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+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * Depth of field post process effect.
+ *
+ * There are 2 methods to achieve this effect.
+ * - The first uses projection matrix offsetting and sample accumulation to give
+ * reference quality depth of field. But this needs many samples to hide the
+ * under-sampling.
+ * - The second one is a post-processing based one. It follows the
+ * implementation described in the presentation
+ * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie.
+ * There are some difference with our actual implementation that prioritize quality.
+ */
+
+#pragma once
+
+#include "eevee_shader_shared.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \name Depth of field
+ * \{ */
+
+struct DepthOfFieldBuffer {
+ /**
+ * Per view history texture for stabilize pass.
+ * Swapped with stabilize_output_tx_ in order to reuse the previous history during DoF
+ * processing.
+ * Note this should be private as its inner working only concerns the Depth Of Field
+ * implementation. The view itself should not touch it.
+ */
+ Texture stabilize_history_tx_ = {"dof_taa"};
+};
+
+class DepthOfField {
+ private:
+ class Instance &inst_;
+
+ /** Samplers */
+ static constexpr eGPUSamplerState gather_bilinear = GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER;
+ static constexpr eGPUSamplerState gather_nearest = GPU_SAMPLER_MIPMAP;
+
+ /** Input/Output texture references. */
+ GPUTexture *input_color_tx_ = nullptr;
+ GPUTexture *output_color_tx_ = nullptr;
+
+ /** Bokeh LUT precompute pass. */
+ TextureFromPool bokeh_gather_lut_tx_ = {"dof_bokeh_gather_lut"};
+ TextureFromPool bokeh_resolve_lut_tx_ = {"dof_bokeh_resolve_lut"};
+ TextureFromPool bokeh_scatter_lut_tx_ = {"dof_bokeh_scatter_lut"};
+ PassSimple bokeh_lut_ps_ = {"BokehLut"};
+
+ /** Outputs half-resolution color and Circle Of Confusion. */
+ TextureFromPool setup_coc_tx_ = {"dof_setup_coc"};
+ TextureFromPool setup_color_tx_ = {"dof_setup_color"};
+ int3 dispatch_setup_size_ = int3(-1);
+ PassSimple setup_ps_ = {"Setup"};
+
+ /** Allocated because we need mip chain. Which isn't supported by TextureFromPool. */
+ Texture reduced_coc_tx_ = {"dof_reduced_coc"};
+ Texture reduced_color_tx_ = {"dof_reduced_color"};
+
+ /** Stabilization (flicker attenuation) of Color and CoC output of the setup pass. */
+ TextureFromPool stabilize_output_tx_ = {"dof_taa"};
+ GPUTexture *stabilize_input_ = nullptr;
+ bool1 stabilize_valid_history_ = false;
+ int3 dispatch_stabilize_size_ = int3(-1);
+ PassSimple stabilize_ps_ = {"Stabilize"};
+
+ /** 1/4th res color buffer used to speedup the local contrast test in the first reduce pass. */
+ TextureFromPool downsample_tx_ = {"dof_downsample"};
+ int3 dispatch_downsample_size_ = int3(-1);
+ PassSimple downsample_ps_ = {"Downsample"};
+
+ /** Create mip-mapped color & COC textures for gather passes as well as scatter rect list. */
+ DepthOfFieldScatterListBuf scatter_fg_list_buf_;
+ DepthOfFieldScatterListBuf scatter_bg_list_buf_;
+ DrawIndirectBuf scatter_fg_indirect_buf_;
+ DrawIndirectBuf scatter_bg_indirect_buf_;
+ int3 dispatch_reduce_size_ = int3(-1);
+ PassSimple reduce_ps_ = {"Reduce"};
+
+ /** Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution). */
+ SwapChain<TextureFromPool, 2> tiles_fg_tx_;
+ SwapChain<TextureFromPool, 2> tiles_bg_tx_;
+ int3 dispatch_tiles_flatten_size_ = int3(-1);
