/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2006 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Antony Riakiotakis. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_compositing.c * \ingroup gpu * * System that manages framebuffer compositing. */ #include "BLI_sys_types.h" #include "BLI_rect.h" #include "BLI_math.h" #include "BLI_rand.h" #include "DNA_vec_types.h" #include "DNA_scene_types.h" #include "DNA_gpu_types.h" #include "GPU_compositing.h" #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_framebuffer.h" #include "GPU_glew.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_batch.h" #include "MEM_guardedalloc.h" static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}}; static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}}; /* shader interfaces (legacy GL 2 style, without uniform buffer objects) */ typedef struct { int ssao_uniform; int ssao_color_uniform; int color_uniform; int depth_uniform; int viewvecs_uniform; int ssao_sample_params_uniform; int ssao_concentric_tex; int ssao_jitter_uniform; } GPUSSAOShaderInterface; typedef struct { int invrendertargetdim_uniform; int color_uniform; int dof_uniform; int depth_uniform; int viewvecs_uniform; } GPUDOFHQPassOneInterface; typedef struct { int rendertargetdim_uniform; int color_uniform; int coc_uniform; int select_uniform; int dof_uniform; } GPUDOFHQPassTwoInterface; typedef struct { int dof_uniform; int invrendertargetdim_uniform; int color_uniform; int far_uniform; int near_uniform; int viewvecs_uniform; int depth_uniform; } GPUDOFHQPassThreeInterface; typedef struct { int dof_uniform; int invrendertargetdim_uniform; int color_uniform; int depth_uniform; int viewvecs_uniform; } GPUDOFPassOneInterface; typedef struct { int dof_uniform; int invrendertargetdim_uniform; int color_uniform; int depth_uniform; int viewvecs_uniform; } GPUDOFPassTwoInterface; typedef struct { int near_coc_downsampled; int near_coc_blurred; } GPUDOFPassThreeInterface; typedef struct { int near_coc_downsampled; int invrendertargetdim_uniform; } GPUDOFPassFourInterface; typedef struct { int medium_blurred_uniform; int high_blurred_uniform; int dof_uniform; int invrendertargetdim_uniform; int original_uniform; int depth_uniform; int viewvecs_uniform; } GPUDOFPassFiveInterface; typedef struct { int depth_uniform; } GPUDepthResolveInterface; struct GPUFX { /* we borrow the term gbuffer from deferred rendering however this is just a regular * depth/color framebuffer. Could be extended later though */ GPUFrameBuffer *gbuffer; /* dimensions of the gbuffer */ int gbuffer_dim[2]; /* texture bound to the first color attachment of the gbuffer */ GPUTexture *color_buffer; /* second texture used for ping-pong compositing */ GPUTexture *color_buffer_sec; /* texture bound to the depth attachment of the gbuffer */ GPUTexture *depth_buffer; GPUTexture *depth_buffer_xray; /* texture used for jittering for various effects */ GPUTexture *jitter_buffer; /* all those buffers below have to coexist. * Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */ int dof_downsampled_w; int dof_downsampled_h; /* texture used for near coc and color blurring calculation */ GPUTexture *dof_near_coc_buffer; /* blurred near coc buffer. */ GPUTexture *dof_near_coc_blurred_buffer; /* final near coc buffer. */ GPUTexture *dof_near_coc_final_buffer; /* half size blur buffer */ GPUTexture *dof_half_downsampled_near; GPUTexture *dof_half_downsampled_far; /* high quality dof texture downsamplers. 6 levels means 64 pixels wide - should be enough */ GPUTexture *dof_nearfar_coc; GPUTexture *dof_near_blur; GPUTexture *dof_far_blur; /* for high quality we use again a spiral texture with radius adapted */ bool dof_high_quality; /* texture used for ssao */ int ssao_sample_count_cache; GPUTexture *ssao_spiral_samples_tex; GPUFXSettings settings; /* or-ed flags of enabled effects */ int effects; /* number of passes, needed to detect if ping pong buffer allocation is needed */ int num_passes; /* we have a stencil, restore the previous state */ bool restore_stencil; Gwn_Batch *quad_batch; Gwn_Batch *point_batch; }; #if 0 /* concentric mapping, see "A Low Distortion Map Between Disk and Square" and * http://psgraphics.blogspot.nl/2011/01/improved-code-for-concentric-map.html */ static GPUTexture * create_concentric_sample_texture(int side) { GPUTexture *tex; float midpoint = 0.5f * (side - 1); float *texels = (float *)MEM_mallocN(sizeof(float) * 2 * side * side, "concentric_tex"); int i, j; for (i = 0; i < side; i++) { for (j = 0; j < side; j++) { int index = (i * side + j) * 2; float a = 1.0f - i / midpoint; float b = 1.0f - j / midpoint; float phi, r; if (a * a > b * b) { r = a; phi = (M_PI_4) * (b / a); } else { r = b; phi = M_PI_2 - (M_PI_4) * (a / b); } texels[index] = r * cos(phi); texels[index + 1] = r * sin(phi); } } tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL); /* Set parameters */ GPU_texture_bind(tex, 0); GPU_texture_filter_mode(tex, false); GPU_texture_unbind(tex); MEM_freeN(texels); return tex; } #endif static GPUTexture *create_spiral_sample_texture(int numsaples) { GPUTexture *tex; float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex"); const float numsaples_inv = 1.0f / numsaples; int i; /* arbitrary number to ensure we don't get conciding samples every circle */ const float spirals = 7.357; for (i = 0; i < numsaples; i++) { float r = (i + 0.5f) * numsaples_inv; float phi = r * spirals * (float)(2.0 * M_PI); texels[i][0] = r * cosf(phi); texels[i][1] = r * sinf(phi); } tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL); /* Set parameters */ GPU_texture_bind(tex, 0); GPU_texture_filter_mode(tex, false); GPU_texture_unbind(tex); MEM_freeN(texels); return tex; } /* generate a new FX compositor */ GPUFX *GPU_fx_compositor_create(void) { GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor"); /* Quad buffer */ static Gwn_VertFormat format = {0}; static unsigned int pos, uvs; if (format.attrib_ct == 0) { pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); } Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format); GWN_vertbuf_data_alloc(vbo, 4); for (int i = 0; i < 4; ++i) { GWN_vertbuf_attr_set(vbo, pos, i, fullscreencos[i]); GWN_vertbuf_attr_set(vbo, uvs, i, fullscreenuvs[i]); } fx->quad_batch = GWN_batch_create(GWN_PRIM_TRI_STRIP, vbo, NULL); /* Point Buffer */ static Gwn_VertFormat format_point = {0}; static unsigned int dummy_attrib; if (format_point.attrib_ct == 0) { dummy_attrib = GWN_vertformat_attr_add(&format_point, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); } float dummy[2] = {0.0f, 0.0f}; Gwn_VertBuf *vbo_point = GWN_vertbuf_create_with_format(&format_point); GWN_vertbuf_data_alloc(vbo_point, 1); GWN_vertbuf_attr_set(vbo_point, dummy_attrib, 0, &dummy); fx->point_batch = GWN_batch_create(GWN_PRIM_POINTS, vbo_point, NULL); return fx; } static void cleanup_fx_dof_buffers(GPUFX *fx) { if (fx->dof_near_coc_blurred_buffer) { GPU_texture_free(fx->dof_near_coc_blurred_buffer); fx->dof_near_coc_blurred_buffer = NULL; } if (fx->dof_near_coc_buffer) { GPU_texture_free(fx->dof_near_coc_buffer); fx->dof_near_coc_buffer = NULL; } if (fx->dof_near_coc_final_buffer) { GPU_texture_free(fx->dof_near_coc_final_buffer); fx->dof_near_coc_final_buffer = NULL; } if (fx->dof_half_downsampled_near) { GPU_texture_free(fx->dof_half_downsampled_near); fx->dof_half_downsampled_near = NULL; } if (fx->dof_half_downsampled_far) { GPU_texture_free(fx->dof_half_downsampled_far); fx->dof_half_downsampled_far = NULL; } if (fx->dof_nearfar_coc) { GPU_texture_free(fx->dof_nearfar_coc); fx->dof_nearfar_coc = NULL; } if (fx->dof_near_blur) { GPU_texture_free(fx->dof_near_blur); fx->dof_near_blur = NULL; } if (fx->dof_far_blur) { GPU_texture_free(fx->dof_far_blur); fx->dof_far_blur = NULL; } } static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo) { if (fx->color_buffer) { GPU_framebuffer_texture_detach(fx->color_buffer); GPU_texture_free(fx->color_buffer); fx->color_buffer = NULL; } if (fx->color_buffer_sec) { GPU_framebuffer_texture_detach(fx->color_buffer_sec); GPU_texture_free(fx->color_buffer_sec); fx->color_buffer_sec = NULL; } if (fx->depth_buffer) { GPU_framebuffer_texture_detach(fx->depth_buffer); GPU_texture_free(fx->depth_buffer); fx->depth_buffer = NULL; } if (fx->depth_buffer_xray) { GPU_framebuffer_texture_detach(fx->depth_buffer_xray); GPU_texture_free(fx->depth_buffer_xray); fx->depth_buffer_xray = NULL; } cleanup_fx_dof_buffers(fx); if (fx->ssao_spiral_samples_tex) { GPU_texture_free(fx->ssao_spiral_samples_tex); fx->ssao_spiral_samples_tex = NULL; } if (fx->jitter_buffer && do_fbo) { GPU_texture_free(fx->jitter_buffer); fx->jitter_buffer = NULL; } if (fx->gbuffer && do_fbo) { GPU_framebuffer_free(fx->gbuffer); fx->gbuffer = NULL; } } /* destroy a text compositor */ void GPU_fx_compositor_destroy(GPUFX *fx) { cleanup_fx_gl_data(fx, true); GWN_batch_discard_all(fx->quad_batch); GWN_batch_discard_all(fx->point_batch); MEM_freeN(fx); } static GPUTexture * create_jitter_texture(void) { GPUTexture *tex; float jitter[64 * 64][2]; int i; for (i = 0; i < 64 * 64; i++) { jitter[i][0] = 2.0f * BLI_frand() - 1.0f; jitter[i][1] = 2.0f * BLI_frand() - 1.0f; normalize_v2(jitter[i]); } tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL); /* Set parameters */ GPU_texture_bind(tex, 0); GPU_texture_filter_mode(tex, false); GPU_texture_wrap_mode(tex, true); GPU_texture_unbind(tex); return tex; } bool GPU_fx_compositor_initialize_passes( GPUFX *fx, const rcti *rect, const rcti *scissor_rect, const GPUFXSettings *fx_settings) { int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect); char err_out[256]; int num_passes = 0; char fx_flag; fx->effects = 0; if (!fx_settings) { cleanup_fx_gl_data(fx, true); return false; } fx_flag = fx_settings->fx_flag; /* disable effects if no options passed for them */ if (!fx_settings->dof) { fx_flag &= ~GPU_FX_FLAG_DOF; } if (!fx_settings->ssao || fx_settings->ssao->samples < 1) { fx_flag &= ~GPU_FX_FLAG_SSAO; } if (!fx_flag) { cleanup_fx_gl_data(fx, true); return false; } /* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case * add one to match viewport dimensions */ if (scissor_rect) { w++; h++; } fx->num_passes = 0; /* dof really needs a ping-pong buffer to work */ if (fx_flag & GPU_FX_FLAG_DOF) num_passes++; if (fx_flag & GPU_FX_FLAG_SSAO) num_passes++; if (!fx->gbuffer) { fx->gbuffer = GPU_framebuffer_create(); if (!fx->gbuffer) { return false; } } /* try creating the jitter texture */ if (!fx->jitter_buffer) fx->jitter_buffer = create_jitter_texture(); /* check if color buffers need recreation */ if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) { cleanup_fx_gl_data(fx, false); if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) { printf(".256%s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } if (fx_flag & GPU_FX_FLAG_SSAO) { if (fx_settings->ssao->samples != fx->ssao_sample_count_cache || !fx->ssao_spiral_samples_tex) { if (fx_settings->ssao->samples < 1) fx_settings->ssao->samples = 1; fx->ssao_sample_count_cache = fx_settings->ssao->samples; if (fx->ssao_spiral_samples_tex) { GPU_texture_free(fx->ssao_spiral_samples_tex); } fx->ssao_spiral_samples_tex = create_spiral_sample_texture(fx_settings->ssao->samples); } } else { if (fx->ssao_spiral_samples_tex) { GPU_texture_free(fx->ssao_spiral_samples_tex); fx->ssao_spiral_samples_tex = NULL; } } /* create textures for dof effect */ if (fx_flag & GPU_FX_FLAG_DOF) { bool dof_high_quality = (fx_settings->dof->high_quality != 0); /* cleanup buffers if quality setting has changed (no need to keep more buffers around than necessary ) */ if (dof_high_quality != fx->dof_high_quality) cleanup_fx_dof_buffers(fx); if (dof_high_quality) { fx->dof_downsampled_w = w / 2; fx->dof_downsampled_h = h / 2; if (!fx->dof_half_downsampled_near || !fx->dof_nearfar_coc || !fx->dof_near_blur || !fx->dof_far_blur || !fx->dof_half_downsampled_far) { if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom( fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } GPU_texture_bind(fx->dof_nearfar_coc, 0); GPU_texture_filter_mode(fx->dof_nearfar_coc, false); GPU_texture_wrap_mode(fx->dof_nearfar_coc, false); GPU_texture_unbind(fx->dof_nearfar_coc); if (!