diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_effects.c | 1570 |
1 files changed, 1570 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c new file mode 100644 index 00000000000..bcc9986d671 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -0,0 +1,1570 @@ +/* + * 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 + * + */ + +/* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ... + */ + +/** \file eevee_effects.c + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_anim_types.h" +#include "DNA_camera_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_object.h" +#include "BKE_animsys.h" +#include "BKE_screen.h" + +#include "DEG_depsgraph.h" + +#include "BLI_dynstr.h" + +#include "eevee_private.h" +#include "GPU_texture.h" +#include "GPU_framebuffer.h" + +#define SHADER_DEFINES \ + "#define EEVEE_ENGINE\n" \ + "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \ + "#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \ + "#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" + +typedef struct EEVEE_LightProbeData { + short probe_id, shadow_id; +} EEVEE_LightProbeData; + +/* SSR shader variations */ +enum { + SSR_SAMPLES = (1 << 0) | (1 << 1), + SSR_RESOLVE = (1 << 2), + SSR_FULL_TRACE = (1 << 3), + SSR_MAX_SHADER = (1 << 4), +}; + +static struct { + /* Downsample Depth */ + struct GPUShader *minz_downlevel_sh; + struct GPUShader *maxz_downlevel_sh; + struct GPUShader *minz_downdepth_sh; + struct GPUShader *maxz_downdepth_sh; + struct GPUShader *minz_downdepth_layer_sh; + struct GPUShader *maxz_downdepth_layer_sh; + struct GPUShader *minz_copydepth_sh; + struct GPUShader *maxz_copydepth_sh; + + /* Motion Blur */ + struct GPUShader *motion_blur_sh; + + /* Bloom */ + struct GPUShader *bloom_blit_sh[2]; + struct GPUShader *bloom_downsample_sh[2]; + struct GPUShader *bloom_upsample_sh[2]; + struct GPUShader *bloom_resolve_sh[2]; + + /* Depth Of Field */ + struct GPUShader *dof_downsample_sh; + struct GPUShader *dof_scatter_sh; + struct GPUShader *dof_resolve_sh; + + /* Volumetric */ + struct GPUShader *volumetric_upsample_sh; + + /* Screen Space Reflection */ + struct GPUShader *ssr_sh[SSR_MAX_SHADER]; + + /* Simple Downsample */ + struct GPUShader *downsample_sh; + struct GPUShader *downsample_cube_sh; + + /* Ground Truth Ambient Occlusion */ + struct GPUShader *gtao_sh; + struct GPUShader *gtao_debug_sh; + + struct GPUTexture *depth_src; + struct GPUTexture *color_src; + int depth_src_layer; + float cube_texel_size; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_ambient_occlusion_lib_glsl[]; +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_bsdf_sampling_lib_glsl[]; +extern char datatoc_octahedron_lib_glsl[]; +extern char datatoc_effect_ssr_frag_glsl[]; +extern char datatoc_effect_minmaxz_frag_glsl[]; +extern char datatoc_effect_motion_blur_frag_glsl[]; +extern char datatoc_effect_bloom_frag_glsl[]; +extern char datatoc_effect_dof_vert_glsl[]; +extern char datatoc_effect_dof_geom_glsl[]; +extern char datatoc_effect_dof_frag_glsl[]; +extern char datatoc_effect_downsample_frag_glsl[]; +extern char datatoc_effect_downsample_cube_frag_glsl[]; +extern char datatoc_effect_gtao_frag_glsl[]; +extern char datatoc_lightprobe_lib_glsl[]; +extern char datatoc_lightprobe_vert_glsl[]; +extern char datatoc_lightprobe_geom_glsl[]; +extern char datatoc_raytrace_lib_glsl[]; +extern char datatoc_tonemap_frag_glsl[]; +extern char datatoc_volumetric_frag_glsl[]; + +static void eevee_motion_blur_camera_get_matrix_at_time( + const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4]) +{ + EvaluationContext eval_ctx; + float obmat[4][4]; + + /* HACK */ + Object cam_cpy; Camera camdata_cpy; + memcpy(&cam_cpy, camera, sizeof(cam_cpy)); + memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy)); + cam_cpy.data = &camdata_cpy; + + CTX_data_eval_ctx(C, &eval_ctx); + + /* Past matrix */ + /* FIXME : This is a temporal solution that does not take care of parent animations */ + /* Recalc Anim manualy */ + BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL); + BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); + BKE_object_where_is_calc_time(&eval_ctx, scene, &cam_cpy, time); + + /* Compute winmat */ + CameraParams params; + BKE_camera_params_init(¶ms); + + /* copy of BKE_camera_params_from_view3d */ + { + params.lens = v3d->lens; + params.clipsta = v3d->near; + params.clipend = v3d->far; + + /* camera view */ + BKE_camera_params_from_object(¶ms, &cam_cpy); + + params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom); + + params.offsetx = 2.0f * rv3d->camdx * params.zoom; + params.offsety = 2.0f * rv3d->camdy * params.zoom; + + params.shiftx *= params.zoom; + params.shifty *= params.zoom; + + params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom; + } + + BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); + BKE_camera_params_compute_matrix(¶ms); + + /* FIXME Should be done per view (MULTIVIEW) */ + normalize_m4_m4(obmat, cam_cpy.obmat); + invert_m4(obmat); + mul_m4_m4m4(r_mat, params.winmat, obmat); +} + +static struct GPUShader *eevee_effects_ssr_shader_get(int options) +{ + if (e_data.ssr_sh[options] == NULL) { + DynStr *ds_frag = BLI_dynstr_new(); + BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl); + char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag); + BLI_dynstr_free(ds_frag); + + int samples = (SSR_SAMPLES & options) + 1; + + DynStr *ds_defines = BLI_dynstr_new(); + BLI_dynstr_appendf(ds_defines, SHADER_DEFINES); + BLI_dynstr_appendf(ds_defines, "#define RAY_COUNT %d\n", samples); + if (options & SSR_RESOLVE) { + BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n"); + } + else { + BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n"); + } + if (options & SSR_FULL_TRACE) { + BLI_dynstr_appendf(ds_defines, "#define