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/*
* 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
*
* Depth of field post process effect.
*/
#include "DRW_render.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
static struct {
/* Depth Of Field */
struct GPUShader *dof_downsample_sh[2];
struct GPUShader *dof_scatter_sh[2];
struct GPUShader *dof_resolve_sh[2];
} e_data = {{NULL}}; /* Engine data */
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
static void eevee_create_shader_depth_of_field(const bool use_alpha)
{
e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
datatoc_effect_dof_frag_glsl,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_DOWNSAMPLE\n" :
"#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
NULL,
datatoc_effect_dof_frag_glsl,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_SCATTER\n" :
"#define STEP_SCATTER\n");
e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(datatoc_effect_dof_frag_glsl,
use_alpha ?
"#define USE_ALPHA_DOF\n"
"#define STEP_RESOLVE\n" :
"#define STEP_RESOLVE\n");
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
Object *camera)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
Camera *cam = (camera != NULL) ? camera->data : NULL;
if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
RegionView3D *rv3d = draw_ctx->rv3d;
const bool use_alpha = !DRW_state_draw_background();
if (!e_data.dof_downsample_sh[use_alpha]) {
eevee_create_shader_depth_of_field(use_alpha);
}
const float *viewport_size = DRW_viewport_size_get();
/* Retrieve Near and Far distance */
effects->dof_near_far[0] = -cam->clip_start;
effects->dof_near_far[1] = -cam->clip_end;
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
effects->dof_down_near = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
effects->dof_down_far = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
effects->dof_coc = DRW_texture_pool_query_2d(
buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_down_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
GPU_ATTACHMENT_TEXTURE(effects->dof_coc)});
/* Go full 32bits for rendering and reduce the color artifacts. */
eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
effects->dof_blur = DRW_texture_pool_query_2d(
buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
});
if (!DRW_state_draw_background()) {
effects->dof_blur_alpha = DRW_texture_pool_query_2d(
buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0);
}
/* Parameters */
/* TODO UI Options */
float fstop = cam->dof.aperture_fstop;
float blades = cam->dof.aperture_blades;
float rotation = cam->dof.aperture_rotation;
float ratio = 1.0f / cam->dof.aperture_ratio;
float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
const float scale_camera = 0.001f;
/* 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;
if (rv3d != NULL) {
sensor_scaled *= rv3d->viewcamtexcofac[0];
}
effects->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
effects->dof_params[0] = -focus_dist * effects->dof_params[1];
effects->dof_bokeh[0] = rotation;
effects->dof_bokeh[1] = ratio;
effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
/* Precompute values to save instructions in fragment shader. */
effects->dof_bokeh_sides[0] = blades;
effects->dof_bokeh_sides[1] = blades > 0.0f ? 2.0f * M_PI / blades : 0.0f;
effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
effects->dof_bokeh_sides[3] = blades > 0.0f ? cosf(M_PI / blades) : 0.0f;
return EFFECT_DOF | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_fb);
return 0;
}
void EEVEE_depth_of_field_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();
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
/** 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;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
const bool use_alpha = !DRW_state_draw_background();
DRW_PASS_CREATE(psl->dof_down, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_downsample_sh[use_alpha], psl->dof_down);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->dof_scatter, DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL);
/* 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_len = ((int)viewport_size[0] / 2) *
((int)viewport_size[1] / 2); /* brackets matters */
grp = DRW_shgroup_create(e_data.dof_scatter_sh[use_alpha], psl->dof_scatter);
DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_down_near);
DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_down_far);
DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
DRW_shgroup_call_procedural_triangles(grp, sprite_len, NULL);
DRW_PASS_CREATE(psl->dof_resolve, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.dof_resolve_sh[use_alpha], psl->dof_resolve);
DRW_shgroup_uniform_texture_ref(grp, "scatterBuffer", &effects->dof_blur);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call(grp, quad, NULL);
if (use_alpha) {
DRW_shgroup_uniform_texture_ref(grp, "scatterAlphaBuffer", &effects->dof_blur_alpha);
DRW_shgroup_uniform_bool_copy(grp, "unpremult", DRW_state_is_image_render());
}
}
}
void EEVEE_depth_of_field_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;
/* Depth Of Field */
if ((effects->enabled_effects & EFFECT_DOF) != 0) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Downsample */
GPU_framebuffer_bind(fbl->dof_down_fb);
DRW_draw_pass(psl->dof_down);
/* Scatter */
GPU_framebuffer_bind(fbl->dof_scatter_fb);
GPU_framebuffer_clear_color(fbl->dof_scatter_fb, clear_col);
DRW_draw_pass(psl->dof_scatter);
/* Resolve */
GPU_framebuffer_bind(effects->target_buffer);
DRW_draw_pass(psl->dof_resolve);
SWAP_BUFFERS();
}
}
void EEVEE_depth_of_field_free(void)
{
for (int i = 0; i < 2; ++i) {
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]);
}
}
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