(fx->dof_near_blur = GPU_texture_create_2D_custom( fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_far_blur = GPU_texture_create_2D_custom( fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } } else { fx->dof_downsampled_w = w / 4; fx->dof_downsampled_h = h / 4; if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) { if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } } fx->dof_high_quality = dof_high_quality; } else { /* cleanup unnecessary buffers */ cleanup_fx_dof_buffers(fx); } /* we need to pass data between shader stages, allocate an extra color buffer */ if (num_passes > 1) { if (!fx->color_buffer_sec) { if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) { printf(".256%s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } } else { if (fx->color_buffer_sec) { GPU_framebuffer_texture_detach(fx->color_buffer_sec); GPU_texture_free(fx->color_buffer_sec); fx->color_buffer_sec = NULL; } } /* bind the buffers */ /* first depth buffer, because system assumes read/write buffers */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, 0); if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out)) printf("%.256s\n", err_out); GPU_texture_bind_as_framebuffer(fx->color_buffer); /* enable scissor test. It's needed to ensure sculpting works correctly */ if (scissor_rect) { int w_sc = BLI_rcti_size_x(scissor_rect) + 1; int h_sc = BLI_rcti_size_y(scissor_rect) + 1; gpuPushAttrib(GPU_SCISSOR_BIT); glEnable(GL_SCISSOR_TEST); glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin, w_sc, h_sc); fx->restore_stencil = true; } else { fx->restore_stencil = false; } fx->effects = fx_flag; if (fx_settings) fx->settings = *fx_settings; fx->gbuffer_dim[0] = w; fx->gbuffer_dim[1] = h; fx->num_passes = num_passes; return true; } static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOffScreen *ofs, GPUTexture *target) { if ((*passes_left)-- == 1) { GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); if (ofs) { GPU_offscreen_bind(ofs, false); } else GPU_framebuffer_restore(); } else { /* bind the ping buffer to the color buffer */ GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, 0); } } void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray) { char err_out[256]; if (do_xray) { if (!fx->depth_buffer_xray && !(fx->depth_buffer_xray = GPU_texture_create_depth(fx->gbuffer_dim[0], fx->gbuffer_dim[1], err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return; } } else { if (fx->depth_buffer_xray) { GPU_framebuffer_texture_detach(fx->depth_buffer_xray); GPU_texture_free(fx->depth_buffer_xray); fx->depth_buffer_xray = NULL; } return; } GPU_framebuffer_texture_detach(fx->depth_buffer); /* first depth buffer, because system assumes read/write buffers */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, 0); } void GPU_fx_compositor_XRay_resolve(GPUFX *fx) { GPUShader *depth_resolve_shader; GPU_framebuffer_texture_detach(fx->depth_buffer_xray); /* attach regular framebuffer */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); /* full screen quad where we will always write to depth buffer */ gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT); glDepthFunc(GL_ALWAYS); /* disable scissor from sculpt if any */ glDisable(GL_SCISSOR_TEST); /* disable writing to color buffer, it's depth only pass */ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false); if (depth_resolve_shader) { GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader); /* set up quad buffer */ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader)); GPU_texture_bind(fx->depth_buffer_xray, 0); GPU_texture_compare_mode(fx->depth_buffer_xray, false); GPU_texture_filter_mode(fx->depth_buffer_xray, true); GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray); /* draw */ GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_compare_mode(fx->depth_buffer_xray, true); GPU_texture_filter_mode(fx->depth_buffer_xray, false); GPU_texture_unbind(fx->depth_buffer_xray); GPU_shader_unbind(); } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gpuPopAttrib(); } bool GPU_fx_do_composite_pass( GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs) { GPUTexture *src, *target; int numslots = 0; float invproj[4][4]; int i; float dfdyfac[2]; /* number of passes left. when there are no more passes, the result is passed to the frambuffer */ int passes_left = fx->num_passes; /* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */ float viewvecs[3][4] = { {-1.0f, -1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, -1.0f, 1.0f}, {-1.0f, 1.0f, -1.0f, 1.0f} }; if (fx->effects == 0) return false; GPU_get_dfdy_factors(dfdyfac); /* first, unbind the render-to-texture framebuffer */ GPU_framebuffer_texture_detach(fx->color_buffer); GPU_framebuffer_texture_detach(fx->depth_buffer); if (fx->restore_stencil) { gpuPopAttrib(); } src = fx->color_buffer; target = fx->color_buffer_sec; /* full