/* * 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 "BKE_animsys.h" #include "BKE_camera.h" #include "BKE_object.h" #include "DNA_anim_types.h" #include "DNA_camera_types.h" #include "DNA_screen_types.h" #include "ED_screen.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #include "GPU_texture.h" #include "eevee_private.h" static struct { /* 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 *region, 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( scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL, false); 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, region->winx, region->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); } 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 *region = draw_ctx->region; if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) { /* Update Motion Blur Matrices */ if (camera && (camera->type == OB_CAMERA) && (camera->data != NULL)) { 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_view_persmat_get(NULL, persmat, false); 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, region, 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, region, 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, region, 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); } 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(); } return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER; } } } 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) { DRW_PASS_CREATE(psl->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(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(); } } void EEVEE_motion_blur_free(void) { DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh); }