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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_motion_blur.hh')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_motion_blur.hh | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh new file mode 100644 index 00000000000..310e94a702b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh @@ -0,0 +1,132 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Motion blur is done by accumulating scene samples over shutter time. + * Since the number of step is discrete, quite low, and not per pixel randomized, + * we couple this with a post processing motion blur. + * + * The post-fx motion blur is done in two directions, from the previous step and to the next. + * + * For a scene with 3 motion steps, a flat shutter curve and shutter time of 2 frame + * centered on frame we have: + * + * |--------------------|--------------------| + * -1 0 1 Frames + * + * |-------------|-------------|-------------| + * 1 2 3 Motion steps + * + * |------|------|------|------|------|------| + * 0 1 2 4 5 6 7 Time Steps + * + * |-------------| One motion step blurs this range. + * -1 | +1 Objects and geometry steps are recorded here. + * 0 Scene is rendered here. + * + * Since motion step N and N+1 share one time step we reuse it to avoid an extra scene evaluation. + * + * Note that we have to evaluate -1 and +1 time steps before rendering so eval order is -1, +1, 0. + * This is because all GPUBatches from the DRWCache are being free when changing a frame. + * + * For viewport, we only have the current and previous step data to work with. So we center the + * blur on the current frame and extrapolate the motion. + * + * The Post-FX motion blur is based on: + * "A Fast and Stable Feature-Aware Motion Blur Filter" + * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai + */ + +#pragma once + +#include "BLI_map.hh" +#include "DEG_depsgraph_query.h" + +#include "eevee_sampling.hh" +#include "eevee_shader_shared.hh" +#include "eevee_velocity.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name MotionBlur + * + * \{ */ + +/** + * Manages time-steps evaluations and accumulation Motion blur. + * Also handles Post process motion blur. + */ +class MotionBlurModule { + private: + Instance &inst_; + + /** + * Array containing all steps (in scene time) we need to evaluate (not render). + * Only odd steps are rendered. The even ones are evaluated for fx motion blur. + */ + Vector<float> time_steps_; + + /** Copy of input frame and sub-frame to restore after render. */ + int initial_frame_; + float initial_subframe_; + /** Time of the frame we are rendering. */ + float frame_time_; + /** Enum controlling when the shutter opens. See SceneEEVEE.motion_blur_position. */ + int shutter_position_; + /** Time in scene frame the shutter is open. Controls the amount of blur. */ + float shutter_time_; + + /** True if motion blur is enabled as a module. */ + bool enabled_ = false; + /** True if motion blur post-fx is enabled. */ + float motion_blur_fx_enabled_ = false; + /** True if last viewport redraw state was already in navigation state. */ + bool was_navigating_ = false; + + int step_id_ = 0; + + /** Velocity tiles used to guide and speedup the gather pass. */ + TextureFromPool tiles_tx_; + + GPUTexture *input_color_tx_ = nullptr; + GPUTexture *output_color_tx_ = nullptr; + + DRWPass *tiles_flatten_ps_ = nullptr; + DRWPass *tiles_dilate_ps_ = nullptr; + DRWPass *gather_ps_ = nullptr; + + MotionBlurTileIndirectionBuf tile_indirection_buf_; + MotionBlurDataBuf data_; + /** Dispatch size for full-screen passes. */ + int3 dispatch_flatten_size_ = int3(0); + int3 dispatch_dilate_size_ = int3(0); + int3 dispatch_gather_size_ = int3(0); + + public: + MotionBlurModule(Instance &inst) : inst_(inst){}; + ~MotionBlurModule(){}; + + void init(); + + void step(); + + void sync(); + + bool postfx_enabled() const + { + return motion_blur_fx_enabled_; + } + + void render(GPUTexture **input_tx, GPUTexture **output_tx); + + private: + float shutter_time_to_scene_time(float time); +}; + +/** \} */ + +} // namespace blender::eevee |