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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* The film class handles accumulation of samples with any distorted camera_type
* using a pixel filter. Inputs needs to be jittered so that the filter converges to the right
* result.
*
* In viewport, we switch between 2 accumulation mode depending on the scene state.
* - For static scene, we use a classic weighted accumulation.
* - For dynamic scene (if an update is detected), we use a more temporally stable accumulation
* following the Temporal Anti-Aliasing method (a.k.a. Temporal Super-Sampling). This does
* history reprojection and rectification to avoid most of the flickering.
*/
#pragma once
#include "DRW_render.h"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
/* -------------------------------------------------------------------- */
/** \name Film
* \{ */
class Film {
public:
/** Stores indirection table of AOVs based on their name hash and their type. */
AOVsInfoDataBuf aovs_info;
/** For debugging purpose but could be a user option in the future. */
static constexpr bool use_box_filter = false;
private:
Instance &inst_;
/** Incomming combined buffer with post fx applied (motion blur + depth of field). */
GPUTexture *combined_final_tx_ = nullptr;
/** Main accumulation textures containing every render-pass except depth and combined. */
Texture color_accum_tx_;
Texture value_accum_tx_;
/** Depth accumulation texture. Separated because using a different format. */
Texture depth_tx_;
/** Combined "Color" buffer. Double buffered to allow re-projection. */
SwapChain<Texture, 2> combined_tx_;
/** Weight buffers. Double buffered to allow updating it during accumulation. */
SwapChain<Texture, 2> weight_tx_;
/** User setting to disable reprojection. Useful for debugging or have a more precise render. */
bool force_disable_reprojection_ = false;
DRWPass *accumulate_ps_ = nullptr;
FilmDataBuf data_;
eViewLayerEEVEEPassType enabled_passes_ = eViewLayerEEVEEPassType(0);
public:
Film(Instance &inst) : inst_(inst){};
~Film(){};
void init(const int2 &full_extent, const rcti *output_rect);
void sync();
void end_sync();
/** Accumulate the newly rendered sample contained in #RenderBuffers and blit to display. */
void accumulate(const DRWView *view, GPUTexture *combined_final_tx);
/** Blit to display. No rendered sample needed. */
void display();
float *read_pass(eViewLayerEEVEEPassType pass_type);
float *read_aov(ViewLayerAOV *aov);
/** Returns shading views internal resolution. */
int2 render_extent_get() const
{
return data_.render_extent;
}
float2 pixel_jitter_get() const;
float background_opacity_get() const
{
return data_.background_opacity;
}
eViewLayerEEVEEPassType enabled_passes_get() const;
static bool pass_is_value(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_MIST:
case EEVEE_RENDER_PASS_SHADOW:
case EEVEE_RENDER_PASS_AO:
return true;
default:
return false;
}
}
static bool pass_is_float3(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_NORMAL:
case EEVEE_RENDER_PASS_DIFFUSE_LIGHT:
case EEVEE_RENDER_PASS_DIFFUSE_COLOR:
case EEVEE_RENDER_PASS_SPECULAR_LIGHT:
case EEVEE_RENDER_PASS_SPECULAR_COLOR:
case EEVEE_RENDER_PASS_VOLUME_LIGHT:
case EEVEE_RENDER_PASS_EMIT:
case EEVEE_RENDER_PASS_ENVIRONMENT:
return true;
default:
return false;
}
}
/* Returns layer offset in the accumulation texture. -1 if the pass is not enabled. */
int pass_id_get(eViewLayerEEVEEPassType pass_type) const
{
switch (pass_type) {
case EEVEE_RENDER_PASS_COMBINED:
return data_.combined_id;
case EEVEE_RENDER_PASS_Z:
return data_.depth_id;
case EEVEE_RENDER_PASS_MIST:
return data_.mist_id;
case EEVEE_RENDER_PASS_NORMAL:
return data_.normal_id;
case EEVEE_RENDER_PASS_DIFFUSE_LIGHT:
return data_.diffuse_light_id;
case EEVEE_RENDER_PASS_DIFFUSE_COLOR:
return data_.diffuse_color_id;
case EEVEE_RENDER_PASS_SPECULAR_LIGHT:
return data_.specular_light_id;
case EEVEE_RENDER_PASS_SPECULAR_COLOR:
return data_.specular_color_id;
case EEVEE_RENDER_PASS_VOLUME_LIGHT:
return data_.volume_light_id;
case EEVEE_RENDER_PASS_EMIT:
return data_.emission_id;
case EEVEE_RENDER_PASS_ENVIRONMENT:
return data_.environment_id;
case EEVEE_RENDER_PASS_SHADOW:
return data_.shadow_id;
case EEVEE_RENDER_PASS_AO:
return data_.ambient_occlusion_id;
case EEVEE_RENDER_PASS_CRYPTOMATTE:
return -1; /* TODO */
case EEVEE_RENDER_PASS_VECTOR:
return data_.vector_id;
default:
return -1;
}
}
static const char *pass_to_render_pass_name(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_COMBINED:
return RE_PASSNAME_COMBINED;
case EEVEE_RENDER_PASS_Z:
return RE_PASSNAME_Z;
case EEVEE_RENDER_PASS_MIST:
return RE_PASSNAME_MIST;
case EEVEE_RENDER_PASS_NORMAL:
return RE_PASSNAME_NORMAL;
case EEVEE_RENDER_PASS_DIFFUSE_LIGHT:
return RE_PASSNAME_DIFFUSE_DIRECT;
case EEVEE_RENDER_PASS_DIFFUSE_COLOR:
return RE_PASSNAME_DIFFUSE_COLOR;
case EEVEE_RENDER_PASS_SPECULAR_LIGHT:
return RE_PASSNAME_GLOSSY_DIRECT;
case EEVEE_RENDER_PASS_SPECULAR_COLOR:
return RE_PASSNAME_GLOSSY_COLOR;
case EEVEE_RENDER_PASS_VOLUME_LIGHT:
return RE_PASSNAME_VOLUME_LIGHT;
case EEVEE_RENDER_PASS_EMIT:
return RE_PASSNAME_EMIT;
case EEVEE_RENDER_PASS_ENVIRONMENT:
return RE_PASSNAME_ENVIRONMENT;
case EEVEE_RENDER_PASS_SHADOW:
return RE_PASSNAME_SHADOW;
case EEVEE_RENDER_PASS_AO:
return RE_PASSNAME_AO;
case EEVEE_RENDER_PASS_CRYPTOMATTE:
BLI_assert_msg(0, "Cryptomatte is not implemented yet.");
return ""; /* TODO */
case EEVEE_RENDER_PASS_VECTOR:
return RE_PASSNAME_VECTOR;
default:
BLI_assert(0);
return "";
}
}
private:
void init_aovs();
void sync_mist();
/**
* Precompute sample weights if they are uniform across the whole film extent.
*/
void update_sample_table();
};
/** \} */
} // namespace blender::eevee
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