[Bf-blender-cvs] [e52c5bcdb56] blender2.8: Eevee: Add mist pass support.

Clément Foucault noreply at git.blender.org
Thu Feb 1 20:49:08 CET 2018


Commit: e52c5bcdb56886a10a8aa432c240f2f74dc7c0a5
Author: Clément Foucault
Date:   Thu Feb 1 18:09:06 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBe52c5bcdb56886a10a8aa432c240f2f74dc7c0a5

Eevee: Add mist pass support.

Eevee: Render: Fix crash when not enabling mist pass.

===================================================================

M	release/scripts/startup/bl_ui/properties_view_layer.py
M	release/scripts/startup/bl_ui/properties_world.py
M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/engines/eevee/eevee_engine.c
A	source/blender/draw/engines/eevee/eevee_mist.c
M	source/blender/draw/engines/eevee/eevee_private.h
M	source/blender/draw/engines/eevee/eevee_render.c
A	source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py
index e4a59f0dba7..b58b034ca55 100644
--- a/release/scripts/startup/bl_ui/properties_view_layer.py
+++ b/release/scripts/startup/bl_ui/properties_view_layer.py
@@ -467,6 +467,7 @@ class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
         col = split.column()
         col.prop(view_layer, "use_pass_combined")
         col.prop(view_layer, "use_pass_z")
+        col.prop(view_layer, "use_pass_mist")
         col.prop(view_layer, "use_pass_normal")
 
         col = split.column()
diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py
index e56a7977791..48eed9acb3a 100644
--- a/release/scripts/startup/bl_ui/properties_world.py
+++ b/release/scripts/startup/bl_ui/properties_world.py
@@ -243,6 +243,33 @@ class WORLD_PT_mist(WorldButtonsPanel, Panel):
         layout.prop(world.mist_settings, "falloff")
 
 
+class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
+    bl_label = "Mist Pass"
+    bl_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_EEVEE'}
+
+    @classmethod
+    def poll(cls, context):
+        engine = context.engine
+        if context.world and (engine in cls.COMPAT_ENGINES):
+            for view_layer in context.scene.view_layers:
+                if view_layer.use_pass_mist:
+                    return True
+
+        return False
+
+    def draw(self, context):
+        layout = self.layout
+
+        world = context.world
+
+        split = layout.split(align=True)
+        split.prop(world.mist_settings, "start")
+        split.prop(world.mist_settings, "depth")
+
+        layout.prop(world.mist_settings, "falloff")
+
+
 class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
     _context_path = "world"
@@ -294,6 +321,7 @@ classes = (
     WORLD_PT_mist,
     WORLD_PT_custom_props,
     EEVEE_WORLD_PT_surface,
+    EEVEE_WORLD_PT_mist,
 )
 
