Files
test/source/blender/draw/engines/eevee/eevee_mist.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

100 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \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"
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;
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, DRWTextureFlag(0));
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
/* 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 = DRW_view_near_distance_get(nullptr);
float far = DRW_view_far_distance_get(nullptr);
/* Fallback */
g_data->mist_start = near;
g_data->mist_inv_dist = 1.0f / fabsf(far - near);
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. */
DRW_PASS_CREATE(psl->mist_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_effect_mist_sh_get(),
psl->mist_accum_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), nullptr);
}
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData * /*sldata*/, EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->mist_accum_fb != nullptr) {
GPU_framebuffer_bind(fbl->mist_accum_fb);
/* Clear texture. */
if (effects->taa_current_sample == 1) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
}
DRW_draw_pass(psl->mist_accum_ps);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
}
}