コード例 #1
0
ファイル: eevee_lightcache.c プロジェクト: wangyxuan/blender
static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
{
  if (!lbake->resource_only) {
    BLI_mutex_lock(lbake->mutex);
  }

  if (lbake->gl_context) {
    DRW_opengl_render_context_enable(lbake->gl_context);
    DRW_gawain_render_context_enable(lbake->gpu_context);
  }
  else if (!lbake->resource_only) {
    DRW_opengl_context_enable();
  }

  /* XXX Free the resources contained in the viewlayer data
   * to be able to free the context before deleting the depsgraph.  */
  if (lbake->sldata) {
    EEVEE_view_layer_data_free(lbake->sldata);
  }

  DRW_TEXTURE_FREE_SAFE(lbake->rt_depth);
  DRW_TEXTURE_FREE_SAFE(lbake->rt_color);
  DRW_TEXTURE_FREE_SAFE(lbake->grid_prev);
  GPU_FRAMEBUFFER_FREE_SAFE(lbake->store_fb);
  for (int i = 0; i < 6; ++i) {
    GPU_FRAMEBUFFER_FREE_SAFE(lbake->rt_fb[i]);
  }

  if (lbake->gpu_context) {
    DRW_gawain_render_context_disable(lbake->gpu_context);
    DRW_gawain_render_context_enable(lbake->gpu_context);
    GPU_context_discard(lbake->gpu_context);
  }

  if (lbake->gl_context && lbake->own_resources) {
    /* Delete the baking context. */
    DRW_opengl_render_context_disable(lbake->gl_context);
    WM_opengl_context_dispose(lbake->gl_context);
    lbake->gpu_context = NULL;
    lbake->gl_context = NULL;
  }
  else if (lbake->gl_context) {
    DRW_opengl_render_context_disable(lbake->gl_context);
  }
  else if (!lbake->resource_only) {
    DRW_opengl_context_disable();
  }

  if (!lbake->resource_only) {
    BLI_mutex_unlock(lbake->mutex);
  }
}
コード例 #2
0
ファイル: eevee_occlusion.c プロジェクト: wangyxuan/blender
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;

  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

  if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
    const float *viewport_size = DRW_viewport_size_get();
    const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};

    /* Shaders */
    if (!e_data.gtao_sh) {
      eevee_create_shader_occlusion();
    }

    common_data->ao_dist = scene_eval->eevee.gtao_distance;
    common_data->ao_factor = scene_eval->eevee.gtao_factor;
    common_data->ao_quality = 1.0f - scene_eval->eevee.gtao_quality;

    common_data->ao_settings = 1.0f; /* USE_AO */
    if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BENT_NORMALS) {
      common_data->ao_settings += 2.0f; /* USE_BENT_NORMAL */
    }
    if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) {
      common_data->ao_settings += 4.0f; /* USE_DENOISE */
    }

    common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f;

    effects->gtao_horizons = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
    GPU_framebuffer_ensure_config(
        &fbl->gtao_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons)});

    if (G.debug_value == 6) {
      effects->gtao_horizons_debug = DRW_texture_pool_query_2d(
          fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
      GPU_framebuffer_ensure_config(
          &fbl->gtao_debug_fb,
          {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_debug)});
    }
    else {
      effects->gtao_horizons_debug = NULL;
    }

    return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
  }

  /* Cleanup */
  effects->gtao_horizons = NULL;
  GPU_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
  common_data->ao_settings = 0.0f;

  return 0;
}
コード例 #3
0
ファイル: eevee_occlusion.c プロジェクト: wangyxuan/blender
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_EffectsInfo *effects = stl->effects;

  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

  if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
    DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
    float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};

    DRW_texture_ensure_fullscreen_2d(
        &txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */

    GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
                                  {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});

    /* Clear texture. */
    GPU_framebuffer_bind(fbl->ao_accum_fb);
    GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);

    /* Accumulation pass */
    DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
    psl->ao_accum_ps = DRW_pass_create("AO Accum", state);
    DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps);
    DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
    DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
    DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
    DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
    DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
    DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
    DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
  }
  else {
    /* Cleanup to release memory */
    DRW_TEXTURE_FREE_SAFE(txl->ao_accum);
    GPU_FRAMEBUFFER_FREE_SAFE(fbl->ao_accum_fb);
  }
}
コード例 #4
0
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_EffectsInfo *effects = stl->effects;
  const float *viewport_size = DRW_viewport_size_get();

  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

  /* Compute pixel size, (shared with contact shadows) */
  copy_v2_v2(common_data->ssr_pixelsize, viewport_size);
  invert_v2(common_data->ssr_pixelsize);

  if (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) {
    const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0;

    if (use_refraction) {
      /* TODO: Opti: Could be shared. */
      DRW_texture_ensure_fullscreen_2d(
          &txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);

      GPU_framebuffer_ensure_config(
          &fbl->refract_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->refract_color)});
    }

    const bool is_persp = DRW_view_is_persp_get(NULL);
    if (effects->ssr_was_persp != is_persp) {
      effects->ssr_was_persp = is_persp;
      DRW_viewport_request_redraw();
      EEVEE_temporal_sampling_reset(vedata);
      stl->g_data->valid_double_buffer = false;
    }

    effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
    common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
    common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;
    common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac;
    common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness;
    common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality;
    common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */

    if (common_data->ssr_firefly_fac < 1e-8f) {
      common_data->ssr_firefly_fac = FLT_MAX;
    }

    const int divisor = (effects->reflection_trace_full) ? 1 : 2;
    int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
    int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
    const bool high_qual_input = true; /* TODO dither low quality input */
    const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;

    /* MRT for the shading pass in order to output needed data for the SSR pass. */
    effects->ssr_specrough_input = DRW_texture_pool_query_2d(
        size_fs[0], size_fs[1], format, &draw_engine_eevee_type);

    GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);

    /* Raytracing output */
    effects->ssr_hit_output = DRW_texture_pool_query_2d(
        tracing_res[0], tracing_res[1], GPU_RG16I, &draw_engine_eevee_type);
    effects->ssr_pdf_output = DRW_texture_pool_query_2d(
        tracing_res[0], tracing_res[1], GPU_R16F, &draw_engine_eevee_type);

    GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb,
                                  {GPU_ATTACHMENT_NONE,
                                   GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_output),
                                   GPU_ATTACHMENT_TEXTURE(effects->ssr_pdf_output)});

    /* Enable double buffering to be able to read previous frame color */
    return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_DOUBLE_BUFFER |
           ((use_refraction) ? EFFECT_REFRACT : 0);
  }

  /* Cleanup to release memory */
  GPU_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
  effects->ssr_specrough_input = NULL;
  effects->ssr_hit_output = NULL;
  effects->ssr_pdf_output = NULL;

  return 0;
}