample is overlapping or under the center pixel. */ + vec2 spread_weight = spread_compare(center_motion_length, sample_motion_length, offset_length); + return depth_weight * spread_weight; +} + +struct Accumulator { + vec4 fg; + vec4 bg; + /** x: Background, y: Foreground, z: dir. */ + vec3 weight; +}; + +void gather_sample(vec2 screen_uv, + float center_depth, + float center_motion_len, + vec2 offset, + float offset_len, + const bool next, + inout Accumulator accum) +{ + vec2 sample_uv = screen_uv - offset * motion_blur_buf.target_size_inv; + vec4 sample_vectors = motion_blur_sample_velocity(velocity_tx, sample_uv); + vec2 sample_motion = (next) ? sample_vectors.zw : sample_vectors.xy; + float sample_motion_len = length(sample_motion); + float sample_depth = texture(depth_tx, sample_uv).r; + vec4 sample_color = textureLod(in_color_tx, sample_uv, 0.0); + + sample_depth = get_view_z_from_depth(sample_depth); + + vec3 weights; + weights.xy = sample_weights( + center_depth, sample_depth, center_motion_len, sample_motion_len, offset_len); + weights.z = dir_compare(offset, sample_motion, sample_motion_len); + weights.xy *= weights.z; + + accum.fg += sample_color * weights.y; + accum.bg += sample_color * weights.x; + accum.weight += weights; +} + +void gather_blur(vec2 screen_uv, + vec2 center_motion, + float center_depth, + vec2 max_motion, + float ofs, + const bool next, + inout Accumulator accum) +{ + float center_motion_len = length(center_motion); + float max_motion_len = length(max_motion); + + /* Tile boundaries randomization can fetch a tile where there is less motion than this pixel. + * Fix this by overriding the max_motion. */ + if (max_motion_len < center_motion_len) { + max_motion_len = center_motion_len; + max_motion = center_motion; + } + + if (max_motion_len < 0.5) { + return; + } + + int i; + float t, inc = 1.0 / float(gather_sample_count); + for (i = 0, t = ofs * inc; i < gather_sample_count; i++, t += inc) { + gather_sample(screen_uv, + center_depth, + center_motion_len, + max_motion * t, + max_motion_len * t, + next, + accum); + } + + if (center_motion_len < 0.5) { + return; + } + + for (i = 0, t = ofs * inc; i < gather_sample_count; i++, t += inc) { + /* Also sample in center motion direction. + * Allow recovering motion where there is conflicting + * motion between foreground and background. */ + gather_sample(screen_uv, + center_depth, + center_motion_len, + center_motion * t, + center_motion_len * t, + next, + accum); + } +} + +void main() +{ + ivec2 texel = ivec2(gl_GlobalInvocationID.xy); + vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(depth_tx, 0).xy); + + if (!in_texture_range(texel, depth_tx)) { + return; + } + + /* Data of the center pixel of the gather (target). */ + float center_depth = get_view_z_from_depth(texelFetch(depth_tx, texel, 0).r); + vec4 center_motion = motion_blur_sample_velocity(velocity_tx, uv); + + vec4 center_color = textureLod(in_color_tx, uv, 0.0); + + float noise_offset = sampling_rng_1D_get(SAMPLING_TIME); + /** TODO(fclem) Blue noise. */ + vec2 rand = vec2(interlieved_gradient_noise(vec2(gl_GlobalInvocationID.xy), 0, noise_offset), + interlieved_gradient_noise(vec2(gl_GlobalInvocationID.xy), 1, noise_offset)); + + /* Randomize tile boundary to avoid ugly discontinuities. Randomize 1/4th of the tile. + * Note this randomize only in one direction but in practice it's enough. */ + rand.x = rand.x * 2.0 - 1.0; + ivec2 tile = (texel + ivec2(rand.x * float(MOTION_BLUR_TILE_SIZE) * 0.25)) / + MOTION_BLUR_TILE_SIZE; + tile = clamp(tile, ivec2(0), imageSize(in_tiles_img) - 1); + /* NOTE: Tile velocity is already in pixel space and with correct zw sign. */ + vec4 max_motion; + /* Load dilation result from the indirection table. */ + ivec2 tile_prev; + motion_blur_tile_indirection_load(tile_indirection_buf, MOTION_PREV, tile, tile_prev); + max_motion.xy = imageLoad(in_tiles_img, tile_prev).xy; + ivec2 tile_next; + motion_blur_tile_indirection_load(tile_indirection_buf, MOTION_NEXT, tile, tile_next); + max_motion.zw = imageLoad(in_tiles_img, tile_next).zw; + + Accumulator accum; + accum.weight = vec3(0.0, 0.0, 1.0); + accum.bg = vec4(0.0); + accum.fg = vec4(0.0); + /* First linear gather. time = [T - delta, T] */ + gather_blur(uv, center_motion.xy, center_depth, max_motion.xy, rand.y, false, accum); + /* Second linear gather. time = [T, T + delta] */ + gather_blur(uv, center_motion.zw, center_depth, max_motion.zw, rand.y, true, accum); + +#if 1 /* Own addition. Not present in reference implementation. */ + /* Avoid division by 0.0. */ + float w = 1.0 / (50.0 * float(gather_sample_count) * 4.0); + accum.bg += center_color * w; + accum.weight.x += w; + /* NOTE: In Jimenez's presentation, they used center sample. + * We use background color as it contains more information for foreground + * elements that have not enough weights. + * Yield better blur in complex motion. */ + center_color = accum.bg / accum.weight.x; +#endif + /* Merge background. */ + accum.fg += accum.bg; + accum.weight.y += accum.weight.x; + /* Balance accumulation for failed samples. + * We replace the missing foreground by the background. */ + float blend_fac = saturate(1.0 - accum.weight.y / accum.weight.z); + vec4 out_color = (accum.fg / accum.weight.z) + center_color * blend_fac; + +#if 0 /* For debugging. */ + out_color.rgb = out_color.ggg; + out_color.rg += max_motion.xy; +#endif + + imageStore(out_color_img, texel, out_color); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl new file mode 100644 index 00000000000..436fd01795a --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl @@ -0,0 +1,48 @@ + + +/* -------------------------------------------------------------------- */ +/** \name Tile indirection packing + * \{ */ + +#define MotionPayload uint + +/* Store velocity magnitude in the MSB to be able to use it with atomicMax operations. */ +MotionPayload motion_blur_tile_indirection_pack_payload(vec2 motion, uvec2 payload) +{ + /* NOTE: Clamp to 16383 pixel velocity. After that, it is tile position that determine the tile + * to dilate over. */ + uint velocity = min(uint(ceil(length(motion))), 0x3FFFu); + /* Designed for 512x512 tiles max. */ + return (velocity << 18u) | ((payload.x & 0x1FFu) << 9u) | (payload.y & 0x1FFu); +} + +/* Return thread index. */ +ivec2 motion_blur_tile_indirection_pack_payload(uint data) +{ + return ivec2((data >> 9u) & 0x1FFu, data & 0x1FFu); +} + +uint motion_blur_tile_indirection_index(uint motion_step, uvec2 tile) +{ + uint index = tile.x; + index += tile.y * MOTION_BLUR_MAX_TILE; + index += motion_step * MOTION_BLUR_MAX_TILE * MOTION_BLUR_MAX_TILE; + return index; +} + +#define MOTION_PREV 0u +#define MOTION_NEXT 1u + +#define motion_blur_tile_indirection_store(table_, step_, tile, payload_) \ + if (true) { \ + uint index = motion_blur_tile_indirection_index(step_, tile); \ + atomicMax(table_[index], payload_); \ + } + +#define motion_blur_tile_indirection_load(table_, step_, tile_, result_) \ + if (true) { \ + uint index = motion_blur_tile_indirection_index(step_, tile_); \ + result_ = motion_blur_tile_indirection_pack_payload(table_[index]); \ + } + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl new file mode 100644 index 00000000000..0c7bbaa9dc2 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl @@ -0,0 +1,104 @@ + +/** + * Sampling data accessors and random number generators. + * Also contains some sample mapping functions. + **/ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +/* -------------------------------------------------------------------- */ +/** \name Sampling data. + * + * Return a random values from Low Discrepency Sequence in [0..1) range. + * This value is uniform (constant) for the whole scene sample. + * You might want to couple it with a noise function. + * \{ */ + +#ifdef EEVEE_SAMPLING_DATA + +float sampling_rng_1D_get(const eSamplingDimension dimension) +{ + return sampling_buf.dimensions[dimension]; +} + +vec2 sampling_rng_2D_get(const eSamplingDimension dimension) +{ + return vec2(sampling_buf.dimensions[dimension], sampling_buf.dimensions[dimension + 1u]); +} + +vec3 sampling_rng_3D_get(const eSamplingDimension dimension) +{ + return vec3(sampling_buf.dimensions[dimension], + sampling_buf.dimensions[dimension + 1u], + sampling_buf.dimensions[dimension + 2u]); +} + +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Random Number Generators. + * \{ */ + +/* Interlieved gradient noise by Jorge Jimenez + * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare + * Seeding found by Epic Game. */ +float interlieved_gradient_noise(vec2 pixel, float seed, float offset) +{ + pixel += seed * (vec2(47, 17) * 0.695); + return fract(offset + 52.9829189 * fract(0.06711056 * pixel.x + 0.00583715 * pixel.y)); +} + +/* From: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */ +float van_der_corput_radical_inverse(uint bits) +{ +#if 0 /* Reference */ + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); +#else + bits = bitfieldReverse(bits); +#endif + /* Same as dividing by 0x100000000. */ + return float(bits) * 2.3283064365386963e-10; +} + +vec2 hammersley_2d(float i, float sample_count) +{ + vec2 rand; + rand.x = i / sample_count; + rand.y = van_der_corput_radical_inverse(uint(i)); + return rand; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Distribution