FULLRES\n"); + } + char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines); + BLI_dynstr_free(ds_defines); + + e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str); + + MEM_freeN(ssr_shader_str); + MEM_freeN(ssr_define_str); + } + + return e_data.ssr_sh[options]; +} + +void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + SceneLayer *scene_layer = draw_ctx->scene_layer; + Scene *scene = draw_ctx->scene; + View3D *v3d = draw_ctx->v3d; + RegionView3D *rv3d = draw_ctx->rv3d; + ARegion *ar = draw_ctx->ar; + IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); + + const float *viewport_size = DRW_viewport_size_get(); + + /* Shaders */ + if (!e_data.motion_blur_sh) { + DynStr *ds_frag = BLI_dynstr_new(); + BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl); + char *frag_str = BLI_dynstr_get_cstring(ds_frag); + BLI_dynstr_free(ds_frag); + + e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL); + e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n"); + + MEM_freeN(frag_str); + + e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL); + e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl, + datatoc_lightprobe_geom_glsl, + datatoc_effect_downsample_cube_frag_glsl, NULL); + + e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n"); + + e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"); + e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"); + e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n" + "#define INPUT_DEPTH\n"); + e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n" + "#define INPUT_DEPTH\n"); + e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n" + "#define LAYERED\n" + "#define INPUT_DEPTH\n"); + e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n" + "#define LAYERED\n" + "#define INPUT_DEPTH\n"); + e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n" + "#define INPUT_DEPTH\n" + "#define COPY_DEPTH\n"); + e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n" + "#define INPUT_DEPTH\n" + "#define COPY_DEPTH\n"); + + e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL); + + e_data.dof_downsample_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL, + 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(datatoc_effect_dof_vert_glsl, NULL, + datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n"); + + e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"); + e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n" + "#define HIGH_QUALITY\n"); + + e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"); + e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n" + "#define HIGH_QUALITY\n"); + + e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"); + e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n" + "#define HIGH_QUALITY\n"); + + e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"); + e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n" + "#define HIGH_QUALITY\n"); + } + + if (!stl->effects) { + stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo"); + } + + effects = stl->effects; + + int enabled_effects = 0; + + if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) { + /* Update Motion Blur Matrices */ + if (rv3d->persp == RV3D_CAMOB && v3d->camera) { + float persmat[4][4]; + float ctime = BKE_scene_frame_get(scene); + float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter"); + + /* Current matrix */ + eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world); + + /* Viewport Matrix */ + DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); + + /* Only continue if camera is not being keyed */ + if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) { + + /* Past matrix */ + eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc); + +#if 0 /* for future high quality blur */ + /* Future matrix */ + eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime + delta, effects->future_world_to_ndc); +#endif + invert_m4(effects->current_ndc_to_world); + + effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples"); + enabled_effects |= EFFECT_MOTION_BLUR; + } + } + } + + if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) { + /* Bloom */ + int blitsize[2], texsize[2]; + + /* Blit Buffer */ + effects->source_texel_size[0] = 1.0f / viewport_size[0]; + effects->source_texel_size[1] = 1.0f / viewport_size[1]; + + blitsize[0] = (int)viewport_size[0]; + blitsize[1] = (int)viewport_size[1]; + + effects->blit_texel_size[0] = 1.0f / (float)blitsize[0]; + effects->blit_texel_size[1] = 1.0f / (float)blitsize[1]; + + DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type, + (int)blitsize[0], (int)blitsize[1], + &tex_blit, 1); + + /* Parameters */ + float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold"); + float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee"); + float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity"); + const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color"); + float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius"); + effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp"); + + /* determine the iteration count */ + const float minDim = (float)MIN2(blitsize[0], blitsize[1]); + const float maxIter = (radius - 8.0f) + log(minDim) / log(2); + const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter; + + CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP); + + effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt; + effects->bloom_curve_threshold[0] = threshold - knee; + effects->bloom_curve_threshold[1] = knee * 2.0f; + effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee); + effects->bloom_curve_threshold[3] = threshold; + + mul_v3_v3fl(effects->bloom_color, color, intensity); + + /* Downsample buffers */ + copy_v2_v2_int(texsize, blitsize); + for (int i = 0; i < effects->bloom_iteration_ct; ++i) { + texsize[0] /= 