/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw_engine * * Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ... */ #include "DRW_render.h" #include "BLI_rand.h" #include "BLI_string_utils.h" #include "BKE_animsys.h" #include "BKE_camera.h" #include "BKE_object.h" #include "BKE_screen.h" #include "DNA_anim_types.h" #include "DNA_camera_types.h" #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_particle_types.h" #include "DNA_screen_types.h" #include "ED_screen.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #include "GPU_batch.h" #include "GPU_texture.h" #include "eevee_private.h" static struct { /* Motion Blur */ struct GPUShader *motion_blur_sh; struct GPUShader *motion_blur_object_sh; struct GPUShader *motion_blur_hair_sh; struct GPUShader *velocity_tiles_sh; struct GPUShader *velocity_tiles_expand_sh; } e_data = {NULL}; /* Engine data */ extern char datatoc_effect_velocity_tile_frag_glsl[]; extern char datatoc_effect_motion_blur_frag_glsl[]; extern char datatoc_object_motion_frag_glsl[]; extern char datatoc_object_motion_vert_glsl[]; extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; #define EEVEE_VELOCITY_TILE_SIZE 32 static void eevee_create_shader_motion_blur(void) { e_data.motion_blur_sh = DRW_shader_create_fullscreen( datatoc_effect_motion_blur_frag_glsl, "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); e_data.motion_blur_object_sh = DRW_shader_create_with_lib(datatoc_object_motion_vert_glsl, NULL, datatoc_object_motion_frag_glsl, datatoc_common_view_lib_glsl, NULL); e_data.velocity_tiles_sh = DRW_shader_create_fullscreen( datatoc_effect_velocity_tile_frag_glsl, "#define TILE_GATHER\n" "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); e_data.velocity_tiles_expand_sh = DRW_shader_create_fullscreen( datatoc_effect_velocity_tile_frag_glsl, "#define TILE_EXPANSION\n" "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); char *vert = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_object_motion_vert_glsl); e_data.motion_blur_hair_sh = DRW_shader_create_with_lib( vert, NULL, datatoc_object_motion_frag_glsl, datatoc_common_view_lib_glsl, "#define HAIR\n"); MEM_freeN(vert); } int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; /* Viewport not supported for now. */ if (!DRW_state_is_scene_render()) { return 0; } effects->motion_blur_max = max_ii(0, scene->eevee.motion_blur_max); if ((effects->motion_blur_max > 0) && (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED)) { if (!e_data.motion_blur_sh) { eevee_create_shader_motion_blur(); } if (DRW_state_is_scene_render()) { int mb_step = effects->motion_blur_step; DRW_view_viewmat_get(NULL, effects->motion_blur.camera[mb_step].viewmat, false); DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persmat, false); DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persinv, true); } const float *fs_size = DRW_viewport_size_get(); int tx_size[2] = {1 + ((int)fs_size[0] / EEVEE_VELOCITY_TILE_SIZE), 1 + ((int)fs_size[1] / EEVEE_VELOCITY_TILE_SIZE)}; effects->velocity_tiles_x_tx = DRW_texture_pool_query_2d( tx_size[0], fs_size[1], GPU_RGBA16, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->velocity_tiles_fb[0], { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->velocity_tiles_x_tx), }); effects->velocity_tiles_tx = DRW_texture_pool_query_2d( tx_size[0], tx_size[1], GPU_RGBA16, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->velocity_tiles_fb[1], { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->velocity_tiles_tx), }); return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER | EFFECT_VELOCITY_BUFFER; } return 0; } void EEVEE_motion_blur_step_set(EEVEE_Data *vedata, int step) { BLI_assert(step < 3); vedata->stl->effects->motion_blur_step = step; } static void eevee_motion_blur_sync_camera(EEVEE_Data *vedata) { EEVEE_EffectsInfo *effects = vedata->stl->effects; if (DRW_state_is_scene_render()) { int mb_step = effects->motion_blur_step; DRW_view_viewmat_get(NULL, effects->motion_blur.camera[mb_step].viewmat, false); DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persmat, false); DRW_view_persmat_get(NULL, effects->motion_blur.camera[mb_step].persinv, true); } effects->motion_blur_near_far[0] = fabsf(DRW_view_near_distance_get(NULL)); effects->motion_blur_near_far[1] = fabsf(DRW_view_far_distance_get(NULL)); } 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; EEVEE_MotionBlurData *mb_data = &effects->motion_blur; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { const float *fs_size = DRW_viewport_size_get(); int tx_size[2] = {GPU_texture_width(effects->velocity_tiles_tx), GPU_texture_height(effects->velocity_tiles_tx)}; eevee_motion_blur_sync_camera(vedata); DRWShadingGroup *grp; { DRW_PASS_CREATE(psl->velocity_tiles_x, DRW_STATE_WRITE_COLOR); DRW_PASS_CREATE(psl->velocity_tiles, DRW_STATE_WRITE_COLOR); /* Create max velocity tiles in 2 passes. One for X and one for Y */ GPUShader *sh = e_data.velocity_tiles_sh; grp = DRW_shgroup_create(sh, psl->velocity_tiles_x); DRW_shgroup_uniform_texture(grp, "velocityBuffer", effects->velocity_tx); DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", (int[2]){fs_size[0], fs_size[1]}); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); DRW_shgroup_uniform_ivec2_copy(grp, "gatherStep", (int[2]){1, 0}); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); grp = DRW_shgroup_create(sh, psl->velocity_tiles); DRW_shgroup_uniform_texture(grp, "velocityBuffer", effects->velocity_tiles_x_tx); DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", (int[2]){tx_size[0], fs_size[1]}); DRW_shgroup_uniform_ivec2_copy(grp, "gatherStep", (int[2]){0, 1}); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); /* Expand max tiles by keeping the max tile in each tile neighborhood. */ DRW_PASS_CREATE(psl->velocity_tiles_expand[0], DRW_STATE_WRITE_COLOR); DRW_PASS_CREATE(psl->velocity_tiles_expand[1], DRW_STATE_WRITE_COLOR); for (int i = 0; i < 2; i++) { GPUTexture *tile_tx = (i == 0) ? effects->velocity_tiles_tx : effects->velocity_tiles_x_tx; GPUShader *sh_expand = e_data.velocity_tiles_expand_sh; grp = DRW_shgroup_create(sh_expand, psl->velocity_tiles_expand[i]); DRW_shgroup_uniform_ivec2_copy(grp, "velocityBufferSize", tx_size); DRW_shgroup_uniform_texture(grp, "velocityBuffer", tile_tx); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } } { DRW_PASS_CREATE(psl->motion_blur, DRW_STATE_WRITE_COLOR); eGPUSamplerState state = 0; int expand_steps = 1 + (max_ii(0, effects->motion_blur_max - 1) / EEVEE_VELOCITY_TILE_SIZE); GPUTexture *tile_tx = (expand_steps & 1) ? effects->velocity_tiles_x_tx : effects->velocity_tiles_tx; grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref_ex(grp, "colorBuffer", &effects->source_buffer, state); DRW_shgroup_uniform_texture_ref_ex(grp, "depthBuffer", &dtxl->depth, state); DRW_shgroup_uniform_texture_ref_ex(grp, "velocityBuffer", &effects->velocity_tx, state); DRW_shgroup_uniform_texture(grp, "tileMaxBuffer", tile_tx); DRW_shgroup_uniform_float_copy(grp, "depthScale", scene->eevee.motion_blur_depth_scale); DRW_shgroup_uniform_vec2(grp, "nearFar", effects->motion_blur_near_far, 1); DRW_shgroup_uniform_bool_copy(grp, "isPerspective", DRW_view_is_persp_get(NULL)); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); DRW_shgroup_uniform_ivec2_copy(grp, "tileBufferSize", tx_size); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } { DRW_PASS_CREATE(psl->velocity_object, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object); DRW_shgroup_uniform_mat4(grp, "prevViewProjMatrix", mb_data->camera[MB_PREV].persmat); DRW_shgroup_uniform_mat4(grp, "currViewProjMatrix", mb_data->camera[MB_CURR].persmat); DRW_shgroup_uniform_mat4(grp, "nextViewProjMatrix", mb_data->camera[MB_NEXT].persmat); DRW_PASS_CREATE(psl->velocity_hair, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); mb_data->hair_grp = grp = DRW_shgroup_create(e_data.motion_blur_hair_sh, psl->velocity_hair); DRW_shgroup_uniform_mat4(grp, "prevViewProjMatrix", mb_data->camera[MB_PREV].persmat); DRW_shgroup_uniform_mat4(grp, "currViewProjMatrix", mb_data->camera[MB_CURR].persmat); DRW_shgroup_uniform_mat4(grp, "nextViewProjMatrix", mb_data->camera[MB_NEXT].persmat); DRW_pass_link(psl->velocity_object, psl->velocity_hair); } EEVEE_motion_blur_data_init(mb_data); } else { psl->motion_blur = NULL; psl->velocity_object = NULL; psl->velocity_hair = NULL; } } void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *ob, ParticleSystem *psys, ModifierData *md) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; DRWShadingGroup *grp = NULL; if (!DRW_state_is_scene_render() || psl->velocity_hair == NULL) { return; } /* For now we assume hair objects are always moving. */ EEVEE_ObjectMotionData *mb_data = EEVEE_motion_blur_object_data_get( &effects->motion_blur, ob, true); if (mb_data) { int mb_step = effects->motion_blur_step; /* Store