Eevee: Fix Motion blur not working in OGL render.

Thanks to @sergey for the patch.

Also include some sexy line breaks.
This commit is contained in:
Clément Foucault 2018-01-12 15:56:29 +01:00
parent 9c76ec615a
commit 2bbc287af1
1 changed files with 42 additions and 10 deletions

View File

@ -52,7 +52,11 @@ static struct {
extern char datatoc_effect_motion_blur_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(
const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
Scene *scene,
ARegion *ar, RegionView3D *rv3d, View3D *v3d,
Object *camera,
float time,
float r_mat[4][4])
{
EvaluationContext eval_ctx;
float obmat[4][4];
@ -63,7 +67,19 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
cam_cpy.data = &camdata_cpy;
CTX_data_eval_ctx(C, &eval_ctx);
/* NOTE: Mode corresponds to old usage of eval_ctx from viewport (which was
* actually coming from bmain). It was always DAG_EVAL_VIEWPORT. For F12
* render this should be DAG_EVAL_RENDER, but the whole hack is to be
* reconsidered first anyway.
*/
const DRWContextState *draw_ctx = DRW_context_state_get();
DEG_evaluation_context_init_from_scene(
&eval_ctx,
scene,
draw_ctx->view_layer,
draw_ctx->engine_type,
DAG_EVAL_VIEWPORT);
eval_ctx.ctime = time;
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
@ -121,9 +137,11 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer,
COLLECTION_MODE_NONE,
RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) {
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
float persmat[4][4];
@ -131,24 +149,38 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
/* Current matrix */
eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
eevee_motion_blur_camera_get_matrix_at_time(scene,
ar, rv3d, v3d,
v3d->camera,
ctime,
effects->current_ndc_to_world);
/* Viewport Matrix */
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
/* Only continue if camera is not being keyed */
if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) {
if (DRW_state_is_image_render() ||
compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f))
{
/* Past matrix */
eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc);
eevee_motion_blur_camera_get_matrix_at_time(scene,
ar, rv3d, v3d,
v3d->camera,
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, ar, rv3d, v3d, v3d->camera, ctime + delta, effects->future_world_to_ndc);
eevee_motion_blur_camera_get_matrix_at_time(scene,
ar, rv3d, v3d,
v3d->camera,
ctime + delta,
effects->future_world_to_ndc);
#endif
invert_m4(effects->current_ndc_to_world);
effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples");
effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props,
"motion_blur_samples");
if (!e_data.motion_blur_sh) {
eevee_create_shader_motion_blur();