+ PassSimple tiles_flatten_ps_ = {"TilesFlatten"};
+
+ /** Dilates the min & max CoCs to cover maximum COC values. */
+ int tiles_dilate_ring_count_ = -1;
+ int tiles_dilate_ring_width_mul_ = -1;
+ int3 dispatch_tiles_dilate_size_ = int3(-1);
+ PassSimple tiles_dilate_minmax_ps_ = {"TilesDilateMinmax"};
+ PassSimple tiles_dilate_minabs_ps_ = {"TilesDilateMinabs"};
+
+ /** Gather convolution for low intensity pixels and low contrast areas. */
+ SwapChain<TextureFromPool, 2> color_bg_tx_;
+ SwapChain<TextureFromPool, 2> color_fg_tx_;
+ SwapChain<TextureFromPool, 2> weight_bg_tx_;
+ SwapChain<TextureFromPool, 2> weight_fg_tx_;
+ TextureFromPool occlusion_tx_ = {"dof_occlusion"};
+ int3 dispatch_gather_size_ = int3(-1);
+ PassSimple gather_fg_ps_ = {"GatherFg"};
+ PassSimple gather_bg_ps_ = {"GatherBg"};
+
+ /** Hole-fill convolution: Gather pass meant to fill areas of foreground dis-occlusion. */
+ TextureFromPool hole_fill_color_tx_ = {"dof_color_hole_fill"};
+ TextureFromPool hole_fill_weight_tx_ = {"dof_weight_hole_fill"};
+ PassSimple hole_fill_ps_ = {"HoleFill"};
+
+ /** Small Filter pass to reduce noise out of gather passes. */
+ int3 dispatch_filter_size_ = int3(-1);
+ PassSimple filter_fg_ps_ = {"FilterFg"};
+ PassSimple filter_bg_ps_ = {"FilterBg"};
+
+ /** Scatter convolution: A quad is emitted for every 4 bright enough half pixels. */
+ Framebuffer scatter_fg_fb_ = {"dof_scatter_fg"};
+ Framebuffer scatter_bg_fb_ = {"dof_scatter_bg"};
+ PassSimple scatter_fg_ps_ = {"ScatterFg"};
+ PassSimple scatter_bg_ps_ = {"ScatterBg"};
+
+ /** Recombine the results and also perform a slight out of focus gather. */
+ GPUTexture *resolve_stable_color_tx_ = nullptr;
+ int3 dispatch_resolve_size_ = int3(-1);
+ PassSimple resolve_ps_ = {"Resolve"};
+
+ DepthOfFieldDataBuf data_;
+
+ /** Scene settings that are immutable. */
+ float user_overblur_;
+ float fx_max_coc_;
+ /** Use jittered depth of field where we randomize camera location. */
+ bool do_jitter_;
+ /** Enable bokeh lookup texture. */
+ bool use_bokeh_lut_;
+
+ /** Circle of Confusion radius for FX DoF passes. Is in view X direction in [0..1] range. */
+ float fx_radius_;
+ /** Circle of Confusion radius for jittered DoF. Is in view X direction in [0..1] range. */
+ float jitter_radius_;
+ /** Focus distance in view space. */
+ float focus_distance_;
+ /** Extent of the input buffer. */
+ int2 extent_;
+
+ public:
+ DepthOfField(Instance &inst) : inst_(inst){};
+ ~DepthOfField(){};
+
+ void init();
+
+ void sync();
+
+ /**
+ * Apply Depth Of Field jittering to the view and projection matrices..
+ */
+ void jitter_apply(float4x4 &winmat, float4x4 &viewmat);
+
+ /**
+ * Will swap input and output texture if rendering happens. The actual output of this function
+ * is in input_tx.
+ */
+ void render(View &view,
+ GPUTexture **input_tx,
+ GPUTexture **output_tx,
+ DepthOfFieldBuffer &dof_buffer);
+
+ bool postfx_enabled() const
+ {
+ return fx_radius_ > 0.0f;
+ }
+
+ private:
+ void bokeh_lut_pass_sync();
+ void setup_pass_sync();
+ void stabilize_pass_sync();
+ void downsample_pass_sync();
+ void reduce_pass_sync();
+ void tiles_flatten_pass_sync();
+ void tiles_dilate_pass_sync();
+ void gather_pass_sync();
+ void filter_pass_sync();
+ void scatter_pass_sync();
+ void hole_fill_pass_sync();
+ void resolve_pass_sync();
+
+ void update_sample_table();
+};
+
+/** \} */
+
+} // namespace blender::eevee