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

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_mist.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c139
1 files changed, 139 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
new file mode 100644
index 00000000000..de9582611ec
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -0,0 +1,139 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_mist.c
+ * \ingroup draw_engine
+ *
+ * Implementation of Blender Mist pass.
+ * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_world_types.h"
+
+#include "BLI_string_utils.h"
+
+#include "eevee_private.h"
+
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_mist_frag_glsl[];
+
+static struct {
+ struct GPUShader *mist_sh;
+} e_data = {NULL}; /* Engine data */
+
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+ Scene *scene = draw_ctx->scene;
+
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ if (e_data.mist_sh == NULL) {
+ char *frag_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_effect_mist_frag_glsl);
+
+ e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
+
+ MEM_freeN(frag_str);
+ }
+
+ /* Create FrameBuffer. */
+ DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->mist_accum)
+ });
+
+ /* Clear texture. */
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
+
+ /* Mist settings. */
+ if (scene && scene->world) {
+ g_data->mist_start = scene->world->miststa;
+ g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
+
+ switch (scene->world->mistype) {
+ case WO_MIST_QUADRATIC:
+ g_data->mist_falloff = 2.0f;
+ break;
+ case WO_MIST_LINEAR:
+ g_data->mist_falloff = 1.0f;
+ break;
+ case WO_MIST_INVERSE_QUADRATIC:
+ g_data->mist_falloff = 0.5f;
+ break;
+ }
+ }
+ else {
+ float near = -sldata->common_data.view_vecs[0][2];
+ float range = sldata->common_data.view_vecs[1][2];
+ /* Fallback */
+ g_data->mist_start = near;
+ g_data->mist_inv_dist = 1.0f / fabsf(range);
+ g_data->mist_falloff = 1.0f;
+ }
+
+ /* XXX ??!! WHY? If not it does not match cycles. */
+ g_data->mist_falloff *= 0.5f;
+
+ /* Create Pass and shgroup. */
+ psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+}
+
+void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ if (fbl->mist_accum_fb != NULL) {
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ DRW_draw_pass(psl->mist_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_mist_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.mist_sh);
+}