Eevee: Add mist pass support.
Eevee: Render: Fix crash when not enabling mist pass.
This commit is contained in:
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12bd214b9a
commit
e52c5bcdb5
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@ -467,6 +467,7 @@ class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
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col = split.column()
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col.prop(view_layer, "use_pass_combined")
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col.prop(view_layer, "use_pass_z")
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col.prop(view_layer, "use_pass_mist")
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col.prop(view_layer, "use_pass_normal")
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col = split.column()
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@ -243,6 +243,33 @@ class WORLD_PT_mist(WorldButtonsPanel, Panel):
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layout.prop(world.mist_settings, "falloff")
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class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist Pass"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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if context.world and (engine in cls.COMPAT_ENGINES):
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for view_layer in context.scene.view_layers:
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if view_layer.use_pass_mist:
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return True
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return False
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def draw(self, context):
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layout = self.layout
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world = context.world
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split = layout.split(align=True)
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split.prop(world.mist_settings, "start")
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split.prop(world.mist_settings, "depth")
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layout.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
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_context_path = "world"
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@ -294,6 +321,7 @@ classes = (
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WORLD_PT_mist,
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WORLD_PT_custom_props,
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EEVEE_WORLD_PT_surface,
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EEVEE_WORLD_PT_mist,
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)
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if __name__ == "__main__": # only for live edit.
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@ -92,6 +92,7 @@ set(SRC
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engines/eevee/eevee_lightprobes.c
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engines/eevee/eevee_lights.c
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engines/eevee/eevee_materials.c
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engines/eevee/eevee_mist.c
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engines/eevee/eevee_motion_blur.c
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engines/eevee/eevee_occlusion.c
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engines/eevee/eevee_render.c
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@ -161,6 +162,7 @@ data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
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@ -390,6 +390,7 @@ static void eevee_engine_free(void)
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EEVEE_lightprobes_free();
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EEVEE_lights_free();
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EEVEE_materials_free();
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EEVEE_mist_free();
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EEVEE_motion_blur_free();
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EEVEE_occlusion_free();
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EEVEE_screen_raytrace_free();
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@ -0,0 +1,135 @@
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file eevee_mist.c
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* \ingroup draw_engine
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*
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* Implementation of Blender Mist pass.
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* IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "DNA_world_types.h"
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#include "BLI_string_utils.h"
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#include "eevee_private.h"
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extern char datatoc_common_uniforms_lib_glsl[];
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extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_effect_mist_frag_glsl[];
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static struct {
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struct GPUShader *mist_sh;
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} e_data = {NULL}; /* Engine data */
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void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EEVEE_FramebufferList *fbl = vedata->fbl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_PrivateData *g_data = stl->g_data;
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Scene *scene = draw_ctx->scene;
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const float *viewport_size = DRW_viewport_size_get();
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float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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if (e_data.mist_sh == NULL) {
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char *frag_str = BLI_string_joinN(
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datatoc_common_uniforms_lib_glsl,
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datatoc_bsdf_common_lib_glsl,
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datatoc_effect_mist_frag_glsl);
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e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
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MEM_freeN(frag_str);
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}
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/* Create FrameBuffer. */
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DRWFboTexture tex_data = {&txl->mist_accum, DRW_TEX_R_32, 0}; /* Should be enough precision for many samples. */
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DRW_framebuffer_init(&fbl->mist_accum_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
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&tex_data, 1);
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/* Clear texture. */
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DRW_framebuffer_bind(fbl->mist_accum_fb);
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DRW_framebuffer_clear(true, false, false, clear, 0.0f);
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/* Mist settings. */
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if (scene && scene->world) {
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g_data->mist_start = scene->world->miststa;
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g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
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switch (scene->world->mistype) {
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case WO_MIST_QUADRATIC:
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g_data->mist_falloff = 2.0f;
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break;
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case WO_MIST_LINEAR:
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g_data->mist_falloff = 1.0f;
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break;
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case WO_MIST_INVERSE_QUADRATIC:
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g_data->mist_falloff = 0.5f;
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break;
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}
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}
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else {
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float near = -sldata->common_data.view_vecs[0][2];
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float range = sldata->common_data.view_vecs[1][2];
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/* Fallback */
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g_data->mist_start = near;
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g_data->mist_inv_dist = 1.0f / fabsf(range);
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g_data->mist_falloff = 1.0f;
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}
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/* XXX ??!! WHY? If not it does not match cycles. */
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g_data->mist_falloff *= 0.5f;
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/* Create Pass and shgroup. */
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psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_PassList *psl = vedata->psl;
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if (fbl->mist_accum_fb != NULL) {
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DRW_framebuffer_bind(fbl->mist_accum_fb);
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DRW_draw_pass(psl->mist_accum_ps);
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/* Restore */
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DRW_framebuffer_bind(fbl->main);
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}
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}
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void EEVEE_mist_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.mist_sh);
