/* * 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 * */ /* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ... */ /** \file eevee_effects.c * \ingroup draw_engine */ #include "DRW_render.h" #include "DNA_anim_types.h" #include "DNA_camera_types.h" #include "DNA_screen_types.h" #include "DNA_view3d_types.h" #include "BKE_camera.h" #include "BKE_object.h" #include "BKE_animsys.h" #include "BKE_screen.h" #include "eevee_private.h" #include "GPU_texture.h" typedef struct EEVEE_LightProbeData { short probe_id, shadow_id; } EEVEE_LightProbeData; /* TODO Option */ #define ENABLE_EFFECT_MOTION_BLUR 1 #define ENABLE_EFFECT_BLOOM 1 #define ENABLE_EFFECT_DOF 1 static struct { /* Downsample Depth */ struct GPUShader *minmaxz_downlevel_sh; struct GPUShader *minmaxz_downdepth_sh; struct GPUShader *minmaxz_copydepth_sh; /* Motion Blur */ struct GPUShader *motion_blur_sh; /* Bloom */ struct GPUShader *bloom_blit_sh[2]; struct GPUShader *bloom_downsample_sh[2]; struct GPUShader *bloom_upsample_sh[2]; struct GPUShader *bloom_resolve_sh[2]; /* Depth Of Field */ struct GPUShader *dof_downsample_sh; struct GPUShader *dof_scatter_sh; struct GPUShader *dof_resolve_sh; struct GPUTexture *minmmaxz_depth_src; } e_data = {NULL}; /* Engine data */ extern char datatoc_effect_minmaxz_frag_glsl[]; extern char datatoc_effect_motion_blur_frag_glsl[]; extern char datatoc_effect_bloom_frag_glsl[]; extern char datatoc_effect_dof_vert_glsl[]; extern char datatoc_effect_dof_geom_glsl[]; extern char datatoc_effect_dof_frag_glsl[]; extern char datatoc_tonemap_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]) { 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; /* 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(scene, &cam_cpy, time); /* Compute winmat */ CameraParams params; BKE_camera_params_init(¶ms); /* copy of BKE_camera_params_from_view3d */ { params.lens = v3d->lens; params.clipsta = v3d->near; params.clipend = v3d->far; /* camera view */ BKE_camera_params_from_object(¶ms, &cam_cpy); params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom); params.offsetx = 2.0f * rv3d->camdx * params.zoom; params.offsety = 2.0f * rv3d->camdy * params.zoom; params.shiftx *= params.zoom; params.shifty *= params.zoom; params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom; } BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); 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); } void EEVEE_effects_init(EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects; const DRWContextState *draw_ctx = DRW_context_state_get(); SceneLayer *scene_layer = draw_ctx->sl; Scene *scene = draw_ctx->scene; View3D *v3d = draw_ctx->v3d; RegionView3D *rv3d = draw_ctx->rv3d; ARegion *ar = draw_ctx->ar; IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); const float *viewport_size = DRW_viewport_size_get(); /* Shaders */ if (!e_data.motion_blur_sh) { e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL); e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"); e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n" "#define COPY_DEPTH\n"); e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL); e_data.dof_downsample_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL, datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n"); e_data.dof_scatter_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL, datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n"); e_data.dof_resolve_sh = DRW_shader_create(datatoc_effect_dof_vert_glsl, NULL, datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n"); e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"); e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n" "#define HIGH_QUALITY\n"); e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"); e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n" "#define HIGH_QUALITY\n"); e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"); e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n" "#define HIGH_QUALITY\n"); e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"); e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n" "#define HIGH_QUALITY\n"); } if (!stl->effects) { stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo"); } effects = stl->effects; int enabled_effects = 0; #if ENABLE_EFFECT_MOTION_BLUR if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) { /* Update Motion Blur Matrices */ if (rv3d->persp == RV3D_CAMOB && v3d->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"); /* Current matrix */ eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, 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 (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) { /* Past matrix */ eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, 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, v3d->camera, 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"); enabled_effects |= EFFECT_MOTION_BLUR; } } } #endif /* ENABLE_EFFECT_MOTION_BLUR */ #if ENABLE_EFFECT_BLOOM if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) { /* Bloom */ int blitsize[2], texsize[2]; /* Blit Buffer */ effects->source_texel_size[0] = 1.0f / viewport_size[0]; effects->source_texel_size[1] = 1.0f / viewport_size[1]; blitsize[0] = (int)viewport_size[0]; blitsize[1] = (int)viewport_size[1]; effects->blit_texel_size[0] = 1.0f / (float)blitsize[0]; effects->blit_texel_size[1] = 1.0f / (float)blitsize[1]; DRWFboTexture tex_blit = {&txl->bloom_blit, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->bloom_blit_fb, &draw_engine_eevee_type, (int)blitsize[0], (int)blitsize[1], &tex_blit, 1); /* Parameters */ float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold"); float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee"); float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity"); float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius"); /* determine the iteration count */ const float minDim = (float)MIN2(blitsize[0], blitsize[1]); const float maxIter = (radius - 8.0f) + log(minDim) / log(2); const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter; CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP); effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt; effects->bloom_curve_threshold[0] = threshold - knee; effects->bloom_curve_threshold[1] = knee * 2.0f; effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee); effects->bloom_curve_threshold[3] = threshold; effects->bloom_intensity = intensity; /* Downsample buffers */ copy_v2_v2_int(texsize, blitsize); for (int i = 0; i < effects->bloom_iteration_ct; ++i) { texsize[0] /= 2; texsize[1] /= 2; texsize[0] = MAX2(texsize[0], 2); texsize[1] = MAX2(texsize[1], 2); effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0]; effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1]; DRWFboTexture tex_bloom = {&txl->bloom_downsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->bloom_down_fb[i], &draw_engine_eevee_type, (int)texsize[0], (int)texsize[1], &tex_bloom, 1); } /* Upsample buffers */ copy_v2_v2_int(texsize, blitsize); for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) { texsize[0] /= 2; texsize[1] /= 2; texsize[0] = MAX2(texsize[0], 2); texsize[1] = MAX2(texsize[1], 2); DRWFboTexture tex_bloom = {&txl->bloom_upsample[i], DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->bloom_accum_fb[i], &draw_engine_eevee_type, (int)texsize[0], (int)texsize[1], &tex_bloom, 1); } enabled_effects |= EFFECT_BLOOM; } #endif /* ENABLE_EFFECT_BLOOM */ #if ENABLE_EFFECT_DOF if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) { /* Depth Of Field */ if (rv3d->persp == RV3D_CAMOB && v3d->camera) { Camera *cam = (Camera *)v3d->camera->data; /* Retreive Near and Far distance */ effects->dof_near_far[0] = -cam->clipsta; effects->dof_near_far[1] = -cam->clipend; int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2}; struct GPUTexture **dof_down_near = &txl->dof_down_near; bool fb_reset = false; /* Reuse buffer from Bloom if available */ /* WATCH IT : must have the same size */ if ((enabled_effects & EFFECT_BLOOM) != 0) { dof_down_near = &txl->bloom_downsample[0]; /* should always exists */ if ((effects->enabled_effects & EFFECT_BLOOM) == 0) { fb_reset = true; } } else if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { fb_reset = true; } /* if framebuffer config must be changed */ if (fb_reset && (fbl->dof_down_fb != NULL)) { DRW_framebuffer_free(fbl->dof_down_fb); fbl->dof_down_fb = NULL; } /* Setup buffers */ DRWFboTexture tex_down[3] = {{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */ {&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0}, {&txl->dof_coc, DRW_TEX_RG_16, 0}}; DRW_framebuffer_init(&fbl->dof_down_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], tex_down, 3); DRWFboTexture tex_scatter_far = {&txl->dof_far_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->dof_scatter_far_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_far, 1); DRWFboTexture tex_scatter_near = {&txl->dof_near_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->dof_scatter_near_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_near, 1); /* Parameters */ /* TODO UI Options */ float fstop = cam->gpu_dof.fstop; float blades = cam->gpu_dof.num_blades; float rotation = cam->gpu_dof.rotation; float ratio = 1.0f / cam->gpu_dof.ratio; float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y); float focus_dist = BKE_camera_object_dof_distance(v3d->camera); float focal_len = cam->lens; UNUSED_VARS(rotation, ratio); /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though * because the shader reads coordinates in world space, which is in blender units. * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * focal_len / fstop; float focal_len_scaled = scale_camera * focal_len; float sensor_scaled = scale_camera * sensor; effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled)); effects->dof_params[1] = -focus_dist; effects->dof_params[2] = viewport_size[0] / (rv3d->viewcamtexcofac[0] * sensor_scaled); effects->dof_bokeh[0] = blades; effects->dof_bokeh[1] = rotation; effects->dof_bokeh[2] = ratio; effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size"); enabled_effects |= EFFECT_DOF; } } #endif /* ENABLE_EFFECT_DOF */ effects->enabled_effects = enabled_effects; /* Only allocate if at least one effect is activated */ if (effects->enabled_effects != 0) { /* Ping Pong buffer */ DRWFboTexture tex = {&txl->color_post, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; DRW_framebuffer_init(&fbl->effect_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1); } { /* Ambient Occlusion*/ stl->effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance"); stl->effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples"); stl->effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor"); } /* MinMax Pyramid */ /* TODO reduce precision */ DRWFboTexture tex = {&stl->g_data->minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP}; DRW_framebuffer_init(&fbl->minmaxz_fb, &draw_engine_eevee_type, (int)viewport_size[0] / 2, (int)viewport_size[1] / 2, &tex, 1); } static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample) { struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); *pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass); DRW_shgroup_call_add(grp, quad, NULL); DRW_shgroup_uniform_buffer(grp, "sourceBuffer", &effects->unf_source_buffer); DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1); if (upsample) { DRW_shgroup_uniform_buffer(grp, "baseBuffer", &effects->unf_base_buffer); DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1); } return grp; } void EEVEE_effects_cache_init(EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = stl->effects; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); { psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel); DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz); DRW_shgroup_call_add(grp, quad, NULL); psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth); DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src); DRW_shgroup_call_add(grp, quad, NULL); psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth); DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src); DRW_shgroup_call_add(grp, quad, NULL); } { 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); } { /** Bloom algorithm * * Overview : * - Downsample the color buffer doing a small blur during each step. * - Accumulate bloom color using previously downsampled color buffers * and do an upsample blur for each new accumulated layer. * - Finally add accumulation buffer onto the source color buffer. * * [1/1] is original copy resolution (can be half or quater res for performance) * * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN] * * Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color * | Λ * [Downsample First] Source Color ─> + [Resolve] * v | * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2] * | Λ * ─── ─── * Repeat Repeat * ─── ─── * v | * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1] * | Λ * [Downsample] [Upsample] * v | * Color Downsampled [1/N] ─────────────────────────┘ **/ DRWShadingGroup *grp; const bool use_highres = true; const bool use_antiflicker = true; eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false); eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false); eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true); grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false); DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1); grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true); DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1); } { /** Depth of Field algorithm * * Overview : * - Downsample the color buffer into 2 buffers weighted with * CoC values. Also output CoC into a texture. * - Shoot quads for every pixel and expand it depending on the CoC. * Do one pass for near Dof and one pass for far Dof. * - Finally composite the 2 blurred buffers with the original render. **/ DRWShadingGroup *grp; psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down); DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer); DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1); DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); /* This create an empty batch of N triangles to be positioned * by the vertex shader 0.4ms against 6ms with instancing */ const float *viewport_size = DRW_viewport_size_get(); const int sprite_ct = ((int)viewport_size[0]/2) * ((int)viewport_size[1]/2); /* brackets matters */ grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct); DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer); DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->dof_coc); DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1); DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1); psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve); DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer); DRW_shgroup_uniform_buffer(grp, "nearBuffer", &txl->dof_near_blur); DRW_shgroup_uniform_buffer(grp, "farBuffer", &txl->dof_far_blur); DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1); DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1); DRW_shgroup_call_add(grp, quad, NULL); } } #define