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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_sampling.hh')
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+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * Random number generator, contains persistent state and sample count logic.
+ */
+
+#pragma once
+
+#include "BKE_colortools.h"
+#include "BLI_system.h"
+#include "BLI_vector.hh"
+#include "DNA_scene_types.h"
+#include "DRW_render.h"
+
+#include "eevee_shader_shared.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+class Sampling {
+ private:
+ Instance &inst_;
+
+ /* Number of samples in the first ring of jittered depth of field. */
+ constexpr static uint64_t dof_web_density_ = 6;
+ /* High number of sample for viewport infinite rendering. */
+ constexpr static uint64_t infinite_sample_count_ = 0xFFFFFFu;
+ /* During interactive rendering, loop over the first few samples. */
+ constexpr static uint64_t interactive_sample_max_ = 8;
+
+ /** 0 based current sample. */
+ uint64_t sample_ = 0;
+ /** Target sample count. */
+ uint64_t sample_count_ = 64;
+ /** Number of ring in the web pattern of the jittered Depth of Field. */
+ uint64_t dof_ring_count_ = 0;
+ /** Number of samples in the web pattern of the jittered Depth of Field. */
+ uint64_t dof_sample_count_ = 1;
+ /** Motion blur steps. */
+ uint64_t motion_blur_steps_ = 1;
+ /** Increases if the view and the scene is static. */
+ int64_t viewport_sample_ = 0;
+ /** Tag to reset sampling for the next sample. */
+ bool reset_ = false;
+ /**
+ * Switch between interactive and static accumulation.
+ * In interactive mode, image stability is prioritized over quality.
+ */
+ bool interactive_mode_ = false;
+
+ SamplingDataBuf data_;
+
+ public:
+ Sampling(Instance &inst) : inst_(inst){};
+ ~Sampling(){};
+
+ void init(const Scene *scene);
+ void end_sync();
+ void step();
+
+ /* Viewport Only: Function to call to notify something in the scene changed.
+ * This will reset accumulation. Do not call after end_sync() or during sample rendering. */
+ void reset()
+ {
+ reset_ = true;
+ }
+
+ /* Viewport Only: true if an update happened in the scene and accumulation needs reset. */
+ bool is_reset() const
+ {
+ return reset_;
+ }
+
+ void bind_resources(DRWShadingGroup *grp)
+ {
+ DRW_shgroup_storage_block_ref(grp, "sampling_buf", &data_);
+ }
+
+ /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */
+ float rng_get(eSamplingDimension dimension) const
+ {
+ return data_.dimensions[dimension];
+ }
+
+ /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */
+ float2 rng_2d_get(eSamplingDimension starting_dimension) const
+ {
+ return *reinterpret_cast<const float2 *>(&data_.dimensions[starting_dimension]);
+ }
+
+ /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */
+ float3 rng_3d_get(eSamplingDimension starting_dimension) const
+ {
+ return *reinterpret_cast<const float3 *>(&data_.dimensions[starting_dimension]);
+ }
+
+ /* Returns true if rendering has finished. */
+ bool finished() const
+ {
+ return (sample_ >= sample_count_ - 1);
+ }
+
+ /* Returns true if viewport smoothing and sampling has finished. */
+ bool finished_viewport() const
+ {
+ return finished() && (viewport_sample_ >= interactive_sample_max_);
+ }
+
+ /* Return true if we are starting a new motion blur step. We need to run sync again since
+ * depsgraph was updated by MotionBlur::step(). */
+ bool do_render_sync() const
+ {
+ return ((sample_ % (sample_count_ / motion_blur_steps_)) == 0);
+ }
+
+ /**
+ * Special ball distribution:
+ * Point are distributed in a way that when they are orthogonally
+ * projected into any plane, the resulting distribution is (close to)
+ * a uniform disc distribution.
+ * \a rand is 3 random float in the [0..1] range.
+ * Returns point in a ball of radius 1 and centered on the origin.
+ */
+ static float3 sample_ball(const float3 &rand);
+
+ /**
+ * Uniform disc distribution.
+ * \a rand is 2 random float in the [0..1] range.
+ * Returns point in a disk of radius 1 and centered on the origin.
+ */
+ static float2 sample_disk(const float2 &rand);
+
+ /**
+ * Uniform disc distribution using Fibonacci spiral sampling.
+ * \a rand is 2 random float in the [0..1] range.
+ * Returns point in a disk of radius 1 and centered on the origin.
+ */
+ static float2 sample_spiral(const float2 &rand);
+
+ /**
+ * Special RNG for depth of field.
+ * Returns \a radius and \a theta angle offset to apply to the web sampling pattern.
+ */
+ void dof_disk_sample_get(float *r_radius, float *r_theta) const;
+
+ /**
+ * Returns sample count inside the jittered depth of field web pattern.
+ */
+ uint64_t dof_ring_count_get() const
+ {
+ return dof_ring_count_;
+ }
+
+ /**
+ * Returns sample count inside the jittered depth of field web pattern.
+ */
+ uint64_t dof_sample_count_get() const
+ {
+ return dof_sample_count_;
+ }
+
+ /* Cumulative Distribution Function Utils. */
+ static void cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &cdf);
+ static void cdf_invert(Vector<float> &cdf, Vector<float> &inverted_cdf);
+};
+
+} // namespace blender::eevee