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}
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@ -160,6 +160,7 @@ typedef struct EEVEE_PassList {
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struct DRWPass *ao_horizon_search;
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struct DRWPass *ao_horizon_search_layer;
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struct DRWPass *ao_horizon_debug;
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struct DRWPass *mist_accum_ps;
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struct DRWPass *motion_blur;
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struct DRWPass *bloom_blit;
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struct DRWPass *bloom_downsample_first;
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@ -230,6 +231,7 @@ typedef struct EEVEE_FramebufferList {
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struct GPUFrameBuffer *volumetric_integ_fb;
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struct GPUFrameBuffer *screen_tracing_fb;
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struct GPUFrameBuffer *refract_fb;
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struct GPUFrameBuffer *mist_accum_fb;
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struct GPUFrameBuffer *update_noise_fb;
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@ -251,6 +253,7 @@ typedef struct EEVEE_TextureList {
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struct GPUTexture *bloom_blit; /* R16_G16_B16 */
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struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
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struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */
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struct GPUTexture *mist_accum;
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struct GPUTexture *sss_dir_accum;
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struct GPUTexture *sss_col_accum;
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struct GPUTexture *ssr_normal_input;
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@ -740,6 +743,8 @@ typedef struct EEVEE_PrivateData {
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float persmat[4][4], persinv[4][4];
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float viewmat[4][4], viewinv[4][4];
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float winmat[4][4], wininv[4][4];
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/* Mist Settings */
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float mist_start, mist_inv_dist, mist_falloff;
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} EEVEE_PrivateData; /* Transient data */
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/* eevee_data.c */
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@ -838,6 +843,11 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
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void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
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void EEVEE_motion_blur_free(void);
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/* eevee_mist.c */
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void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);;
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void EEVEE_mist_free(void);
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/* eevee_temporal_sampling.c */
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int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
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void EEVEE_temporal_sampling_matrices_calc(
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@ -167,6 +167,11 @@ static void eevee_render_result_subsurface(
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ViewLayer *view_layer = draw_ctx->view_layer;
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if (vedata->fbl->sss_accum_fb == NULL) {
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/* SSS is not enabled. */
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return;
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}
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if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) {
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RenderLayer *rl = rr->layers.first;
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RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname);
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@ -282,6 +287,30 @@ static void eevee_render_result_z(
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}
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}
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static void eevee_render_result_mist(
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RenderResult *rr, const char *viewname,
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EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ViewLayer *view_layer = draw_ctx->view_layer;
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if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
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RenderLayer *rl = rr->layers.first;
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RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname);
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IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
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float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
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DRW_framebuffer_bind(vedata->fbl->mist_accum_fb);
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DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 1, 0, rp->rect);
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/* This is the accumulated color. Divide by the number of samples. */
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for (int i = 0; i < rr->rectx * rr->recty; i++) {
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rp->rect[i] /= render_samples;
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}
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}
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}
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void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph))
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EEVEE_subsurface_output_init(sldata, vedata);
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}
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if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
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EEVEE_mist_output_init(sldata, vedata);
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}
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/* Init render result. */
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const char *viewname = NULL;
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const float *render_size = DRW_viewport_size_get();
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eevee_render_result_normal(rr, viewname, vedata, sldata);
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/* Volumetrics Resolve Opaque */
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EEVEE_volumes_resolve(sldata, vedata);
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/* Mist output */
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EEVEE_mist_output_accumulate(sldata, vedata);
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/* Transparent */
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DRW_pass_sort_shgroup_z(psl->transparent_pass);
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DRW_draw_pass(psl->transparent_pass);
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eevee_render_result_combined(rr, viewname, vedata, sldata);
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eevee_render_result_subsurface(rr, viewname, vedata, sldata);
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eevee_render_result_mist(rr, viewname, vedata, sldata);
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RE_engine_end_result(engine, rr, false, false, false);
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}
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@ -0,0 +1,31 @@
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/* Convert depth to Mist factor */
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uniform vec3 mistSettings;
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#define mistStart mistSettings.x
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#define mistInvDistance mistSettings.y
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#define mistFalloff mistSettings.z
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out vec4 fragColor;
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void main()
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{
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vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
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vec2 uvs = gl_FragCoord.xy * texel_size;
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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vec3 co = get_view_space_from_depth(uvs, depth);
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float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
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/* bring depth into 0..1 range */
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float mist = saturate((zcor - mistStart) * mistInvDistance);
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/* falloff */
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mist = pow(mist, mistFalloff);
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fragColor = vec4(mist);
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// if (mist > 0.999) fragColor = vec4(1.0);
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// else if (mist > 0.0001) fragColor = vec4(0.5);
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// else fragColor = vec4(0.0);
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}
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