2; texsize[1] /= 2; + texsize[0] = MAX2(texsize[0], 2); + texsize[1] = MAX2(texsize[1], 2); + + effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0]; + effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1]; + + DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type, + (int)texsize[0], (int)texsize[1], + &tex_bloom, 1); + } + + /* Upsample buffers */ + copy_v2_v2_int(texsize, blitsize); + for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) { + texsize[0] /= 2; texsize[1] /= 2; + texsize[0] = MAX2(texsize[0], 2); + texsize[1] = MAX2(texsize[1], 2); + + DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type, + (int)texsize[0], (int)texsize[1], + &tex_bloom, 1); + } + + enabled_effects |= EFFECT_BLOOM; + } + + if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) { + /* Depth Of Field */ + if (rv3d->persp == RV3D_CAMOB && v3d->camera) { + Camera *cam = (Camera *)v3d->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}; + + struct GPUTexture **dof_down_near = &txl->dof_down_near; + bool fb_reset = false; + + /* Reuse buffer from Bloom if available */ + /* WATCH IT : must have the same size */ + if ((enabled_effects & EFFECT_BLOOM) != 0) { + dof_down_near = &txl->bloom_downsample[0]; /* should always exists */ + if ((effects->enabled_effects & EFFECT_BLOOM) == 0) { + fb_reset = true; + } + } + else if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { + fb_reset = true; + } + + /* if framebuffer config must be changed */ + if (fb_reset && (fbl->dof_down_fb != NULL)) { + DRW_framebuffer_free(fbl->dof_down_fb); + fbl->dof_down_fb = NULL; + } + + /* Setup buffers */ + DRWFboTexture tex_down[3] = {{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */ + {&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0}, + {&txl->dof_coc, DRW_TEX_RG_16, 0}}; + DRW_framebuffer_init(&fbl->dof_down_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], tex_down, 3); + + DRWFboTexture tex_scatter_far = {&txl->dof_far_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->dof_scatter_far_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_far, 1); + + DRWFboTexture tex_scatter_near = {&txl->dof_near_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->dof_scatter_near_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_near, 1); + + /* 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(v3d->camera); + float focal_len = cam->lens; + + UNUSED_VARS(rotation, ratio); + + /* 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->unit.system) ? scene->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; + + 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] / (rv3d->viewcamtexcofac[0] * sensor_scaled); + effects->dof_bokeh[0] = blades; + effects->dof_bokeh[1] = rotation; + effects->dof_bokeh[2] = ratio; + effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size"); + + enabled_effects |= EFFECT_DOF; + } + } + + effects->enabled_effects = enabled_effects; + + /* Only allocate if at least one effect is activated */ + if (effects->enabled_effects != 0) { + /* Ping Pong buffer */ + DRWFboTexture tex = {&txl->color_post, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; + + DRW_framebuffer_init(&fbl->effect_fb, &draw_engine_eevee_type, + (int)viewport_size[0], (int)viewport_size[1], + &tex, 1); + } + + if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) { + /* Ambient Occlusion*/ + effects->enabled_effects |= EFFECT_GTAO; + + effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance"); + effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor"); + effects->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality"); + effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples"); + effects->ao_samples_inv = 1.0f / effects->ao_samples; + + effects->ao_settings = 1.0; /* USE_AO */ + if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) { + effects->ao_settings += 2.0; /* USE_BENT_NORMAL */ + } + if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) { + effects->ao_settings += 4.0; /* USE_DENOISE */ + } + + effects->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce"); + + effects->ao_texsize[0] = ((int)viewport_size[0]); + effects->ao_texsize[1] = ((int)viewport_size[1]); + + /* Round up to multiple of 2 */ + if ((effects->ao_texsize[0] & 0x1) != 0) { + effects->ao_texsize[0] += 1; + } + if ((effects->ao_texsize[1] & 0x1) != 0) { + effects->ao_texsize[1] += 1; + } + + CLAMP(effects->ao_samples, 1, 32); + + if (effects->hori_tex_layers != effects->ao_samples) { + DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons); + } + + if (txl->gtao_horizons == NULL) { + effects->hori_tex_layers = effects->ao_samples; + txl->gtao_horizons = DRW_texture_create_2D_array((int)viewport_size[0], (int)viewport_size[1], effects->hori_tex_layers, DRW_TEX_RG_8, 0, NULL); + } + + DRWFboTexture tex = {&txl->gtao_horizons, DRW_TEX_RG_8, 0}; + + DRW_framebuffer_init(&fbl->gtao_fb, &draw_engine_eevee_type, + effects->ao_texsize[0], effects->ao_texsize[1], + &tex, 1); + + if (G.debug_value == 6) { + DRWFboTexture tex_debug = {&stl->g_data->gtao_horizons_debug, DRW_TEX_RGBA_8, DRW_TEX_TEMP}; + + DRW_framebuffer_init(&fbl->gtao_debug_fb, &draw_engine_eevee_type, + (int)viewport_size[0], (int)viewport_size[1], + &tex_debug, 1); + } + } + else { + /* Cleanup */ + DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons); + DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb); + effects->ao_settings = 0.0f; + } + + /* MinMax Pyramid */ + DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP}; + + DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type, + (int)viewport_size[0] / 2, (int)viewport_size[1] / 2, + &texmin, 1); + + /* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */ + if (txl->maxzbuffer == NULL) { + txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL); + } + + /* Compute Mipmap texel alignement. */ + for (int i = 0; i < 10; ++i) { + float mip_size[2] = {viewport_size[0], viewport_size[1]}; + for (int j = 0; j < i; ++j) { + mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f)); + mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f)); + } + stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0]))))); + stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1]))))); + } + + if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) { + World *wo = scene->world; + + /* TODO: this will not be the case if we support object volumetrics */ + if ((wo != NULL) && (wo->use_nodes) && (wo->nodetree != NULL)) { + effects->enabled_effects |= EFFECT_VOLUMETRIC; + + if (sldata->volumetrics == NULL) { + sldata->volumetrics = MEM_callocN(sizeof(EEVEE_VolumetricsInfo), "EEVEE_VolumetricsInfo"); + } + + EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics; + bool last_use_colored_transmit = volumetrics->use_colored_transmit; /* Save to compare */ + + volumetrics->integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start"); + volumetrics->integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end"); + + if (DRW_viewport_is_persp_get()) { + /* Negate */ + volumetrics->integration_start = -volumetrics->integration_start; + volumetrics->integration_end = -volumetrics->integration_end; + } + else { + const float clip_start = stl->g_data->viewvecs[0][2]; + const float clip_end = stl->g_data->viewvecs[1][2]; + volumetrics->integration_start = min_ff(volumetrics->integration_end, clip_start); + volumetrics->integration_end = max_ff(-volumetrics->integration_end, clip_end); + } + + volumetrics->sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution"); + volumetrics->integration_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_samples"); + volumetrics->shadow_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples"); + volumetrics->light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp"); + + /* Disable clamp if equal to 0. */ + if (volumetrics->light_clamp == 0.0) { + volumetrics->light_clamp = FLT_MAX; + } + + volumetrics->use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights"); + volumetrics->use_volume_shadows = BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows"); + volumetrics->use_colored_transmit = BKE_collection_engine_property_value_get_bool(props, "volumetric_colored_transmittance"); + + if (last_use_colored_transmit != volumetrics->use_colored_transmit) { + if (fbl->volumetric_fb != NULL) { + DRW_framebuffer_free(fbl->volumetric_fb); + fbl->volumetric_fb = NULL; + } + } + + /* Integration result buffer(s) */ + if (volumetrics->use_colored_transmit == false) { + /* Monocromatic transmittance in alpha */ + DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}; + + DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type, + (int)viewport_size[0] / 2, (int)viewport_size[1] / 2, + &tex_vol, 1); + } + else { + /* Transmittance is separated, No need for alpha and DRW_TEX_RGB_11_11_10 gives the same vram usage */ + /* Hint ! Could reuse this for transparency! */ + DRWFboTexture tex_vol[2] = {{&stl->g_data->volumetric, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}, + {&stl->g_data->volumetric_transmit, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}}; + + DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type, + (int)viewport_size[0] / 2, (int)viewport_size[1] / 2, + tex_vol, 2); + } + } + } + + if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) { + effects->enabled_effects |= EFFECT_SSR; + + if (BKE_collection_engine_property_value_get_bool(props, "ssr_refraction")) { + effects->enabled_effects |= EFFECT_REFRACT; + + DRWFboTexture tex = {&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP}; + + DRW_framebuffer_init(&fbl->refract_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1); + } + + /* Enable double buffering to be able to read previous frame color */ + effects->enabled_effects |= EFFECT_DOUBLE_BUFFER; + + effects->ssr_ray_count = BKE_collection_engine_property_value_get_int(props, "ssr_ray_count"); + effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres"); + effects->ssr_use_normalization = BKE_collection_engine_property_value_get_bool(props, "ssr_normalize_weight"); + effects->ssr_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "ssr_quality"); + effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness"); + effects->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade"); + effects->ssr_firefly_fac = BKE_collection_engine_property_value_get_float(props, "ssr_firefly_fac"); + effects->ssr_max_roughness = BKE_collection_engine_property_value_get_float(props, "ssr_max_roughness"); + + if (effects->ssr_firefly_fac < 1e-8f) { + effects->ssr_firefly_fac = FLT_MAX; + } + + /* Important, can lead to breakage otherwise. */ + CLAMP(effects->ssr_ray_count, 1, 4); + + const int divisor = (effects->reflection_trace_full) ? 