screen FX pass */ /* invert the view matrix */ invert_m4_m4(invproj, projmat); /* convert the view vectors to view space */ for (i = 0; i < 3; i++) { mul_m4_v4(invproj, viewvecs[i]); /* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); if (is_persp) mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); viewvecs[i][3] = 1.0; } /* we need to store the differences */ viewvecs[1][0] -= viewvecs[0][0]; viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1]; /* calculate a depth offset as well */ if (!is_persp) { float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f}; mul_m4_v4(invproj, vec_far); mul_v3_fl(vec_far, 1.0f / vec_far[3]); viewvecs[1][2] = vec_far[2] - viewvecs[0][2]; } glDisable(GL_DEPTH_TEST); /* ssao pass */ if (fx->effects & GPU_FX_FLAG_SSAO) { GPUShader *ssao_shader; ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp); if (ssao_shader) { const GPUSSAOSettings *fx_ssao = fx->settings.ssao; /* adjust attenuation to be scale invariant */ float attenuation = fx_ssao->attenuation / (fx_ssao->distance_max * fx_ssao->distance_max); float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, attenuation, 0.0f}; float sample_params[3]; sample_params[0] = fx->ssao_sample_count_cache; /* multiplier so we tile the random texture on screen */ sample_params[1] = fx->gbuffer_dim[0] / 64.0; sample_params[2] = fx->gbuffer_dim[1] / 64.0; ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1]; GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader)); GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params); GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color); GPU_shader_uniform_vector(ssao_shader, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_shader_uniform_vector(ssao_shader, interface->ssao_sample_params_uniform, 3, 1, sample_params); GPU_texture_bind(src, numslots++); GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, true); GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer); GPU_texture_bind(fx->jitter_buffer, numslots++); GPU_shader_uniform_texture(ssao_shader, interface->ssao_jitter_uniform, fx->jitter_buffer); GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++); GPU_shader_uniform_texture(ssao_shader, interface->ssao_concentric_tex, fx->ssao_spiral_samples_tex); /* draw */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_texture_unbind(fx->depth_buffer); GPU_texture_unbind(fx->jitter_buffer); GPU_texture_unbind(fx->ssao_spiral_samples_tex); /* may not be attached, in that case this just returns */ if (target) { GPU_framebuffer_texture_detach(target); if (ofs) { GPU_offscreen_bind(ofs, false); } else { GPU_framebuffer_restore(); } } /* swap here, after src/target have been unbound */ SWAP(GPUTexture *, target, src); numslots = 0; } } /* second pass, dof */ if (fx->effects & GPU_FX_FLAG_DOF) { const GPUDOFSettings *fx_dof = fx->settings.dof; float dof_params[4]; float scale = scene->unit.system ? scene->unit.scale_length : 1.0f; /* 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_camera = 0.001f / scale; /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop; dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / (fx_dof->focus_distance - scale_camera * fx_dof->focal_length)); dof_params[1] = fx_dof->focus_distance; dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); dof_params[3] = fx_dof->num_blades; if (fx->dof_high_quality) { GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3; /* custom shaders close to the effect described in CryEngine 3 Graphics Gems */ dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE, is_persp); dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO, is_persp); dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE, is_persp); /* error occured, restore framebuffers and return */ if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) { GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); GPU_framebuffer_restore(); GPU_shader_unbind(); return false; } /* pass first, downsample the color buffer to near/far targets and calculate coc texture */ { float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h}; GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer); GPU_texture_bind(src, numslots++); /* disable filtering for the texture so custom downsample can do the right