transform */ DRW_hair_duplimat_get(ob, psys, md, mb_data->obmat[mb_step]); EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get( &effects->motion_blur, ob, true); if (mb_step == MB_CURR) { /* Fill missing matrices if the object was hidden in previous or next frame. */ if (is_zero_m4(mb_data->obmat[MB_PREV])) { copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]); } if (is_zero_m4(mb_data->obmat[MB_NEXT])) { copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]); } grp = DRW_shgroup_hair_create_sub(ob, psys, md, effects->motion_blur.hair_grp); DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]); DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]); DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]); DRW_shgroup_uniform_texture(grp, "prvBuffer", mb_geom->hair_pos_tx[MB_PREV]); DRW_shgroup_uniform_texture(grp, "nxtBuffer", mb_geom->hair_pos_tx[MB_NEXT]); DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1); } else { /* Store vertex position buffer. */ mb_geom->hair_pos[mb_step] = DRW_hair_pos_buffer_get(ob, psys, md); mb_geom->use_deform = true; } } } void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *ob) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; DRWShadingGroup *grp = NULL; if (!DRW_state_is_scene_render() || psl->velocity_object == NULL) { return; } const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0; /* For now we assume dupli objects are moving. */ const bool object_moves = is_dupli || BKE_object_moves_in_time(ob, true); const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob); if (!(object_moves || is_deform)) { return; } EEVEE_ObjectMotionData *mb_data = EEVEE_motion_blur_object_data_get( &effects->motion_blur, ob, false); if (mb_data) { int mb_step = effects->motion_blur_step; /* Store transform */ copy_m4_m4(mb_data->obmat[mb_step], ob->obmat); EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get( &effects->motion_blur, ob, false); if (mb_step == MB_CURR) { GPUBatch *batch = DRW_cache_object_surface_get(ob); if (batch == NULL) { return; } /* Fill missing matrices if the object was hidden in previous or next frame. */ if (is_zero_m4(mb_data->obmat[MB_PREV])) { copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]); } if (is_zero_m4(mb_data->obmat[MB_NEXT])) { copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]); } grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object); DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]); DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]); DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]); DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1); DRW_shgroup_call(grp, batch, ob); if (mb_geom->use_deform) { EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob); if (!oedata->geom_update) { /* FIXME(fclem) There can be false positive where the actual mesh is not updated. * This avoids a crash but removes the motion blur from some object. * Maybe an issue with depsgraph tagging. */ mb_geom->use_deform = false; oedata->geom_update = false; GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]); GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]); } /* Keep to modify later (after init). */ mb_geom->batch = batch; } } else if (is_deform) { /* Store vertex position buffer. */ mb_geom->vbo[mb_step] = DRW_cache_object_pos_vertbuf_get(ob); mb_geom->use_deform = (mb_geom->vbo[mb_step] != NULL); } else { mb_geom->vbo[mb_step] = NULL; mb_geom->use_deform = false; } } } void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; GHashIterator ghi; if ((effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) { return; } int mb_step = effects->motion_blur_step; if (mb_step != MB_CURR) { /* Push instances attributes to the GPU. */ DRW_render_instance_buffer_finish(); /* Need to be called after DRW_render_instance_buffer_finish() */ /* Also we weed to have a correct fbo bound for DRW_hair_update */ GPU_framebuffer_bind(vedata->fbl->main_fb); DRW_hair_update(); DRW_cache_restart(); } for (BLI_ghashIterator_init(&ghi, effects->motion_blur.geom); BLI_ghashIterator_done(&ghi) == false; BLI_ghashIterator_step(&ghi)) { EEVEE_GeometryMotionData *mb_geom = BLI_ghashIterator_getValue(&ghi); if (!mb_geom->use_deform) { continue; } switch (mb_geom->type) { case EEVEE_HAIR_GEOM_MOTION_DATA: if (mb_step == MB_CURR) { /* TODO(fclem) Check if vertex count mismatch. */ mb_geom->use_deform = true; } else { mb_geom->hair_pos[mb_step] = GPU_vertbuf_duplicate(mb_geom->hair_pos[mb_step]); /* Create vbo immediately to bind to texture buffer. */ GPU_vertbuf_use(mb_geom->hair_pos[mb_step]); mb_geom->hair_pos_tx[mb_step] = GPU_texture_create_from_vertbuf( mb_geom->hair_pos[mb_step]); } break; case EEVEE_MESH_GEOM_MOTION_DATA: if (mb_step == MB_CURR) { /* Modify batch to have data from adjacent frames. */ GPUBatch *batch = mb_geom->batch; for (int i = 0; i < MB_CURR; i++) { GPUVertBuf *vbo = mb_geom->vbo[i]; if (vbo && batch) { if (vbo->vertex_len != batch->verts[0]->vertex_len) { /* Vertex count mismatch, disable deform motion blur. */ mb_geom->use_deform = false; } if (mb_geom->use_deform == false) { GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]); GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]); break; } else { /* Modify the batch to include the previous & next position. */ if (i == MB_PREV) { GPU_batch_vertbuf_add_ex(batch, vbo, true); mb_geom->vbo[i] = NULL; } else { /* This VBO can be reuse by next time step. Don't pass ownership. */ GPU_batch_vertbuf_add_ex(batch, vbo, false); } } } } } else { GPUVertBuf *vbo = mb_geom->vbo[mb_step]; /* If this assert fails, it means that different EEVEE_GeometryMotionDatas * has been used for each motion blur step. */ BLI_assert(vbo); if (vbo) { /* Use the vbo to perform the copy on the GPU. */ GPU_vertbuf_use(vbo); /* Perform a copy to avoid loosing it after RE_engine_frame_set(). */ mb_geom->vbo[mb_step] = vbo = GPU_vertbuf_duplicate(vbo); /* Find and replace "pos" attrib name. */ int attrib_id = GPU_vertformat_attr_id_get(&vbo->format, "pos"); GPU_vertformat_attr_rename( &vbo->format, attrib_id, (mb_step == MB_PREV) ? "prv" : "nxt"); } } break; default: BLI_assert(0); break; } } } void EEVEE_motion_blur_swap_data(EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; GHashIterator ghi; BLI_assert((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0); /* Camera Data. */ effects->motion_blur.camera[MB_PREV] = effects->motion_blur.camera[MB_CURR]; /* Object Data. */ for (BLI_ghashIterator_init(&ghi, effects->motion_blur.object); BLI_ghashIterator_done(&ghi) == false; BLI_ghashIterator_step(&ghi)) { EEVEE_ObjectMotionData *mb_data = BLI_ghashIterator_getValue(&ghi); copy_m4_m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_NEXT]); } /* Deformation Data. */ for (BLI_ghashIterator_init(&ghi, effects->motion_blur.geom); BLI_ghashIterator_done(&ghi) == false; BLI_ghashIterator_step(&ghi)) { EEVEE_GeometryMotionData *mb_geom = BLI_ghashIterator_getValue(&ghi); switch (mb_geom->type) { case EEVEE_HAIR_GEOM_MOTION_DATA: GPU_VERTBUF_DISCARD_SAFE(mb_geom->hair_pos[MB_PREV]); DRW_TEXTURE_FREE_SAFE(mb_geom->hair_pos_tx[MB_PREV]); mb_geom->hair_pos[MB_PREV] = mb_geom->hair_pos[MB_NEXT]; mb_geom->hair_pos_tx[MB_PREV] = mb_geom->hair_pos_tx[MB_NEXT]; break; case EEVEE_MESH_GEOM_MOTION_DATA: GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_PREV]); mb_geom->vbo[MB_PREV] = mb_geom->vbo[MB_NEXT]; if (mb_geom->vbo[MB_NEXT]) { GPUVertBuf *vbo = mb_geom->vbo[MB_NEXT]; int attrib_id = GPU_vertformat_attr_id_get(&vbo->format, "nxt"); GPU_vertformat_attr_rename(&vbo->format, attrib_id, "prv"); } break; default: BLI_assert(0); break; } } } 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) { /* Create velocity max tiles in 2 passes. One for each dimension. */ GPU_framebuffer_bind(fbl->velocity_tiles_fb[0]); DRW_draw_pass(psl->velocity_tiles_x); GPU_framebuffer_bind(fbl->velocity_tiles_fb[1]); DRW_draw_pass(psl->velocity_tiles); /* Expand the tiles by reading the neighborhood. Do as many passes as required. */ int buf = 0; for (int i = effects->motion_blur_max; i > 0; i -= EEVEE_VELOCITY_TILE_SIZE) { GPU_framebuffer_bind(fbl->velocity_tiles_fb[buf]); /* Change viewport to avoid invoking more pixel shaders than necessary since in one of the * buffer the texture is way bigger in height. This avoid creating another texture and * reduce VRAM usage. */ int w = GPU_texture_width(effects->velocity_tiles_tx); int h = GPU_texture_height(effects->velocity_tiles_tx); GPU_framebuffer_viewport_set(fbl->velocity_tiles_fb[buf], 0, 0, w, h); DRW_draw_pass(psl->velocity_tiles_expand[buf]); buf = buf ? 0 : 1; } 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_object_sh); DRW_SHADER_FREE_SAFE(e_data.motion_blur_hair_sh); DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_sh); DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_expand_sh); }