[Bf-blender-cvs] [536142e12fc] eevee-motionblur-object: EEVEE: Object Motion Blur: Initial Implementation
Clément Foucault
noreply at git.blender.org
Tue Apr 14 19:09:11 CEST 2020
Commit: 536142e12fc59d8d05c77d013cbdadec96924b51
Author: Clément Foucault
Date: Mon Feb 3 12:22:26 2020 +0100
Branches: eevee-motionblur-object
https://developer.blender.org/rB536142e12fc59d8d05c77d013cbdadec96924b51
EEVEE: Object Motion Blur: Initial Implementation
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/eevee_motion_blur.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/eevee_temporal_sampling.c
M source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
M source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
A source/blender/draw/engines/eevee/shaders/object_motion_frag.glsl
A source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 46263f694cb..7684f7c3dac 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -223,6 +223,8 @@ data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/object_motion_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 05b18da4374..2dd5f5eed4e 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -227,8 +227,11 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
effects->velocity_tx = DRW_texture_pool_query_2d(
size_fs[0], size_fs[1], GPU_RG16, &draw_engine_eevee_type);
- /* TODO output objects velocity during the mainpass. */
- // GPU_framebuffer_texture_attach(fbl->main_fb, effects->velocity_tx, 1, 0);
+ GPU_framebuffer_ensure_config(&fbl->velocity_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(effects->velocity_tx),
+ });
GPU_framebuffer_ensure_config(
&fbl->velocity_resolve_fb,
@@ -335,8 +338,8 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(
grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
- DRW_shgroup_uniform_mat4(grp, "currPersinv", effects->velocity_curr_persinv);
- DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->velocity_past_persmat);
+ DRW_shgroup_uniform_mat4(grp, "currPersinv", effects->current_ndc_to_world);
+ DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->past_world_to_ndc);
DRW_shgroup_call(grp, quad, NULL);
}
}
@@ -511,6 +514,11 @@ static void EEVEE_velocity_resolve(EEVEE_Data *vedata)
GPU_framebuffer_bind(fbl->velocity_resolve_fb);
DRW_draw_pass(psl->velocity_resolve);
+
+ if (psl->velocity_object) {
+ GPU_framebuffer_bind(fbl->velocity_fb);
+ DRW_draw_pass(psl->velocity_object);
+ }
}
DRW_view_persmat_get(view, effects->velocity_past_persmat, false);
}
@@ -530,6 +538,7 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
effects->target_buffer = fbl->effect_color_fb; /* next target to render to */
/* Post process stack (order matters) */
+ EEVEE_velocity_resolve(vedata);
EEVEE_motion_blur_draw(vedata);
EEVEE_depth_of_field_draw(vedata);
@@ -538,7 +547,6 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* Velocity resolve use a hack to exclude lookdev
* spheres from creating shimmering re-projection vectors. */
EEVEE_lookdev_draw(vedata);
- EEVEE_velocity_resolve(vedata);
EEVEE_temporal_sampling_draw(vedata);
EEVEE_bloom_draw(vedata);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 4a1f0a081b2..98a2c097f19 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -2142,6 +2142,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
shgrps->material_accum_grp[renderpass_index], ob, mat_geom[i], oedata);
}
+ /* Motion Blur Vectors. */
+ EEVEE_motion_blur_cache_populate(vedata, ob, oedata, mat_geom[i]);
+
/* Shadow Pass */
struct GPUMaterial *gpumat;
const bool use_gpumat = (ma_array[i]->use_nodes && ma_array[i]->nodetree);
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 13927cd5124..4a494896e64 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -27,6 +27,7 @@
#include "BKE_animsys.h"
#include "BKE_camera.h"
#include "BKE_object.h"
+#include "BKE_screen.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
@@ -43,65 +44,40 @@
static struct {
/* Motion Blur */
struct GPUShader *motion_blur_sh;
+ struct GPUShader *motion_blur_object_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_motion_blur_frag_glsl[];
+extern char datatoc_object_motion_frag_glsl[];
+extern char datatoc_object_motion_vert_glsl[];
-static void eevee_motion_blur_camera_get_matrix_at_time(Scene *scene,
- ARegion *region,
- RegionView3D *rv3d,
- View3D *v3d,
- Object *camera,
- float time,
- float r_mat[4][4])
+static void eevee_create_shader_motion_blur(void)
{
- float obmat[4][4];
-
- /* HACK */
- Object cam_cpy = *camera;
- Camera camdata_cpy = *(Camera *)(camera->data);
- cam_cpy.data = &camdata_cpy;
-
- /* Reset original pointers, so direct evaluation does not attempt to flush
- * animation back to the original object: otherwise viewport with motion
- * blur enabled will always loose non-keyed changes. */
- cam_cpy.id.orig_id = NULL;
- camdata_cpy.id.orig_id = NULL;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- /* Past matrix */
- /* FIXME : This is a temporal solution that does not take care of parent animations */
- /* Recalc Anim manually */
- BKE_animsys_evaluate_animdata(
- scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL, false);
- BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
+ e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
+ e_data.motion_blur_object_sh = DRW_shader_create(
+ datatoc_object_motion_vert_glsl, NULL, datatoc_object_motion_frag_glsl, NULL);
+}
- /* Compute winmat */
- CameraParams params;
- BKE_camera_params_init(¶ms);
+static void eevee_motion_blur_past_persmat_get(const CameraParams *past_params,
+ const CameraParams *current_params,
+ const RegionView3D *rv3d,
+ const ARegion *region,
+ const float (*world_to_view)[4],
+ float (*r_world_to_ndc)[4])
+{
+ CameraParams params = *past_params;
+ params.offsetx = current_params->offsetx;
+ params.offsety = current_params->offsety;
+ params.zoom = current_params->zoom;
- if (v3d != NULL) {
- BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d);
- BKE_camera_params_compute_viewplane(¶ms, region->winx, region->winy, 1.0f, 1.0f);
- }
- else {
- BKE_camera_params_from_object(¶ms, &cam_cpy);
- BKE_camera_params_compute_viewplane(
- ¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
- }
+ float zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
+ params.shiftx *= zoom;
+ params.shifty *= zoom;
+ BKE_camera_params_compute_viewplane(¶ms, region->winx, region->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(¶ms);
- /* FIXME Should be done per view (MULTIVIEW) */
- normalize_m4_m4(obmat, cam_cpy.obmat);
- invert_m4(obmat);
- mul_m4_m4m4(r_mat, params.winmat, obmat);
-}
-
-static void eevee_create_shader_motion_blur(void)
-{
- e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
+ mul_m4_m4m4(r_world_to_ndc, params.winmat, world_to_view);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
@@ -110,78 +86,65 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
- const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
Scene *scene = draw_ctx->scene;
- View3D *v3d = draw_ctx->v3d;
- RegionView3D *rv3d = draw_ctx->rv3d;
- ARegion *region = draw_ctx->region;
+ if (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
+ float ctime = DEG_get_ctime(draw_ctx->depsgraph);
+
+ if (!e_data.motion_blur_sh) {
+ eevee_create_shader_motion_blur();
+ }
- if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
/* Update Motion Blur Matrices */
if (camera && (camera->type == OB_CAMERA) && (camera->data != NULL)) {
- float persmat[4][4];
- float ctime = DEG_get_ctime(draw_ctx->depsgraph);
- float delta = scene_eval->eevee.motion_blur_shutter;
- Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
-
- /* Viewport Matrix */
- /* Note: This does not have TAA jitter applied. */
- DRW_view_persmat_get(NULL, persmat, false);
-
- bool view_is_valid = (stl->g_data->view_updated == false);
-
- if (draw_ctx->evil_C != NULL) {
- struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
- view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
+ if (effects->current_time != ctime) {
+ copy_m4_m4(effects->past_world_to_ndc, effects->current_world_to_ndc);
+ copy_m4_m4(effects->past_world_to_view, effects->current_world_to
@@ Diff output truncated at 10240 characters. @@
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