mapping. + * + * Functions mapping input random numbers to sampling shapes (i.e: hemisphere). + * \{ */ + +/* Given 2 random number in [0..1] range, return a random unit disk sample. */ +vec2 sample_disk(vec2 noise) +{ + float angle = noise.x * M_2PI; + return vec2(cos(angle), sin(angle)) * sqrt(noise.y); +} + +/* This transform a 2d random sample (in [0..1] range) to a sample located on a cylinder of the + * same range. This is because the sampling functions expect such a random sample which is + * normally precomputed. */ +vec3 sample_cylinder(vec2 rand) +{ + float theta = rand.x; + float phi = (rand.y - 0.5) * M_2PI; + float cos_phi = cos(phi); + float sin_phi = sqrt(1.0 - sqr(cos_phi)) * sign(phi); + return vec3(theta, cos_phi, sin_phi); +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl index 34ea288852a..bd32215ddc2 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl @@ -73,7 +73,7 @@ void main() nodetree_surface(); - // float noise_offset = sampling_rng_1D_get(sampling_buf, SAMPLING_TRANSPARENCY); + // float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY); float noise_offset = 0.5; float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P); @@ -84,7 +84,7 @@ void main() #endif #ifdef MAT_VELOCITY - out_velocity = velocity_surface(interp.P + motion.prev, interp.P, interp.P - motion.next); + out_velocity = velocity_surface(interp.P + motion.prev, interp.P, interp.P + motion.next); out_velocity = velocity_pack(out_velocity); #endif } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl index 3a958712885..c0a5b976810 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl @@ -2,8 +2,6 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_camera_lib.glsl) -#ifdef VELOCITY_CAMERA - vec4 velocity_pack(vec4 data) { return data * 0.01; @@ -14,6 +12,8 @@ vec4 velocity_unpack(vec4 data) return data * 100.0; } +#ifdef VELOCITY_CAMERA + /** * Given a triple of position, compute the previous and next motion vectors. * Returns uv space motion vectors in pairs (motion_prev.xy, motion_next.xy). @@ -24,7 +24,15 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt) vec2 prev_uv = project_point(camera_prev.persmat, P_prv).xy; vec2 curr_uv = project_point(camera_curr.persmat, P).xy; vec2 next_uv = project_point(camera_next.persmat, P_nxt).xy; - + /* Fix issue with perspective division. */ + if (any(isnan(prev_uv))) { + prev_uv = curr_uv; + } + if (any(isnan(next_uv))) { + next_uv = curr_uv; + } + /* NOTE: We output both vectors in the same direction so we can reuse the same vector + * with rgrg swizzle in viewport. */ vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv); /* Convert NDC velocity to UV velocity */ motion *= 0.5; @@ -45,7 +53,8 @@ vec4 velocity_background(vec3 vV) vec2 prev_uv = project_point(camera_prev.winmat, V).xy; vec2 curr_uv = project_point(camera_curr.winmat, V).xy; vec2 next_uv = project_point(camera_next.winmat, V).xy; - + /* NOTE: We output both vectors in the same direction so we can reuse the same vector + * with rgrg swizzle in viewport. */ vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv); /* Convert NDC velocity to UV velocity */ motion *= 0.5; @@ -53,16 +62,8 @@ vec4 velocity_background(vec3 vV) return motion; } -/** - * Load and resolve correct velocity as some pixels might still not have correct - * motion data for performance reasons. - * Returns motion vector in render UV space. - */ -vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth) +vec4 velocity_resolve(vec4 vector, vec2 uv, float depth) { - vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(vector_tx, 0).xy); - vec4 vector = texelFetch(vector_tx, texel, 0); - if (vector.x == VELOCITY_INVALID) { bool is_background = (depth == 1.0); if (is_background) { @@ -79,6 +80,18 @@ vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth) return velocity_unpack(vector); } +/** + * Load and resolve correct velocity as some pixels might still not have correct + * motion data for performance reasons. + * Returns motion vector in render UV space. + */ +vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth) +{ + vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(vector_tx, 0).xy); + vec4 vector = texelFetch(vector_tx, texel, 0); + return velocity_resolve(vector, uv, depth); +} + #endif #ifdef MAT_VELOCITY diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh index 2368061402c..db3cfc4a7a2 100644 --- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh @@ -12,8 +12,9 @@ GPU_SHADER_CREATE_INFO(eevee_shared) .typedef_source("eevee_shader_shared.hh"); GPU_SHADER_CREATE_INFO(eevee_sampling_data) + .define("EEVEE_SAMPLING_DATA") .additional_info("eevee_shared") - .uniform_buf(14, "SamplingData", "sampling_buf"); + .storage_buf(14, Qualifier::READ, "SamplingData", "sampling_buf"); /** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh new file mode 100644 index 00000000000..b01d1521c5e --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh @@ -0,0 +1,44 @@ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten) + .