SWAP_BUFFERS() { \ if (effects->source_buffer == txl->color) { \ effects->source_buffer = txl->color_post; \ effects->target_buffer = fbl->main; \ } \ else { \ effects->source_buffer = txl->color; \ effects->target_buffer = fbl->effect_fb; \ } \ } ((void)0) static void minmax_downsample_cb(void *vedata, int UNUSED(level)) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; DRW_draw_pass(psl->minmaxz_downlevel); } void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; e_data.minmmaxz_depth_src = depth_src; /* Copy depth buffer to minmax texture top level */ DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0); DRW_framebuffer_bind(fbl->minmaxz_fb); DRW_draw_pass(psl->minmaxz_downdepth); DRW_framebuffer_texture_detach(stl->g_data->minmaxz); /* Create lower levels */ DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata); } void EEVEE_draw_effects(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; /* Default framebuffer and texture */ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Init pointers */ effects->source_buffer = txl->color; /* latest updated texture */ effects->target_buffer = fbl->effect_fb; /* next target to render to */ /* Detach depth for effects to use it */ DRW_framebuffer_texture_detach(dtxl->depth); /* Motion Blur */ if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { DRW_framebuffer_bind(effects->target_buffer); DRW_draw_pass(psl->motion_blur); SWAP_BUFFERS(); } /* Depth Of Field */ if ((effects->enabled_effects & EFFECT_DOF) != 0) { float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Downsample */ DRW_framebuffer_bind(fbl->dof_down_fb); DRW_draw_pass(psl->dof_down); /* Scatter Far */ effects->unf_source_buffer = txl->dof_down_far; copy_v2_fl2(effects->dof_layer_select, 0.0f, 1.0f); DRW_framebuffer_bind(fbl->dof_scatter_far_fb); DRW_framebuffer_clear(true, false, false, clear_col, 0.0f); DRW_draw_pass(psl->dof_scatter); /* Scatter Near */ if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { /* Reuse bloom half res buffer */ effects->unf_source_buffer = txl->bloom_downsample[0]; } else { effects->unf_source_buffer = txl->dof_down_near; } copy_v2_fl2(effects->dof_layer_select, 1.0f, 0.0f); DRW_framebuffer_bind(fbl->dof_scatter_near_fb); DRW_framebuffer_clear(true, false, false, clear_col, 0.0f); DRW_draw_pass(psl->dof_scatter); /* Resolve */ DRW_framebuffer_bind(effects->target_buffer); DRW_draw_pass(psl->dof_resolve); SWAP_BUFFERS(); } /* Bloom */ if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { struct GPUTexture *last; /* Extract bright pixels */ copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size); effects->unf_source_buffer = effects->source_buffer; DRW_framebuffer_bind(fbl->bloom_blit_fb); DRW_draw_pass(psl->bloom_blit); /* Downsample */ copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size); effects->unf_source_buffer = txl->bloom_blit; DRW_framebuffer_bind(fbl->bloom_down_fb[0]); DRW_draw_pass(psl->bloom_downsample_first); last = txl->bloom_downsample[0]; for (int i = 1; i < effects->bloom_iteration_ct; ++i) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]); effects->unf_source_buffer = last; DRW_framebuffer_bind(fbl->bloom_down_fb[i]); DRW_draw_pass(psl->bloom_downsample); /* Used in next loop */ last = txl->bloom_downsample[i]; } /* Upsample and accumulate */ for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]); effects->unf_source_buffer = txl->bloom_downsample[i]; effects->unf_base_buffer = last; DRW_framebuffer_bind(fbl->bloom_accum_fb[i]); DRW_draw_pass(psl->bloom_upsample); last = txl->bloom_upsample[i]; } /* Resolve */ copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]); effects->unf_source_buffer = last; effects->unf_base_buffer = effects->source_buffer; DRW_framebuffer_bind(effects->target_buffer); DRW_draw_pass(psl->bloom_resolve); SWAP_BUFFERS(); } /* Restore default framebuffer */ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); DRW_framebuffer_bind(dfbl->default_fb); /* Tonemapping */ DRW_transform_to_display(effects->source_buffer); } void EEVEE_effects_free(void) { DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh); DRW_SHADER_FREE_SAFE(e_data.minmaxz_downdepth_sh); DRW_SHADER_FREE_SAFE(e_data.minmaxz_copydepth_sh); DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh); DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh); DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh); DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh); DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[0]); DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[0]); DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[0]); DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[0]); DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[1]); DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[1]); DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[1]); DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[1]); }