diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_depth_of_field.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_depth_of_field.c | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c new file mode 100644 index 00000000000..60c6175f4fa --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -0,0 +1,264 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file eevee_depth_of_field.c + * \ingroup draw_engine + * + * Depth of field post process effect. + */ + +#include "DRW_render.h" + +#include "BLI_dynstr.h" +#include "BLI_rand.h" + +#include "DNA_anim_types.h" +#include "DNA_camera_types.h" +#include "DNA_object_force_types.h" +#include "DNA_screen_types.h" +#include "DNA_view3d_types.h" +#include "DNA_world_types.h" + +#include "BKE_global.h" /* for G.debug_value */ +#include "BKE_camera.h" +#include "BKE_mesh.h" +#include "BKE_object.h" +#include "BKE_animsys.h" +#include "BKE_screen.h" + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_query.h" + +#include "eevee_private.h" +#include "GPU_extensions.h" +#include "GPU_framebuffer.h" +#include "GPU_texture.h" + +#include "ED_screen.h" + +static struct { + /* Depth Of Field */ + struct GPUShader *dof_downsample_sh; + struct GPUShader *dof_scatter_sh; + struct GPUShader *dof_resolve_sh; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_effect_dof_vert_glsl[]; +extern char datatoc_effect_dof_frag_glsl[]; + +static void eevee_create_shader_depth_of_field(void) +{ + e_data.dof_downsample_sh = DRW_shader_create_fullscreen( + datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n"); + e_data.dof_scatter_sh = DRW_shader_create( + datatoc_effect_dof_vert_glsl, NULL, + datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n"); + e_data.dof_resolve_sh = DRW_shader_create_fullscreen( + datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n"); +} + +int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera) +{ + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_EffectsInfo *effects = stl->effects; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + if (scene_eval->eevee.flag & SCE_EEVEE_DOF_ENABLED) { + RegionView3D *rv3d = draw_ctx->rv3d; + + if (!e_data.dof_downsample_sh) { + eevee_create_shader_depth_of_field(); + } + + if (camera) { + const float *viewport_size = DRW_viewport_size_get(); + Camera *cam = (Camera *)camera->data; + + /* Retreive Near and Far distance */ + effects->dof_near_far[0] = -cam->clipsta; + effects->dof_near_far[1] = -cam->clipend; + + int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2}; + + effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F, + &draw_engine_eevee_type); + effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F, + &draw_engine_eevee_type); + effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F, + &draw_engine_eevee_type); + + GPU_framebuffer_ensure_config(&fbl->dof_down_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(effects->dof_down_near), + GPU_ATTACHMENT_TEXTURE(effects->dof_down_far), + GPU_ATTACHMENT_TEXTURE(effects->dof_coc) + }); + + /* Go full 32bits for rendering and reduce the color artifacts. */ + GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; + + effects->dof_blur = DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], fb_format, + &draw_engine_eevee_type); + GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(effects->dof_blur), + }); + + /* Parameters */ + /* TODO UI Options */ + float fstop = cam->gpu_dof.fstop; + float blades = cam->gpu_dof.num_blades; + float rotation = cam->gpu_dof.rotation; + float ratio = 1.0f / cam->gpu_dof.ratio; + float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y); + float focus_dist = BKE_camera_object_dof_distance(camera); + float focal_len = cam->lens; + + /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm + * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though + * because the shader reads coordinates in world space, which is in blender units. + * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ + float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f; + float scale_camera = 0.001f / scale; + /* we want radius here for the aperture number */ + float aperture = 0.5f * scale_camera * focal_len / fstop; + float focal_len_scaled = scale_camera * focal_len; + float sensor_scaled = scale_camera * sensor; + + if (rv3d != NULL) { + sensor_scaled *= rv3d->viewcamtexcofac[0]; + } + + effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled)); + effects->dof_params[1] = -focus_dist; + effects->dof_params[2] = viewport_size[0] / sensor_scaled; + effects->dof_bokeh[0] = rotation; + effects->dof_bokeh[1] = ratio; + effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size; + + /* Precompute values to save instructions in fragment shader. */ + effects->dof_bokeh_sides[0] = blades; + effects->dof_bokeh_sides[1] = 2.0f * M_PI / blades; + effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI); + effects->dof_bokeh_sides[3] = cosf(M_PI / blades); + + return EFFECT_DOF | EFFECT_POST_BUFFER; + } + } + + /* Cleanup to release memory */ + GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_fb); + + return 0; +} + +void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + if ((effects->enabled_effects & EFFECT_DOF) != 0) { + /** Depth of Field algorithm + * + * Overview : + * - Downsample the color buffer into 2 buffers weighted with + * CoC values. Also output CoC into a texture. + * - Shoot quads for every pixel and expand it depending on the CoC. + * Do one pass for near Dof and one pass for far Dof. + * - Finally composite the 2 blurred buffers with the original render. + **/ + DRWShadingGroup *grp; + struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + + psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR); + + grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down); + DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1); + DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL); + + /* This create an empty batch of N triangles to be positioned + * by the vertex shader 0.4ms against 6ms with instancing */ + const float *viewport_size = DRW_viewport_size_get(); + const int sprite_ct = ((int)viewport_size[0] / 2) * ((int)viewport_size[1] / 2); /* brackets matters */ + grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct); + + DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_down_near); + DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_down_far); + DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc); + DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2); + + psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR); + + grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve); + DRW_shgroup_uniform_texture_ref(grp, "scatterBuffer", &effects->dof_blur); + DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1); + DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1); + DRW_shgroup_call_add(grp, quad, NULL); + } +} + +void EEVEE_depth_of_field_draw(EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + /* Depth Of Field */ + if ((effects->enabled_effects & EFFECT_DOF) != 0) { + float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + /* Downsample */ + GPU_framebuffer_bind(fbl->dof_down_fb); + DRW_draw_pass(psl->dof_down); + + /* Scatter */ + GPU_framebuffer_bind(fbl->dof_scatter_fb); + GPU_framebuffer_clear_color(fbl->dof_scatter_fb, clear_col); + DRW_draw_pass(psl->dof_scatter); + + /* Resolve */ + GPU_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->dof_resolve); + SWAP_BUFFERS(); + } +} + +void EEVEE_depth_of_field_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh); + DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh); + DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh); +} |