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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_motion_blur.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c228
1 files changed, 228 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
new file mode 100644
index 00000000000..037bbe3b6c9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -0,0 +1,228 @@
+/*
+ * 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_motion_blur.c
+ * \ingroup draw_engine
+ *
+ * Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
+ */
+
+#include "DRW_render.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 "DNA_anim_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_screen_types.h"
+
+#include "ED_screen.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+static struct {
+ /* Motion Blur */
+ struct GPUShader *motion_blur_sh;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_effect_motion_blur_frag_glsl[];
+
+static void eevee_motion_blur_camera_get_matrix_at_time(
+ 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;
+
+ /* NOTE: Mode corresponds to old usage of eval_ctx from viewport (which was
+ * actually coming from bmain). It was always DAG_EVAL_VIEWPORT. For F12
+ * render this should be DAG_EVAL_RENDER, but the whole hack is to be
+ * reconsidered first anyway.
+ */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ DEG_evaluation_context_init_from_scene(
+ &eval_ctx,
+ scene,
+ draw_ctx->view_layer,
+ draw_ctx->engine_type,
+ DAG_EVAL_VIEWPORT);
+ eval_ctx.ctime = time;
+
+ /* 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(&params);
+
+ if (v3d != NULL) {
+ BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ }
+ else {
+ BKE_camera_params_from_object(&params, &cam_cpy);
+ BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+ }
+
+ BKE_camera_params_compute_matrix(&params);
+
+ /* 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 void eevee_create_shader_motion_blur(void)
+{
+ e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
+}
+
+int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer,
+ COLLECTION_MODE_NONE,
+ RE_engine_id_BLENDER_EEVEE);
+
+ if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
+ /* Update Motion Blur Matrices */
+ if (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");
+ Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
+
+ /* Current matrix */
+ eevee_motion_blur_camera_get_matrix_at_time(scene,
+ ar, rv3d, v3d,
+ camera_object,
+ 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 (DRW_state_is_image_render() ||
+ compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f))
+ {
+ /* Past matrix */
+ eevee_motion_blur_camera_get_matrix_at_time(scene,
+ ar, rv3d, v3d,
+ camera_object,
+ 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,
+ camera_object,
+ 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");
+
+ if (!e_data.motion_blur_sh) {
+ eevee_create_shader_motion_blur();
+ }
+
+ return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
+ }
+ }
+ }
+
+ return 0;
+}
+
+void EEVEE_motion_blur_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();
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
+ 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);
+ }
+}
+
+void EEVEE_motion_blur_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;
+
+ /* Motion Blur */
+ if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
+ DRW_framebuffer_bind(effects->target_buffer);
+ DRW_draw_pass(psl->motion_blur);
+ SWAP_BUFFERS();
+ }
+}
+
+void EEVEE_motion_blur_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
+}