/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw_engine * * Implementation of Blender Mist pass. * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects. */ #include "DRW_engine.h" #include "DRW_render.h" #include "DNA_world_types.h" #include "BLI_string_utils.h" #include "eevee_private.h" void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); EEVEE_FramebufferList *fbl = vedata->fbl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_PassList *psl = vedata->psl; EEVEE_PrivateData *g_data = stl->g_data; Scene *scene = draw_ctx->scene; /* Create FrameBuffer. */ /* Should be enough precision for many samples. */ DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0); GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)}); /* Mist settings. */ if (scene && scene->world) { g_data->mist_start = scene->world->miststa; g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f; switch (scene->world->mistype) { case WO_MIST_QUADRATIC: g_data->mist_falloff = 2.0f; break; case WO_MIST_LINEAR: g_data->mist_falloff = 1.0f; break; case WO_MIST_INVERSE_QUADRATIC: g_data->mist_falloff = 0.5f; break; } } else { float near = DRW_view_near_distance_get(NULL); float far = DRW_view_far_distance_get(NULL); /* Fallback */ g_data->mist_start = near; g_data->mist_inv_dist = 1.0f / fabsf(far - near); g_data->mist_falloff = 1.0f; } /* XXX ??!! WHY? If not it does not match cycles. */ g_data->mist_falloff *= 0.5f; /* Create Pass and shgroup. */ DRW_PASS_CREATE(psl->mist_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD); DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_effect_mist_sh_get(), psl->mist_accum_ps); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = vedata->stl->effects; if (fbl->mist_accum_fb != NULL) { GPU_framebuffer_bind(fbl->mist_accum_fb); /* Clear texture. */ if (effects->taa_current_sample == 1) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear); } DRW_draw_pass(psl->mist_accum_ps); /* Restore */ GPU_framebuffer_bind(fbl->main_fb); } }