1 : 2; + int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor}; + const bool high_qual_input = true; /* TODO dither low quality input */ + + /* MRT for the shading pass in order to output needed data for the SSR pass. */ + /* TODO create one texture layer per lobe */ + if (txl->ssr_specrough_input == NULL) { + DRWTextureFormat specrough_format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8; + txl->ssr_specrough_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], specrough_format, 0, NULL); + } + + /* Reattach textures to the right buffer (because we are alternating between buffers) */ + /* TODO multiple FBO per texture!!!! */ + DRW_framebuffer_texture_detach(txl->ssr_specrough_input); + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0); + + /* Raytracing output */ + /* TODO try integer format for hit coord to increase precision */ + DRWFboTexture tex_output[4] = {{&stl->g_data->ssr_hit_output[0], DRW_TEX_RGBA_16, DRW_TEX_TEMP}, + {&stl->g_data->ssr_hit_output[1], DRW_TEX_RGBA_16, DRW_TEX_TEMP}, + {&stl->g_data->ssr_hit_output[2], DRW_TEX_RGBA_16, DRW_TEX_TEMP}, + {&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}}; + + DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count); + + /* Compute pixel size */ + copy_v2_v2(effects->ssr_pixelsize, viewport_size); + invert_v2(effects->ssr_pixelsize); + } + else { + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input); + DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb); + for (int i = 0; i < 4; ++i) { + stl->g_data->ssr_hit_output[i] = NULL; + } + } + + /* Normal buffer for deferred passes. */ + if ((((effects->enabled_effects & EFFECT_GTAO) != 0) && G.debug_value == 6) || + ((effects->enabled_effects & EFFECT_SSR) != 0)) + { + if (txl->ssr_normal_input == NULL) { + DRWTextureFormat nor_format = DRW_TEX_RG_16; + txl->ssr_normal_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], nor_format, 0, NULL); + } + + /* Reattach textures to the right buffer (because we are alternating between buffers) */ + /* TODO multiple FBO per texture!!!! */ + DRW_framebuffer_texture_detach(txl->ssr_normal_input); + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0); + } + else { + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input); + } + + /* Setup double buffer so we can access last frame as it was before post processes */ + if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) { + DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP}; + + DRW_framebuffer_init(&fbl->double_buffer, &draw_engine_eevee_type, + (int)viewport_size[0], (int)viewport_size[1], + &tex_double_buffer, 1); + } + else { + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->color_double_buffer); + DRW_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer); + } +} + +static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample) +{ + struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + + *pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass); + DRW_shgroup_call_add(grp, quad, NULL); + DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer); + DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1); + if (upsample) { + DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer); + DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1); + } + + return grp; +} + +void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + + if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + struct World *wo = scene->world; /* Already checked non NULL */ + EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics; + + struct GPUMaterial *mat = EEVEE_material_world_volume_get( + scene, wo, volumetrics->use_lights, volumetrics->use_volume_shadows, + false, volumetrics->use_colored_transmit, sldata->lamps->shadow_method); + + psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps); + + if (grp != NULL) { + DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool); + DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1); + DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "volume_start_end", &sldata->volumetrics->integration_start, 1); + DRW_shgroup_uniform_vec4(grp, "volume_samples_clamp", &sldata->volumetrics->integration_step_count, 1); + DRW_shgroup_call_add(grp, quad, NULL); + + if (volumetrics->use_colored_transmit == false) { /* Monochromatic transmittance */ + psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION); + grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric); + DRW_shgroup_call_add(grp, quad, NULL); + } + else { + psl->volumetric_resolve_transmit_ps = DRW_pass_create("Volumetric Transmittance Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_MULTIPLY); + grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_transmit_ps); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric_transmit); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); + grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric); + DRW_shgroup_call_add(grp, quad, NULL); + } + } + else { + /* Compilation failled */ + effects->enabled_effects &= ~EFFECT_VOLUMETRIC; + } + } + + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0; + options |= (effects->ssr_ray_count - 1); + + struct GPUShader *trace_shader = eevee_effects_ssr_shader_get(options); + struct GPUShader *resolve_shader = eevee_effects_ssr_shader_get(SSR_RESOLVE | options); + + psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input); + DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); + DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1); + DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1); + DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1); + DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); + grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input); + DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_buffer(grp, "prevColorBuffer", &txl->color_double_buffer); + DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1); + DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); + DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1); + DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1); + DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1); + DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1); + DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool); + DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool); + DRW_shgroup_uniform_buffer(grp, "hitBuffer0", &stl->g_data->ssr_hit_output[0]); + if (effects->ssr_ray_count > 1) { + DRW_shgroup_uniform_buffer(grp, "hitBuffer1", &stl->g_data->ssr_hit_output[1]); + } + if (effects->ssr_ray_count > 2) { + DRW_shgroup_uniform_buffer(grp, "hitBuffer2", &stl->g_data->ssr_hit_output[2]); + } + if (effects->ssr_ray_count > 3) { + DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]); + } + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps); + DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src); + DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1); + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + static int zero = 0; + psl->color_downsample_cube_ps = DRW_pass_create("Downsample Cube", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps, quad); + DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src); + DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1); + DRW_shgroup_uniform_int(grp, "Layer", &zero, 1); + for (int i = 0; i < 6; ++i) + DRW_shgroup_call_dynamic_add_empty(grp); + } + + { + /* Perform min/max downsample */ + psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer); + DRW_shgroup_call_add(grp, quad, NULL); + + /* Copy depth buffer to halfres top level of HiZ */ + psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.minz_downdepth_layer_sh, psl->minz_downdepth_layer_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_downdepth_layer_ps = DRW_pass_create("HiZ Max Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1); + DRW_shgroup_call_add(grp, quad, NULL); + + /* Copy depth buffer to halfres top level of HiZ */ + psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search); + DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); + DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2); + DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1); + DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR); + grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug); + DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input); + DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &txl->gtao_horizons); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); + DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2); + DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur); + DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1); + DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world); + DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc); + DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + /** Bloom algorithm + * + * Overview : + * - Downsample the color buffer doing a small blur during each step. + * - Accumulate bloom color using previously downsampled color buffers + * and do an upsample blur for each new accumulated layer. + * - Finally add accumulation buffer onto the source color buffer. + * + * [1/1] is original copy resolution (can be half or quater res for performance) + * + * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN] + * + * Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color + * | Λ + * [Downsample First] Source Color ─> + [Resolve] + * v | + * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2] + * | Λ + * ─── ─── + * Repeat Repeat + * ─── ─── + * v | + * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1] + * | Λ + * [Downsample] [Upsample] + * v | + * Color Downsampled [1/N] ─────────────────────────┘ + **/ + DRWShadingGroup *grp; + const bool use_highres = true; + const bool use_antiflicker = true; + eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false); + eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false); + eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true); + grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false); + DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1); + DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1); + grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true); + DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1); + } + + { + /** 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; + + 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_buffer(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_buffer(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); + + /* 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_buffer(grp, "colorBuffer", &effects->unf_source_buffer); + DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->dof_coc); + DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1); + DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1); + + 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_buffer(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_buffer(grp, "nearBuffer", &txl->dof_near_blur); + DRW_shgroup_uniform_buffer(grp, "farBuffer", &txl->dof_far_blur); + DRW_shgroup_uniform_buffer(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); + } +} + +static void min_downsample_cb(void *vedata, int UNUSED(level)) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + DRW_draw_pass(psl->minz_downlevel_ps); +} + +static void max_downsample_cb(void *vedata, int UNUSED(level)) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + DRW_draw_pass(psl->maxz_downlevel_ps); +} + +static void simple_downsample_cb(void *vedata, int UNUSED(level)) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + DRW_draw_pass(psl->color_downsample_ps); +} + +static void simple_downsample_cube_cb(void *vedata, int level) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src); + DRW_draw_pass(psl->color_downsample_cube_ps); +} + +void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_TextureList *txl = vedata->txl; + + e_data.depth_src = depth_src; + e_data.depth_src_layer = layer; + + DRW_stats_group_start("Min buffer"); + /* Copy depth buffer to min texture top level */ + DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0); + DRW_framebuffer_bind(fbl->downsample_fb); + if (layer >= 0) { + DRW_draw_pass(psl->minz_downdepth_layer_ps); + } + else { + DRW_draw_pass(psl->minz_downdepth_ps); + } + DRW_framebuffer_texture_detach(stl->g_data->minzbuffer); + + /* Create