From e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 06:17:24 +0200 Subject: ClangFormat: apply to source, most of intern Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat --- .../blender/draw/engines/eevee/eevee_motion_blur.c | 324 ++++++++++----------- 1 file changed, 159 insertions(+), 165 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_motion_blur.c') diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index bc3e4b35936..f2863d572c4 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -41,199 +41,193 @@ #include "GPU_texture.h" static struct { - /* Motion Blur */ - struct GPUShader *motion_blur_sh; + /* 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]) +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]) { - float obmat[4][4]; - - /* HACK */ - Object cam_cpy = *camera; - Camera camdata_cpy = *(Camera *)(camera->data); - cam_cpy.data = &camdata_cpy; - - /* Reset original pointers, so direct evaluation does not attempt to flush - * animation back to the original object: otherwise viewport with motion - * blur enabled will always loose non-keyed changes. */ - cam_cpy.id.orig_id = NULL; - camdata_cpy.id.orig_id = NULL; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - - /* Past matrix */ - /* FIXME : This is a temporal solution that does not take care of parent animations */ - /* Recalc Anim manually */ - BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); - BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time); - - /* Compute winmat */ - CameraParams params; - BKE_camera_params_init(¶ms); - - if (v3d != NULL) { - BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d); - BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); - } - else { - BKE_camera_params_from_object(¶ms, &cam_cpy); - BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); - } - - BKE_camera_params_compute_matrix(¶ms); - - /* 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); + float obmat[4][4]; + + /* HACK */ + Object cam_cpy = *camera; + Camera camdata_cpy = *(Camera *)(camera->data); + cam_cpy.data = &camdata_cpy; + + /* Reset original pointers, so direct evaluation does not attempt to flush + * animation back to the original object: otherwise viewport with motion + * blur enabled will always loose non-keyed changes. */ + cam_cpy.id.orig_id = NULL; + camdata_cpy.id.orig_id = NULL; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + + /* Past matrix */ + /* FIXME : This is a temporal solution that does not take care of parent animations */ + /* Recalc Anim manually */ + BKE_animsys_evaluate_animdata( + draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); + BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time); + + /* Compute winmat */ + CameraParams params; + BKE_camera_params_init(¶ms); + + if (v3d != NULL) { + BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d); + BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); + } + else { + BKE_camera_params_from_object(¶ms, &cam_cpy); + BKE_camera_params_compute_viewplane( + ¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); + } + + BKE_camera_params_compute_matrix(¶ms); + + /* 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); + 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(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - Scene *scene = draw_ctx->scene; - - View3D *v3d = draw_ctx->v3d; - RegionView3D *rv3d = draw_ctx->rv3d; - ARegion *ar = draw_ctx->ar; - - if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) { - /* Update Motion Blur Matrices */ - if (camera) { - float persmat[4][4]; - float ctime = DEG_get_ctime(draw_ctx->depsgraph); - float delta = scene_eval->eevee.motion_blur_shutter; - Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera); - - /* Viewport Matrix */ - /* Note: This does not have TAA jitter applied. */ - DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); - - bool view_is_valid = (stl->g_data->view_updated == false); - - if (draw_ctx->evil_C != NULL) { - struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); - view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL); - } - - /* The view is jittered by the oglrenderer. So avoid testing in this case. */ - if (!DRW_state_is_image_render()) { - view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN); - /* WATCH: assume TAA init code runs last. */ - if (scene_eval->eevee.taa_samples == 1) { - /* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */ - copy_m4_m4(effects->prev_drw_persmat, persmat); - } - } - - effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render(); - - /* Current matrix */ - if (effects->motion_blur_mat_cached == false) { - eevee_motion_blur_camera_get_matrix_at_time( - scene, - ar, rv3d, v3d, - ob_camera_eval, - ctime, - effects->current_world_to_ndc); - } - - /* Only continue if camera is not being keyed */ - if (DRW_state_is_image_render() || - compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f)) - { - /* Past matrix */ - if (effects->motion_blur_mat_cached == false) { - eevee_motion_blur_camera_get_matrix_at_time( - scene, - ar, rv3d, v3d, - ob_camera_eval, - 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, - ob_camera_eval, - ctime + delta, - effects->future_world_to_ndc); + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + Scene *scene = draw_ctx->scene; + + View3D *v3d = draw_ctx->v3d; + RegionView3D *rv3d = draw_ctx->rv3d; + ARegion *ar = draw_ctx->ar; + + if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) { + /* Update Motion Blur Matrices */ + if (camera) { + float persmat[4][4]; + float ctime = DEG_get_ctime(draw_ctx->depsgraph); + float delta = scene_eval->eevee.motion_blur_shutter; + Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera); + + /* Viewport Matrix */ + /* Note: This does not have TAA jitter applied. */ + DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); + + bool view_is_valid = (stl->g_data->view_updated == false); + + if (draw_ctx->evil_C != NULL) { + struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); + view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL); + } + + /* The view is jittered by the oglrenderer. So avoid testing in this case. */ + if (!DRW_state_is_image_render()) { + view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN); + /* WATCH: assume TAA init code runs last. */ + if (scene_eval->eevee.taa_samples == 1) { + /* Only if TAA is disabled. If not, TAA will update prev_drw_persmat itself. */ + copy_m4_m4(effects->prev_drw_persmat, persmat); + } + } + + effects->motion_blur_mat_cached = view_is_valid && !DRW_state_is_image_render(); + + /* Current matrix */ + if (effects->motion_blur_mat_cached == false) { + eevee_motion_blur_camera_get_matrix_at_time( + scene, ar, rv3d, v3d, ob_camera_eval, ctime, effects->current_world_to_ndc); + } + + /* Only continue if camera is not being keyed */ + if (DRW_state_is_image_render() || + compare_m4m4(persmat, effects->current_world_to_ndc, 0.0001f)) { + /* Past matrix */ + if (effects->motion_blur_mat_cached == false) { + eevee_motion_blur_camera_get_matrix_at_time( + scene, ar, rv3d, v3d, ob_camera_eval, 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, + ob_camera_eval, + ctime + delta, + effects->future_world_to_ndc); #endif - invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc); - } + invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc); + } - effects->motion_blur_mat_cached = true; - effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples; + effects->motion_blur_mat_cached = true; + effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples; - if (!e_data.motion_blur_sh) { - eevee_create_shader_motion_blur(); - } + if (!e_data.motion_blur_sh) { + eevee_create_shader_motion_blur(); + } - return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER; - } - } - } + return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER; + } + } + } - return 0; + 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 GPUBatch *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", effects->current_ndc_to_world); - DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc); - DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_call_add(grp, quad, NULL); - } + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + struct GPUBatch *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", effects->current_ndc_to_world); + DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc); + DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_texture_ref(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) { - GPU_framebuffer_bind(effects->target_buffer); - DRW_draw_pass(psl->motion_blur); - SWAP_BUFFERS(); - } + 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) { + GPU_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); + DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh); } -- cgit v1.2.3