 if __name__ == "__main__":  # only for live edit.
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 1bff4b875ce..51b3db695c2 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -92,6 +92,7 @@ set(SRC
 	engines/eevee/eevee_lightprobes.c
 	engines/eevee/eevee_lights.c
 	engines/eevee/eevee_materials.c
+	engines/eevee/eevee_mist.c
 	engines/eevee/eevee_motion_blur.c
 	engines/eevee/eevee_occlusion.c
 	engines/eevee/eevee_render.c
@@ -161,6 +162,7 @@ data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index a8dafe1ca7a..6c0d71a7432 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -390,6 +390,7 @@ static void eevee_engine_free(void)
 	EEVEE_lightprobes_free();
 	EEVEE_lights_free();
 	EEVEE_materials_free();
+	EEVEE_mist_free();
 	EEVEE_motion_blur_free();
 	EEVEE_occlusion_free();
 	EEVEE_screen_raytrace_free();
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
new file mode 100644
index 00000000000..ba9157a7f91
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -0,0 +1,135 @@
+/*
+ * 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_mist.c
+ *  \ingroup draw_engine
+ *
+ * Implementation of Blender Mist pass.
+ * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_world_types.h"
+
+#include "BLI_string_utils.h"
+
+#include "eevee_private.h"
+
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_mist_frag_glsl[];
+
+static struct {
+	struct GPUShader *mist_sh;
+} e_data = {NULL}; /* Engine data */
+
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+	const DRWContextState *draw_ctx = DRW_context_state_get();
+	EEVEE_FramebufferList *fbl = vedata->fbl;
+	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+	EEVEE_TextureList *txl = vedata->txl;
+	EEVEE_StorageList *stl = vedata->stl;
+	EEVEE_PassList *psl = vedata->psl;
+	EEVEE_PrivateData *g_data = stl->g_data;
+	Scene *scene = draw_ctx->scene;
+
+	const float *viewport_size = DRW_viewport_size_get();
+	float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+	if (e_data.mist_sh == NULL) {
+		char *frag_str = BLI_string_joinN(
+		        datatoc_common_uniforms_lib_glsl,
+		        datatoc_bsdf_common_lib_glsl,
+		        datatoc_effect_mist_frag_glsl);
+
+		e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
+
+		MEM_freeN(frag_str);
+	}
+
+	/* Create FrameBuffer. */
+	DRWFboTexture tex_data = {&txl->mist_accum, DRW_TEX_R_32, 0}; /* Should be enough precision for many samples. */
+	DRW_framebuffer_init(&fbl->mist_accum_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
+	                     &tex_data, 1);
+
+	/* Clear texture. */
+	DRW_framebuffer_bind(fbl->mist_accum_fb);
+	DRW_framebuffer_clear(true, false, false, clear, 0.0f);
+
+	/* Mist settings. */
+	if (scene && scene->world) {
+		g_data->mist_start = scene->world->miststa;
+		g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
+
+		switch (scene->world->mistype) {
+			case WO_MIST_QUADRATIC:
+				g_data->mist_falloff = 2.0f;
+				break;
+			case WO_MIST_LINEAR:
+				g_data->mist_falloff = 1.0f;
+				break;
+			case WO_MIST_INVERSE_QUADRATIC:
+				g_data->mist_falloff = 0.5f;
+				break;
+		}
+	}
+	else {
+		float near = -sldata->common_data.view_vecs[0][2];
+		float range = sldata->common_data.view_vecs[1][2];
+		/* Fallback */
+		g_data->mist_start = near;
+		g_data->mist_inv_dist = 1.0f / fabsf(range);
+		g_data->mist_falloff = 1.0f;
+	}
+
+	/* XXX ??!! WHY? If not it does not match cycles. */
+	g_data->mist_falloff *= 0.5f;
+
+	/* Create Pass and shgroup. */
+	psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+	DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
+	DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
+	DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+	DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
+	DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+}
+
+void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+	EEVEE_FramebufferList *fbl = vedata->fbl;
+	EEVEE_PassList *psl = vedata->psl;
+
+	if (fbl->mist_accum_fb != NULL) {
+		DRW_framebuffer_bind(fbl->mist_accum_fb);
+		DRW_draw_pass(psl->mist_accum_ps);
+
+		/* Restore */
+		DRW_framebuffer_bind(fbl->main);
+	}
+}
+
+void EEVEE_mist_free(void)
+{
+	DRW_SHADER_FREE_SAFE(e_data.mist_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 1c35d5e7262..6a4a99fb1b0 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -160,6 +160,7 @@ typedef struct EEVEE_PassList {
 	struct DRWPass *ao_horizon_search;
 	struct DRWPass *ao_horizon_search_layer;
 	struct DRWPass *ao_horizon_debug;
+	struct DRWPass *mist_accum_ps;
 	struct DRWPass *motion_blur;
 	struct DRWPass *bloom_blit;
 	struct DRWPass *bloom_downsample_first;
@@ -230,6 +231,7 @@ typedef struct EEVEE_FramebufferList {
 	struct GPUFrameBuffer *volumetric_integ_fb;
 	struct GPUFrameBuffer *screen_tracing_fb;
 	struct GPUFrameBuffer *refract_fb;
+	struct GPUFrameBuffer *mist_accum_fb;
 
 	struct GPUFrameBuffer *update_noise_fb;
 
@@ -251,6 +253,7 @@ typedef struct EEVEE_TextureList {
 	struct GPUTexture *bloom_blit; /* R16_G16_B16 */
 	struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */
 	struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */
+	struct GPUTexture *mist_accum;
 	struct GPUTexture *sss_dir_accum;
 	struct GPUTexture *sss_col_accum;
 	struct GPUTexture *ssr_normal_input;
@@ -740,6 +743,8 @@ typedef struct EEVEE_PrivateData {
 	float persmat[4][4], persinv[4][4];
 	float viewmat[4][4], viewinv[4][4];
 	float winmat[4][4], wininv[4][4];
+	/* Mist Settings */
+	float mist_start, mist_inv_dist, mist_falloff;
 } EEVEE_PrivateData; /* Transient data */
 
 /* eevee_data.c */
@@ -838,6 +843,11 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
 void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
 void EEVEE_motion_blur_free(void);
 
+/* eevee_mist.c */
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_mist_output_accumulate

@@ Diff output truncated at 10240 characters. @@



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