thing */ GPU_texture_filter_mode(src, false); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src); /* target is the downsampled coc buffer */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, 0); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, 0); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, 0); /* binding takes care of setting the viewport to the downsampled size */ GPU_framebuffer_slots_bind(fx->gbuffer, 0); GPU_framebuffer_check_valid(fx->gbuffer, NULL); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_filter_mode(src, true); GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_texture_unbind(fx->depth_buffer); GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near); GPU_framebuffer_texture_detach(fx->dof_half_downsampled_far); GPU_framebuffer_texture_detach(fx->dof_nearfar_coc); GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_half_downsampled_near); numslots = 0; } /* second pass, shoot quads for every pixel in the downsampled buffers, scaling according * to circle of confusion */ { int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h}; float selection[2] = {0.0f, 1.0f}; GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); GWN_batch_program_set(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_texture_bind(fx->dof_nearfar_coc, numslots++); GPU_texture_bind(fx->dof_half_downsampled_far, numslots++); GPU_texture_bind(fx->dof_half_downsampled_near, numslots++); GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim); GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection); GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far); GPU_texture_filter_mode(fx->dof_half_downsampled_far, false); /* target is the downsampled coc buffer */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, 0); GPU_texture_bind_as_framebuffer(fx->dof_far_blur); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glPointSize(1.0f); /* have to clear the buffer unfortunately */ glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); GPU_texture_unbind(fx->dof_half_downsampled_far); GPU_framebuffer_texture_detach(fx->dof_far_blur); selection[0] = 1.0f; selection[1] = 0.0f; GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near); GPU_texture_filter_mode(fx->dof_half_downsampled_near, false); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, 0); /* have to clear the buffer unfortunately */ glClear(GL_COLOR_BUFFER_BIT); /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); GWN_batch_program_use_end(fx->point_batch); /* disable bindings */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); GPU_framebuffer_texture_detach(fx->dof_near_blur); GPU_texture_unbind(fx->dof_half_downsampled_near); GPU_texture_unbind(fx->dof_nearfar_coc); GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur); numslots = 0; } /* third pass, accumulate the near/far blur fields */ { float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h}; GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass3, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_shader_uniform_vector(dof_shader_pass3, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_texture_bind(fx->dof_near_blur, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur); GPU_texture_filter_mode(fx->dof_near_blur, true); GPU_texture_bind(fx->dof_far_blur, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur); GPU_texture_filter_mode(fx->dof_far_blur, true); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer); GPU_texture_bind(src, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->color_uniform, src); /* if this is the last pass, prepare for rendering on the frambuffer */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_blur); GPU_texture_unbind(fx->dof_far_blur); GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_unbind(fx->depth_buffer); /* may not be attached, in that case this just returns */ if (target) { GPU_framebuffer_texture_detach(target); if (ofs) { GPU_offscreen_bind(ofs, false); } else { GPU_framebuffer_restore(); } } numslots = 0; } } else { GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5; /* DOF effect has many passes but most of them are performed * on a texture whose dimensions are 4 times less than the original * (16 times lower than original screen resolution). * Technique