lower levels */ + DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata); + DRW_stats_group_end(); + + DRW_stats_group_start("Max buffer"); + /* Copy depth buffer to max texture top level */ + DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0); + DRW_framebuffer_bind(fbl->downsample_fb); + if (layer >= 0) { + DRW_draw_pass(psl->maxz_downdepth_layer_ps); + } + else { + DRW_draw_pass(psl->maxz_downdepth_ps); + } + DRW_framebuffer_texture_detach(txl->maxzbuffer); + + /* Create lower levels */ + DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata); + DRW_stats_group_end(); +} + +/** + * Simple downsampling algorithm. Reconstruct mip chain up to mip level. + **/ +void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level) +{ + e_data.color_src = texture_src; + + DRW_stats_group_start("Downsample buffer"); + /* Create lower levels */ + DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata); + DRW_stats_group_end(); +} + +/** + * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level. + **/ +void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level) +{ + e_data.color_src = texture_src; + + DRW_stats_group_start("Downsample Cube buffer"); + /* Create lower levels */ + DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cube_cb, vedata); + DRW_stats_group_end(); +} + +void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + e_data.depth_src = dtxl->depth; + + /* Compute volumetric integration at halfres. */ + DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric, 0, 0); + if (sldata->volumetrics->use_colored_transmit) { + DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric_transmit, 1, 0); + } + DRW_framebuffer_bind(fbl->volumetric_fb); + DRW_draw_pass(psl->volumetric_integrate_ps); + + /* Resolve at fullres */ + DRW_framebuffer_texture_detach(dtxl->depth); + DRW_framebuffer_bind(fbl->main); + if (sldata->volumetrics->use_colored_transmit) { + DRW_draw_pass(psl->volumetric_resolve_transmit_ps); + } + DRW_draw_pass(psl->volumetric_resolve_ps); + + /* Restore */ + DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); + DRW_framebuffer_texture_detach(stl->g_data->volumetric); + if (sldata->volumetrics->use_colored_transmit) { + DRW_framebuffer_texture_detach(stl->g_data->volumetric_transmit); + } + + /* Rebind main buffer after attach/detach operations */ + DRW_framebuffer_bind(fbl->main); + } +} + +void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_REFRACT) != 0) { + DRW_framebuffer_texture_attach(fbl->refract_fb, txl->refract_color, 0, 0); + DRW_framebuffer_blit(fbl->main, fbl->refract_fb, false); + EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->refract_color, 9); + } +} + +void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + + if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + e_data.depth_src = dtxl->depth; + + for (int i = 0; i < effects->ssr_ray_count; ++i) { + DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_hit_output[i], i, 0); + } + DRW_framebuffer_bind(fbl->screen_tracing_fb); + + /* Raytrace. */ + DRW_draw_pass(psl->ssr_raytrace); + + for (int i = 0; i < effects->ssr_ray_count; ++i) { + DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output[i]); + } + + EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9); + + /* Resolve at fullres */ + DRW_framebuffer_texture_detach(dtxl->depth); + DRW_framebuffer_texture_detach(txl->ssr_normal_input); + DRW_framebuffer_texture_detach(txl->ssr_specrough_input); + DRW_framebuffer_bind(fbl->main); + DRW_draw_pass(psl->ssr_resolve); + + /* Restore */ + DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0); + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0); + } + + if ((effects->enabled_effects & EFFECT_GTAO) != 0 && G.debug_value == 6) { + /* GTAO Debug */ + DRW_framebuffer_texture_attach(fbl->gtao_debug_fb, stl->g_data->gtao_horizons_debug, 0, 0); + DRW_framebuffer_bind(fbl->gtao_debug_fb); + + DRW_draw_pass(psl->ao_horizon_debug); + + /* Restore */ + DRW_framebuffer_texture_detach(stl->g_data->gtao_horizons_debug); + } + + DRW_framebuffer_bind(fbl->main); +} + +void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *UNUSED(sldata), 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; + + if ((effects->enabled_effects & EFFECT_GTAO) != 0) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + e_data.depth_src = dtxl->depth; + + DRW_stats_group_start("GTAO Horizon Scan"); + for (effects->ao_sample_nbr = 0.0; + effects->ao_sample_nbr < effects->ao_samples; + ++effects->ao_sample_nbr) + { + DRW_framebuffer_texture_detach(txl->gtao_horizons); + DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0); + DRW_framebuffer_bind(fbl->gtao_fb); + + DRW_draw_pass(psl->ao_horizon_search); + } + DRW_stats_group_end(); + + /* Restore */ + DRW_framebuffer_bind(fbl->main); + } +} + +#define SWAP_DOUBLE_BUFFERS() { \ + if (swap_double_buffer) { \ + SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \ + SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \ + swap_double_buffer = false; \ + } \ +} ((void)0) + +#define SWAP_BUFFERS() { \ + if (effects->source_buffer == txl->color) { \ + SWAP_DOUBLE_BUFFERS(); \ + effects->source_buffer = txl->color_post; \ + effects->target_buffer = fbl->main; \ + } \ + else { \ + SWAP_DOUBLE_BUFFERS(); \ + effects->source_buffer = txl->color; \ + effects->target_buffer = fbl->effect_fb; \ + } \ +} ((void)0) + +void EEVEE_draw_effects(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; + + /* only once per frame after the first post process */ + bool swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0); + + /* Default framebuffer and texture */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + /* Init pointers */ + effects->source_buffer = txl->color; /* latest updated texture */ + effects->target_buffer = fbl->effect_fb; /* next target to render to */ + + /* Detach depth for effects to use it */ + DRW_framebuffer_texture_detach(dtxl->depth); + + /* Motion Blur */ + if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { + DRW_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->motion_blur); + SWAP_BUFFERS(); + } + + /* Depth Of Field */ + if ((effects->enabled_effects & EFFECT_DOF) != 0) { + float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + /* Downsample */ + DRW_framebuffer_bind(fbl->dof_down_fb); + DRW_draw_pass(psl->dof_down); + + /* Scatter Far */ + effects->unf_source_buffer = txl->dof_down_far; + copy_v2_fl2(effects->dof_layer_select, 0.0f, 1.0f); + DRW_framebuffer_bind(fbl->dof_scatter_far_fb); + DRW_framebuffer_clear(true, false, false, clear_col, 0.0f); + DRW_draw_pass(psl->dof_scatter); + + /* Scatter Near */ + if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { + /* Reuse bloom half res buffer */ + effects->unf_source_buffer = txl->bloom_downsample[0]; + } + else { + effects->unf_source_buffer = txl->dof_down_near; + } + copy_v2_fl2(effects->dof_layer_select, 1.0f, 0.0f); + DRW_framebuffer_bind(fbl->dof_scatter_near_fb); + DRW_framebuffer_clear(true, false, false, clear_col, 0.0f); + DRW_draw_pass(psl->dof_scatter); + + /* Resolve */ + DRW_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->dof_resolve); + SWAP_BUFFERS(); + } + + /* Bloom */ + if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { + struct GPUTexture *last; + + /* Extract bright pixels */ + copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size); + effects->unf_source_buffer = effects->source_buffer; + + DRW_framebuffer_bind(fbl->bloom_blit_fb); + DRW_draw_pass(psl->bloom_blit); + + /* Downsample */ + copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size); + effects->unf_source_buffer = txl->bloom_blit; + + DRW_framebuffer_bind(fbl->bloom_down_fb[0]); + DRW_draw_pass(psl->bloom_downsample_first); + + last = txl->bloom_downsample[0]; + + for (int i = 1; i < effects->bloom_iteration_ct; ++i) { + copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]); + effects->unf_source_buffer = last; + + DRW_framebuffer_bind(fbl->bloom_down_fb[i]); + DRW_draw_pass(psl->bloom_downsample); + + /* Used in next loop */ + last = txl->bloom_downsample[i]; + } + + /* Upsample and accumulate */ + for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) { + copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]); + effects->unf_source_buffer = txl->bloom_downsample[i]; + effects->unf_base_buffer = last; + + DRW_framebuffer_bind(fbl->bloom_accum_fb[i]); + DRW_draw_pass(psl->bloom_upsample); + + last = txl->bloom_upsample[i]; + } + + /* Resolve */ + copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]); + effects->unf_source_buffer = last; + effects->unf_base_buffer = effects->source_buffer; + + DRW_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->bloom_resolve); + SWAP_BUFFERS(); + } + + /* Restore default framebuffer */ + DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); + DRW_framebuffer_bind(dfbl->default_fb); + + /* Tonemapping */ + DRW_transform_to_display(effects->source_buffer); + + /* Debug : Ouput buffer to view. */ + if ((G.debug_value > 0) && (G.debug_value <= 6)) { + switch (G.debug_value) { + case 1: + if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer); + break; + case 2: + if (stl->g_data->ssr_hit_output[0]) DRW_transform_to_display(stl->g_data->ssr_hit_output[0]); + break; + case 3: + if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input); + break; + case 4: + if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input); + break; + case 5: + if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer); + break; + case 6: + if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug); + break; + default: + break; + } + } + + /* If no post processes is enabled, buffers are still not swapped, do it now. */ + SWAP_DOUBLE_BUFFERS(); + + if (!stl->g_data->valid_double_buffer && + ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) && + (DRW_state_is_image_render() == false)) + { + /* If history buffer is not valid request another frame. + * This fix black reflections on area resize. */ + DRW_viewport_request_redraw(); + } + + /* Record pers matrix for the next frame. */ + DRW_viewport_matrix_get(stl->g_data->prev_persmat, DRW_MAT_PERS); + + /* Update double buffer status if render mode. */ + if (DRW_state_is_image_render()) { + stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL); + } +} + +void EEVEE_effects_free(void) +{ + for (int i = 0; i < SSR_MAX_SHADER; ++i) { + DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]); + } + DRW_SHADER_FREE_SAFE(e_data.downsample_sh); + DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh); + + DRW_SHADER_FREE_SAFE(e_data.gtao_sh); + DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh); + + DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh); + + DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh); + DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh); + DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh); + DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh); + DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh); + DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh); + DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh); + DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh); + + DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh); + 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); + + DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[1]); + DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[1]); + DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[1]); + DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[1]); +} |