[Bf-blender-cvs] [8f25b6d] viewport_experiments: More attempts to synchronize viewport and camera dof - probably will need fixes in the rendering systems. Reserve textures for the dof effect.
Antony Riakiotakis
noreply at git.blender.org
Tue Oct 28 18:29:13 CET 2014
Commit: 8f25b6d6c846100f97da5eb1bf131500992c5905
Author: Antony Riakiotakis
Date: Tue Oct 28 18:28:58 2014 +0100
Branches: viewport_experiments
https://developer.blender.org/rB8f25b6d6c846100f97da5eb1bf131500992c5905
More attempts to synchronize viewport and camera dof - probably will
need fixes in the rendering systems. Reserve textures for the dof
effect.
===================================================================
M release/scripts/startup/bl_ui/space_view3d.py
M source/blender/editors/space_view3d/view3d_draw.c
M source/blender/gpu/GPU_compositing.h
M source/blender/gpu/intern/gpu_compositing.c
M source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
M source/blender/makesdna/DNA_view3d_types.h
M source/blender/makesrna/intern/rna_space.c
===================================================================
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 683e8f8..460627e 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -2900,6 +2900,7 @@ class VIEW3D_PT_view3d_shading(Panel):
subcol.prop(view, "dof_aperture")
subcol.prop(view, "dof_fstop")
subcol.prop(view, "dof_focal_length")
+ subcol.prop(view, "dof_sensor")
col.prop(view, "ssao")
if view.ssao:
subcol = col.column(align=True)
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index bc2cf04..d549c84 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -3449,7 +3449,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
/* post process */
if (do_compositing) {
- GPU_fx_do_composite_pass(rv3d->compositor, v3d, rv3d);
+ GPU_fx_do_composite_pass(rv3d->compositor, v3d, rv3d, scene);
}
/* Disable back anti-aliasing */
diff --git a/source/blender/gpu/GPU_compositing.h b/source/blender/gpu/GPU_compositing.h
index a669508..a745801 100644
--- a/source/blender/gpu/GPU_compositing.h
+++ b/source/blender/gpu/GPU_compositing.h
@@ -38,6 +38,7 @@ typedef struct GPUFX GPUFX;
struct RegionView3D;
struct View3D;
struct rcti;
+struct Scene;
/**** Public API *****/
@@ -59,6 +60,6 @@ void GPU_destroy_fx_compositor(GPUFX *fx);
bool GPU_initialize_fx_passes(GPUFX *fx, struct rcti *rect, rcti *scissor_rect, int fxflags);
/* do compositing on the fx passes that have been initialized */
-bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D *rv3d);
+bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D *rv3d, struct Scene *scene);
#endif // __GPU_COMPOSITING_H__
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index bc9916d..2bd45f9 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -38,6 +38,9 @@
#include "DNA_vec_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_object_types.h"
+#include "DNA_camera_types.h"
#include "GPU_extensions.h"
#include "GPU_compositing.h"
@@ -60,8 +63,17 @@ struct GPUFX {
/* texture bound to the first color attachment of the gbuffer */
GPUTexture *color_buffer;
- /* texture used for coc and color blurring */
- GPUTexture *blur_buffer;
+ /* all those buffers below have to coexist. Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */
+
+ float dof_near_w;
+ float dof_near_h;
+
+ /* texture used for near coc and color blurring calculation */
+ GPUTexture *dof_near_coc_buffer;
+ /* blurred near coc buffer. */
+ GPUTexture *dof_near_coc_blurred_buffer;
+ /* final near coc buffer. */
+ GPUTexture *dof_near_coc_final_buffer;
/* texture bound to the depth attachment of the gbuffer */
GPUTexture *depth_buffer;
@@ -99,6 +111,19 @@ static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
fx->depth_buffer = NULL;
}
+ if (fx->dof_near_coc_blurred_buffer) {
+ GPU_texture_free(fx->dof_near_coc_blurred_buffer);
+ fx->dof_near_coc_blurred_buffer = NULL;
+ }
+ if (fx->dof_near_coc_buffer) {
+ GPU_texture_free(fx->dof_near_coc_buffer);
+ fx->dof_near_coc_buffer = NULL;
+ }
+ if (fx->dof_near_coc_final_buffer) {
+ GPU_texture_free(fx->dof_near_coc_final_buffer);
+ fx->dof_near_coc_final_buffer = NULL;
+ }
+
if (fx->jitter_buffer && do_fbo) {
GPU_texture_free(fx->jitter_buffer);
fx->jitter_buffer = NULL;
@@ -194,6 +219,22 @@ bool GPU_initialize_fx_passes(GPUFX *fx, rcti *rect, rcti *scissor_rect, int fxf
if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
printf("%.256s\n", err_out);
}
+
+ /* create textures for dof effect */
+ if (fxflags & V3D_FX_DEPTH_OF_FIELD) {
+ fx->dof_near_w = w / 4;
+ fx->dof_near_h = h / 4;
+
+ if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