used is not very exact but should be fast enough and is based * on "Practical Post-Process Depth of Field" * see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */ dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp); dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp); dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp); dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp); dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp); /* error occured, restore framebuffers and return */ if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) { GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); GPU_framebuffer_restore(); GPU_shader_unbind(); return false; } /* pass first, first level of blur in low res buffer */ { float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]}; GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_texture_bind(src, numslots++); GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, true); GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer); /* target is the downsampled coc buffer */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); /* binding takes care of setting the viewport to the downsampled size */ GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_texture_unbind(fx->depth_buffer); GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer); numslots = 0; } /* second pass, gaussian blur the downsampled image */ { float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; float tmp = invrendertargetdim[0]; invrendertargetdim[0] = 0.0f; GPUDOFPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); /* Blurring vertically */ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, true); GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer); GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer); /* use final buffer as a temp here */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); /* Drawing quad */ GWN_batch_draw(fx->quad_batch); /* Rebind Shader */ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); /* *unbind/detach */ GPU_texture_unbind(fx->dof_near_coc_buffer); GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer); /* Blurring horizontally */ invrendertargetdim[0] = tmp; invrendertargetdim[1] = 0.0f; GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, 0); GWN_batch_draw(fx->quad_batch); /* *unbind/detach */ GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_texture_unbind(fx->depth_buffer); GPU_texture_unbind(fx->dof_near_coc_final_buffer); GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer); dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); numslots = 0; } /* third pass, calculate near coc */ { GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer); GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_buffer); GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); /* unbinding here restores the size to the original */ GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer); numslots = 0; } /* fourth pass blur final coc once to eliminate discontinuities */ { float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4)); GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer); GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_final_buffer); /* unbinding here restores the size to the original */ GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer); GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer); numslots = 0; } /* final pass, merge blurred layers according to final calculated coc */ { float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]}; GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5); GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5)); GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); GPU_shader_uniform_vector(dof_shader_pass5, interface->viewvecs_uniform, 4, 3, viewvecs[0]); GPU_texture_bind(src, numslots++); GPU_shader_uniform_texture(dof_shader_pass5, interface->original_uniform, src); GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass5, interface->high_blurred_uniform, fx->dof_near_coc_blurred_buffer); GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_compare_mode(fx->depth_buffer, false); GPU_texture_filter_mode(fx->depth_buffer, true); GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer); /* if