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view", "eevee_velocity_camera") + .uniform_buf(4, "MotionBlurData", "motion_blur_buf") + .sampler(0, ImageType::DEPTH_2D, "depth_tx") + .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_img") + .compute_source("eevee_motion_blur_flatten_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten_viewport) + .do_static_compilation(true) + .define("FLATTEN_VIEWPORT") + .image(0, GPU_RG16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "velocity_img") + .additional_info("eevee_motion_blur_tiles_flatten"); + +GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten_render) + .do_static_compilation(true) + .image(0, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "velocity_img") + .additional_info("eevee_motion_blur_tiles_flatten"); + +GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_dilate) + .do_static_compilation(true) + .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE) + .additional_info("eevee_shared") + /* NOTE: See MotionBlurTileIndirection. */ + .storage_buf(0, Qualifier::READ_WRITE, "uint", "tile_indirection_buf[]") + .image(1, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_img") + .compute_source("eevee_motion_blur_dilate_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_motion_blur_gather) + .do_static_compilation(true) + .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view", "eevee_sampling_data") + .uniform_buf(4, "MotionBlurData", "motion_blur_buf") + .sampler(0, ImageType::DEPTH_2D, "depth_tx") + .sampler(1, ImageType::FLOAT_2D, "velocity_tx") + .sampler(2, ImageType::FLOAT_2D, "in_color_tx") + /* NOTE: See MotionBlurTileIndirection. */ + .storage_buf(0, Qualifier::READ, "uint", "tile_indirection_buf[]") + .image(0, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_img") + .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .compute_source("eevee_motion_blur_gather_comp.glsl"); diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h index e8944442607..266db22a84f 100644 --- a/source/blender/draw/intern/draw_shader_shared.h +++ b/source/blender/draw/intern/draw_shader_shared.h @@ -1,6 +1,8 @@ /* SPDX-License-Identifier: GPL-2.0-or-later */ #ifndef GPU_SHADER +# pragma once + # include "GPU_shader.h" # include "GPU_shader_shared_utils.h" diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl index ae82277d9a6..cb2da9d35bf 100644 --- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl @@ -10,6 +10,11 @@ float point_plane_projection_dist(vec3 line_origin, vec3 plane_origin, vec3 plan return dot(plane_normal, plane_origin - line_origin); } +float point_line_projection_dist(vec2 point, vec2 line_origin, vec2 line_normal) +{ + return dot(line_normal, line_origin - point); +} + float line_plane_intersect_dist(vec3 line_origin, vec3 line_direction, vec3 plane_origin, @@ -104,6 +109,25 @@ float line_unit_box_intersect_dist_safe(vec3 line_origin, vec3 line_direction) } /** + * Same as line_unit_box_intersect_dist but for 2D case. + */ +float line_unit_square_intersect_dist(vec2 line_origin, vec2 line_direction) +{ + vec2 first_plane = (vec2(1.0) - line_origin) / line_direction; + vec2 second_plane = (vec2(-1.0) - line_origin) / line_direction; + vec2 farthest_plane = max(first_plane, second_plane); + + return min_v2(farthest_plane); +} + +float line_unit_square_intersect_dist_safe(vec2 line_origin, vec2 line_direction) +{ + vec2 safe_line_direction = max(vec2(1e-8), abs(line_direction)) * + select(vec2(1.0), -vec2(1.0), lessThan(line_direction, vec2(0.0))); + return line_unit_square_intersect_dist(line_origin, safe_line_direction); +} + +/** * Returns clipping distance (intersection with the nearest plane) with the given axis-aligned * bound box along \a line_direction. * Safe even if \a line_direction is degenerate. diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 5e97909a2b8..2de0f4e470a 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -456,6 +456,7 @@ set(SRC_SHADER_CREATE_INFOS ../draw/engines/basic/shaders/infos/basic_depth_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_film_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh + ../draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh ../draw/engines/gpencil/shaders/infos/gpencil_info.hh ../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh |