Eevee: Initial Final Render support.

TAA / multiple samples is not working at the moment.
This commit is contained in:
Clément Foucault 2018-01-29 18:16:11 +01:00
parent 847613c34e
commit ba9a4dedda
10 changed files with 364 additions and 89 deletions

View File

@ -94,6 +94,7 @@ set(SRC
engines/eevee/eevee_materials.c
engines/eevee/eevee_motion_blur.c
engines/eevee/eevee_occlusion.c
engines/eevee/eevee_render.c
engines/eevee/eevee_screen_raytrace.c
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c

View File

@ -75,7 +75,7 @@ static void eevee_create_shader_depth_of_field(void)
datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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;
@ -88,17 +88,15 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
if (!e_data.dof_downsample_sh) {
eevee_create_shader_depth_of_field();
}
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
if (camera) {
const float *viewport_size = DRW_viewport_size_get();
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
Camera *cam = (Camera *)camera_object->data;
Camera *cam = (Camera *)camera->data;
/* Retreive Near and Far distance */
effects->dof_near_far[0] = -cam->clipsta;
@ -147,7 +145,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
float rotation = cam->gpu_dof.rotation;
float ratio = 1.0f / cam->gpu_dof.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_object);
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
UNUSED_VARS(rotation, ratio);
@ -163,9 +161,13 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
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[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] = -focus_dist;
effects->dof_params[2] = viewport_size[0] / (rv3d->viewcamtexcofac[0] * sensor_scaled);
effects->dof_params[2] = viewport_size[0] / sensor_scaled;
effects->dof_bokeh[0] = blades;
effects->dof_bokeh[1] = rotation;
effects->dof_bokeh[2] = ratio;

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@ -27,8 +27,6 @@
#include "DRW_render.h"
#include "BKE_global.h" /* for G.debug_value */
#include "eevee_private.h"
#include "GPU_texture.h"
#include "GPU_extensions.h"
@ -100,7 +98,7 @@ static void eevee_create_shader_downsample(void)
"#define COPY_DEPTH\n");
}
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_StorageList *stl = vedata->stl;
@ -122,9 +120,9 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
effects = stl->effects;
effects->enabled_effects = 0;
effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata);
effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata, camera);
effects->enabled_effects |= EEVEE_bloom_init(sldata, vedata);
effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata);
effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata, camera);
effects->enabled_effects |= EEVEE_temporal_sampling_init(sldata, vedata);
effects->enabled_effects |= EEVEE_occlusion_init(sldata, vedata);
effects->enabled_effects |= EEVEE_subsurface_init(sldata, vedata);
@ -406,7 +404,6 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* only once per frame after the first post process */
@ -427,42 +424,9 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_depth_of_field_draw(vedata);
EEVEE_bloom_draw(vedata);
/* Restore default framebuffer */
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
DRW_framebuffer_bind(dfbl->default_fb);
/* Tonemapping */
DRW_transform_to_display(effects->source_buffer);
/* Debug : Ouput buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
break;
case 2:
if (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output);
break;
case 3:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
break;
case 4:
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
break;
case 5:
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
break;
case 6:
if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
break;
case 7:
if (txl->gtao_horizons) DRW_transform_to_display(txl->gtao_horizons);
break;
case 8:
if (txl->sss_data) DRW_transform_to_display(txl->sss_data);
break;
default:
break;
}
/* Save the final texture and framebuffer for final transformation or read. */
effects->final_tx = effects->source_buffer;
effects->final_fb = (effects->target_buffer != fbl->main) ? fbl->main : fbl->effect_fb;
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();

View File

@ -29,9 +29,13 @@
#include "BLI_rand.h"
#include "BKE_object.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BKE_screen.h"
#include "DNA_world_types.h"
#include "ED_screen.h"
#include "GPU_material.h"
#include "GPU_glew.h"
@ -52,6 +56,11 @@ static void eevee_engine_init(void *ved)
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
@ -71,8 +80,7 @@ static void eevee_engine_init(void *ved)
}
/* EEVEE_effects_init needs to go first for TAA */
EEVEE_effects_init(sldata, vedata);
EEVEE_effects_init(sldata, vedata, camera);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
@ -160,12 +168,14 @@ static void eevee_cache_finish(void *vedata)
static void eevee_draw_background(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Number of iteration: needed for all temporal effect (SSR, TAA)
* when using opengl render. */
@ -176,14 +186,10 @@ static void eevee_draw_background(void *vedata)
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
if (DRW_state_is_image_render()) {
if (DRW_state_is_image_render() ||
((stl->effects->enabled_effects & EFFECT_TAA) != 0))
{
BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
/* Set jitter offset */
EEVEE_update_noise(psl, fbl, r);
}
else if ((stl->effects->enabled_effects & EFFECT_TAA) != 0) {
BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
/* Set jitter offset */
EEVEE_update_noise(psl, fbl, r);
}
@ -281,6 +287,43 @@ static void eevee_draw_background(void *vedata)
}
}
/* Restore default framebuffer */
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
DRW_framebuffer_bind(dfbl->default_fb);
/* Tonemapping */
DRW_transform_to_display(stl->effects->final_tx);
/* Debug : Ouput buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
break;
case 2:
if (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output);
break;
case 3:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
break;
case 4:
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
break;
case 5:
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
break;
case 6:
if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
break;
case 7:
if (txl->gtao_horizons) DRW_transform_to_display(txl->gtao_horizons);
break;
case 8:
if (txl->sss_data) DRW_transform_to_display(txl->sss_data);
break;
default:
break;
}
EEVEE_volumes_free_smoke_textures();
stl->g_data->view_updated = false;
@ -329,6 +372,17 @@ static void eevee_id_update(void *vedata, ID *id)
}
}
static void eevee_render_to_image(void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph)
{
EEVEE_render_init(vedata, engine, depsgraph);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
/* Actually do the rendering. */
EEVEE_render_draw(vedata, engine, depsgraph);
/* Write outputs to RenderResult. */
EEVEE_render_output(vedata, engine, depsgraph);
}
static void eevee_engine_free(void)
{
EEVEE_bloom_free();
@ -364,7 +418,8 @@ static void eevee_view_layer_settings_create(RenderEngine *UNUSED(engine), IDPro
BKE_collection_engine_property_add_int(props, "gi_cubemap_resolution", 512);
BKE_collection_engine_property_add_int(props, "gi_visibility_resolution", 32);
BKE_collection_engine_property_add_int(props, "taa_samples", 8);
BKE_collection_engine_property_add_int(props, "taa_samples", 16);
BKE_collection_engine_property_add_int(props, "taa_render_samples", 64);
BKE_collection_engine_property_add_bool(props, "sss_enable", false);
BKE_collection_engine_property_add_int(props, "sss_samples", 7);
@ -436,12 +491,13 @@ DrawEngineType draw_engine_eevee_type = {
NULL, /* Everything is drawn in the background pass (see comment on function) */
&eevee_view_update,
&eevee_id_update,
&eevee_render_to_image,
};
RenderEngineType DRW_engine_viewport_eevee_type = {
NULL, NULL,
EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL, NULL,
&eevee_layer_collection_settings_create,
&eevee_view_layer_settings_create,
&draw_engine_eevee_type,

View File

@ -569,7 +569,6 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
{
/* Update view_vecs */
const bool is_persp = DRW_viewport_is_persp_get();
float invproj[4][4], winmat[4][4];
/* view vectors for the corners of the view frustum.
* Can be used to recreate the world space position easily */
@ -582,6 +581,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
/* invert the view matrix */
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
invert_m4_m4(invproj, winmat);
const bool is_persp = (winmat[3][3] == 0.0f);
/* convert the view vectors to view space */
for (int i = 0; i < 3; i++) {

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@ -93,27 +93,15 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
CameraParams params;
BKE_camera_params_init(&params);
/* copy of BKE_camera_params_from_view3d */
{
params.lens = v3d->lens;
params.clipsta = v3d->near;
params.clipend = v3d->far;
/* camera view */
if (v3d != NULL) {
BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
}
else {
BKE_camera_params_from_object(&params, &cam_cpy);
params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params.offsetx = 2.0f * rv3d->camdx * params.zoom;
params.offsety = 2.0f * rv3d->camdy * params.zoom;
params.shiftx *= params.zoom;
params.shifty *= params.zoom;
params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
/* FIXME Should be done per view (MULTIVIEW) */
@ -127,7 +115,7 @@ 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)
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
@ -144,11 +132,11 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
if (camera) {
float persmat[4][4];
float ctime = BKE_scene_frame_get(scene);
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
/* Current matrix */
eevee_motion_blur_camera_get_matrix_at_time(scene,

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@ -517,6 +517,8 @@ typedef struct EEVEE_EffectsInfo {
/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
struct GPUTexture *source_buffer; /* latest updated texture */
struct GPUFrameBuffer *target_buffer; /* next target to render to */
struct GPUTexture *final_tx; /* Final color to transform to display color space. */
struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */
} EEVEE_EffectsInfo;
enum {
@ -730,6 +732,10 @@ typedef struct EEVEE_PrivateData {
/* For double buffering */
bool view_updated;
bool valid_double_buffer;
/* Render Matrices */
float persmat[4][4], persinv[4][4];
float viewmat[4][4], viewinv[4][4];
float winmat[4][4], wininv[4][4];
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
@ -786,7 +792,7 @@ void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_free(void);
/* eevee_depth_of_field.c */
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
void EEVEE_depth_of_field_free(void);
@ -821,7 +827,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_free(void);
/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
void EEVEE_motion_blur_free(void);
@ -842,7 +848,7 @@ void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);
/* eevee_effects.c */
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
@ -851,6 +857,12 @@ void EEVEE_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_free(void);
/* eevee_ */
void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_output(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
{0.5f, 0.0f, 0.0f, 0.0f},

View File

@ -0,0 +1,238 @@
/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_render.c
* \ingroup draw_engine
*/
/**
* Render functions for final render outputs.
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_rand.h"
#include "DEG_depsgraph_query.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "RE_pipeline.h"
#include "eevee_private.h"
void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const float *viewport_size = DRW_viewport_size_get();
/* Init default FB and render targets:
* In render mode the default framebuffer is not generated
* because there is no viewport. So we need to manually create it or
* not use it. For code clarity we just allocate it make use of it. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* NOTE : use 32 bit format for precision in render mode. */
DRWFboTexture dtex = {&dtxl->depth, DRW_TEX_DEPTH_24_STENCIL_8, 0};
DRW_framebuffer_init(&dfbl->default_fb, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&dtex, 1);
DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_32, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
/* Alloc transient data. */
if (!stl->g_data) {
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
EEVEE_PrivateData *g_data = stl->g_data;
g_data->background_alpha = 1.0f; /* TODO option */
g_data->valid_double_buffer = 0;
/* Alloc common ubo data. */
if (sldata->common_ubo == NULL) {
sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
}
/* Set the pers & view matrix. */
struct Object *camera = RE_GetCamera(engine->re);
float frame = BKE_scene_frame_get(scene);
RE_GetCameraWindow(engine->re, camera, frame, g_data->winmat);
RE_GetCameraModelMatrix(engine->re, camera, g_data->viewinv);
invert_m4_m4(g_data->viewmat, g_data->viewinv);
mul_m4_m4m4(g_data->persmat, g_data->winmat, g_data->viewmat);
invert_m4_m4(g_data->persinv, g_data->persmat);
invert_m4_m4(g_data->wininv, g_data->winmat);
DRW_viewport_matrix_override_set(g_data->persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(g_data->persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(g_data->winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(g_data->wininv, DRW_MAT_WININV);
DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
/* EEVEE_effects_init needs to go first for TAA */
EEVEE_effects_init(sldata, vedata, camera);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
/* INIT CACHE */
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, psl);
EEVEE_materials_cache_init(vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);
EEVEE_screen_raytrace_cache_init(sldata, vedata);
EEVEE_subsurface_cache_init(sldata, vedata);
EEVEE_temporal_sampling_cache_init(sldata, vedata);
EEVEE_volumes_cache_init(sldata, vedata);
}
void EEVEE_render_cache(
void *vedata, struct Object *ob,
struct RenderEngine *UNUSED(engine), struct Depsgraph *UNUSED(depsgraph))
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
if (DRW_check_object_visible_within_active_context(ob) == false) {
return;
}
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
EEVEE_materials_cache_populate(vedata, sldata, ob);
const bool cast_shadow = true;
if (cast_shadow) {
EEVEE_lights_cache_shcaster_object_add(sldata, ob);
}
}
else if (ob->type == OB_LIGHTPROBE) {
EEVEE_lightprobes_cache_add(sldata, ob);
}
else if (ob->type == OB_LAMP) {
EEVEE_lights_cache_add(sldata, ob);
}
}
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *UNUSED(engine), struct Depsgraph *UNUSED(depsgraph))
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_PrivateData *g_data = stl->g_data;
/* FINISH CACHE */
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
{
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.6f};
unsigned int primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
EEVEE_update_noise(psl, fbl, r);
/* Refresh Probes & shadows */
EEVEE_lightprobes_refresh(sldata, vedata);
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
EEVEE_draw_shadows(sldata, psl);
DRW_viewport_matrix_override_set(g_data->persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(g_data->persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(g_data->winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(g_data->wininv, DRW_MAT_WININV);
DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
DRW_framebuffer_bind(fbl->main);
DRW_framebuffer_clear(true, true, true, clear_col, 1.0f);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Create minmax texture */
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
EEVEE_volumes_compute(sldata, vedata);
/* Shading pass */
DRW_draw_pass(psl->background_pass);
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
EEVEE_subsurface_data_render(sldata, vedata);
/* Effects pre-transparency */
EEVEE_subsurface_compute(sldata, vedata);
EEVEE_reflection_compute(sldata, vedata);
EEVEE_occlusion_draw_debug(sldata, vedata);
DRW_draw_pass(psl->probe_display);
EEVEE_refraction_compute(sldata, vedata);
/* Opaque refraction */
DRW_draw_pass(psl->refract_depth_pass);
DRW_draw_pass(psl->refract_depth_pass_cull);
DRW_draw_pass(psl->refract_pass);
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Transparent */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
DRW_draw_pass(psl->transparent_pass);
/* Post Process */
EEVEE_draw_effects(sldata, vedata);
}
}
void EEVEE_render_output(EEVEE_Data *vedata, RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph))
{
EEVEE_StorageList *stl = vedata->stl;
const char *viewname = NULL;
const float *render_size = DRW_viewport_size_get();
RenderResult *rr = RE_engine_begin_result(engine, 0, 0, (int)render_size[0], (int)render_size[1], NULL, viewname);
RenderLayer *rl = rr->layers.first;
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
DRW_framebuffer_bind(stl->effects->final_fb);
DRW_framebuffer_read_data(0, 0, (int)render_size[0], (int)render_size[1], 4, 0, rp->rect);
RE_engine_end_result(engine, rr, false, false, false);
}

View File

@ -142,6 +142,8 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
return EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
}
effects->taa_current_sample = 1;
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->depth_double_buffer_fb);
@ -189,7 +191,9 @@ void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
DRW_draw_pass(psl->taa_resolve);
/* Restore the depth from sample 1. */
DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true, false);
if (!DRW_state_is_image_render()) {
DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true, false);
}
/* Special Swap */
SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer);
@ -202,7 +206,9 @@ void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
/* Save the depth buffer for the next frame.
* This saves us from doing anything special
* in the other mode engines. */
DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true, false);
if (!DRW_state_is_image_render()) {
DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true, false);
}
}
/* Make each loop count when doing a render. */

View File

@ -2710,8 +2710,16 @@ void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
bool DRW_viewport_is_persp_get(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
BLI_assert(rv3d);
return rv3d->is_persp;
if (rv3d) {
return rv3d->is_persp;
}
else {
if (viewport_matrix_override.override[DRW_MAT_WIN]) {
return viewport_matrix_override.mat[DRW_MAT_WIN][3][3] == 0.0f;
}
}
BLI_assert(0);
return false;
}
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)