+ printf("%.256s\n", err_out);
+ }
+ if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
+ printf("%.256s\n", err_out);
+ }
+ if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
+ printf("%.256s\n", err_out);
+ }
+ }
/* in case of failure, cleanup */
if (!fx->color_buffer || !fx->depth_buffer) {
@@ -227,12 +268,12 @@ bool GPU_initialize_fx_passes(GPUFX *fx, rcti *rect, rcti *scissor_rect, int fxf
w_sc, h_sc);
}
fx->effects = fxflags;
-
+
return true;
}
-bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D *rv3d) {
+bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D *rv3d, struct Scene *scene) {
GPUShader *fx_shader;
int numslots = 0;
@@ -368,11 +409,18 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D
fx_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD);
if (fx_shader) {
int i;
- float aperture = 0.001 * v3d->dof_focal_length / v3d->dof_fstop; // * v3d->dof_aperture;
- float dof_params[2] = {aperture * fabs(0.001 * v3d->dof_focal_length / (0.1 * v3d->dof_focus_distance - 0.001 * v3d->dof_focal_length)),
- 0.1 * v3d->dof_focus_distance};
+ float dof_params[4];
int screendim_uniform, color_uniform, depth_uniform, dof_uniform, blurred_uniform;
+ float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ float aperture = 2.0f * scale_camera * v3d->dof_focal_length / v3d->dof_fstop; // * v3d->dof_aperture;
+
+ dof_params[0] = aperture * fabs(scale_camera * v3d->dof_focal_length / (v3d->dof_focus_distance - scale_camera * v3d->dof_focal_length));
+ dof_params[1] = v3d->dof_focus_distance;
+ dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * v3d->dof_sensor);
+ dof_params[3] = 0.0f;
+
dof_uniform = GPU_shader_get_uniform(fx_shader, "dof_params");
blurred_uniform = GPU_shader_get_uniform(fx_shader, "blurredcolorbuffer");
screendim_uniform = GPU_shader_get_uniform(fx_shader, "screendim");
@@ -381,7 +429,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, struct View3D *v3d, struct RegionView3D
GPU_shader_bind(fx_shader);
- GPU_shader_uniform_vector(fx_shader, dof_uniform, 2, 1, dof_params);
+ GPU_shader_uniform_vector(fx_shader, dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(fx_shader, screendim_uniform, 2, 1, screen_dim);
GPU_texture_bind(fx->color_buffer, numslots++);
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
index a46a6bd..a5a6bfc 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
@@ -11,7 +11,7 @@ uniform sampler2D depthbuffer;
varying vec4 uvcoordsvar;
// this includes focal distance in x and aperture size in y
-uniform vec2 dof_params;
+uniform vec4 dof_params;
/* projective matrix version */
vec3 get_view_space_from_depth(in vec2 uvcoords, float depth)
@@ -34,12 +34,11 @@ vec3 get_view_space_from_depth(in vec2 uvcoords, float depth)
float calculate_dof_coc(in vec3 viewposition)
{
- float dist = 0.1 * length(viewposition);
+ float dist = length(viewposition);
float coc = dof_params.x * abs(1.0 - dof_params.y / dist);
- coc = clamp(coc, 0.0, 1.0);
-
- return coc;
+ /* multiply by 1.0 / sensor size to get the normalized size */
+ return coc * dof_params.z;
}
void main()
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 6bc7a8f..4cd3f11 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -224,12 +224,12 @@ typedef struct View3D {
float dof_aperture; /* aperture for dof lens (could use fstop as well) */
float dof_fstop;
float dof_focal_length;
+ float dof_sensor;
float ssao_darkening;
float ssao_color[3];
float ssao_distance_max;
float ssao_attenuation;
int ssao_ray_sample_mode; /* ray samples, we use presets here for easy control instead of */
- int pad4;
void *properties_storage; /* Nkey panel stores stuff here (runtime only!) */
struct Material *defmaterial; /* used by matcap now */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 552489a..bb851db 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2205,6 +2205,12 @@ static void rna_def_space_view3d(BlenderRNA *brna)
RNA_def_property_ui_range(prop, 1.0f, 5000.0f, 1, 2);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+ prop = RNA_def_property(srna, "dof_sensor", PROP_FLOAT, PROP_DISTANCE_CAMERA);
+ RNA_def_property_ui_text(prop, "Sensor", "Size of sensor");
+ RNA_def_property_range(prop, 1.0f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 1.0f, 5000.0f, 1, 2);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
prop = RNA_def_property(srna, "dof_fstop", PROP_FLOAT, PROP_NONE);
RNA_def_property_ui_text(prop, "F/Stop", "FStop for dof effect");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
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