this is the last pass, prepare for rendering on the frambuffer */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_buffer); GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); GPU_texture_filter_mode(fx->depth_buffer, false); GPU_texture_unbind(fx->depth_buffer); /* may not be attached, in that case this just returns */ if (target) { GPU_framebuffer_texture_detach(target); if (ofs) { GPU_offscreen_bind(ofs, false); } else { GPU_framebuffer_restore(); } } SWAP(GPUTexture *, target, src); numslots = 0; } } } GPU_shader_unbind(); return true; } void GPU_fx_compositor_init_dof_settings(GPUDOFSettings *fx_dof) { fx_dof->fstop = 128.0f; fx_dof->focal_length = 1.0f; fx_dof->focus_distance = 1.0f; fx_dof->sensor = 1.0f; fx_dof->num_blades = 6; fx_dof->ratio = 1.0f; } void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao) { fx_ssao->factor = 1.0f; fx_ssao->distance_max = 0.2f; fx_ssao->attenuation = 1.0f; fx_ssao->samples = 20; } void GPU_fx_shader_init_interface(GPUShader *shader, GPUFXShaderEffect effect) { if (!shader) return; switch (effect) { case GPU_SHADER_FX_SSAO: { GPUSSAOShaderInterface *interface = MEM_mallocN(sizeof(GPUSSAOShaderInterface), "GPUSSAOShaderInterface"); interface->ssao_uniform = GPU_shader_get_uniform(shader, "ssao_params"); interface->ssao_color_uniform = GPU_shader_get_uniform(shader, "ssao_color"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); interface->ssao_sample_params_uniform = GPU_shader_get_uniform(shader, "ssao_sample_params"); interface->ssao_concentric_tex = GPU_shader_get_uniform(shader, "ssao_concentric_tex"); interface->ssao_jitter_uniform = GPU_shader_get_uniform(shader, "jitter_tex"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE: { GPUDOFHQPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassOneInterface), "GPUDOFHQPassOneInterface"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO: { GPUDOFHQPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassTwoInterface), "GPUDOFHQPassTwoInterface"); interface->rendertargetdim_uniform = GPU_shader_get_uniform(shader, "rendertargetdim"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->coc_uniform = GPU_shader_get_uniform(shader, "cocbuffer"); interface->select_uniform = GPU_shader_get_uniform(shader, "layerselection"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE: { GPUDOFHQPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassThreeInterface), "GPUDOFHQPassThreeInterface"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->far_uniform = GPU_shader_get_uniform(shader, "farbuffer"); interface->near_uniform = GPU_shader_get_uniform(shader, "nearbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE: { GPUDOFPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFPassOneInterface), "GPUDOFPassOneInterface"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO: { GPUDOFPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFPassTwoInterface), "GPUDOFPassTwoInterface"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE: { GPUDOFPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFPassThreeInterface), "GPUDOFPassThreeInterface"); interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer"); interface->near_coc_blurred = GPU_shader_get_uniform(shader, "blurredcolorbuffer"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR: { GPUDOFPassFourInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFourInterface), "GPUDOFPassFourInterface"); interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE: { GPUDOFPassFiveInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFiveInterface), "GPUDOFPassFiveInterface"); interface->medium_blurred_uniform = GPU_shader_get_uniform(shader, "mblurredcolorbuffer"); interface->high_blurred_uniform = GPU_shader_get_uniform(shader, "blurredcolorbuffer"); interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); interface->original_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); GPU_fx_shader_set_interface(shader, interface); break; } case GPU_SHADER_FX_DEPTH_RESOLVE: { GPUDepthResolveInterface *interface = MEM_mallocN(sizeof(GPUDepthResolveInterface), "GPUDepthResolveInterface"); interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); GPU_fx_shader_set_interface(shader, interface); break; } default: break; } }