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blender-archive/source/blender/draw/engines/eevee/eevee_subsurface.c

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/*
* 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.
*
2019-01-23 11:29:18 +11:00
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Screen space subsurface scattering technique.
*/
#include "DRW_render.h"
#include "BLI_string_utils.h"
#include "DEG_depsgraph_query.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "eevee_private.h"
void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata))
{
}
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_EffectsInfo *effects = vedata->stl->effects;
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const float *viewport_size = DRW_viewport_size_get();
const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (effects->enabled_effects & EFFECT_SSS) {
/* NOTE : we need another stencil because the stencil buffer is on the same texture
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
2020-09-06 01:45:38 +10:00
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
effects->sss_stencil = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type);
effects->sss_blur = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
effects->sss_irradiance = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
effects->sss_radius = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_R16F, &draw_engine_eevee_type);
effects->sss_albedo = DRW_texture_pool_query_2d(
fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
GPUTexture *stencil_tex = effects->sss_stencil;
if (GPU_depth_blitting_workaround()) {
/* Blitting stencil buffer does not work on macOS + Radeon Pro.
* Blit depth instead and use sss_stencil's depth as depth texture,
* and dtxl->depth as stencil mask. */
GPU_framebuffer_ensure_config(
&fbl->sss_blit_fb, {GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), GPU_ATTACHMENT_NONE});
stencil_tex = dtxl->depth;
}
GPU_framebuffer_ensure_config(
&fbl->sss_blur_fb,
{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_blur)});
GPU_framebuffer_ensure_config(
&fbl->sss_resolve_fb,
{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->color)});
GPU_framebuffer_ensure_config(
&fbl->sss_translucency_fb,
{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance)});
GPU_framebuffer_ensure_config(&fbl->sss_clear_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
GPU_ATTACHMENT_TEXTURE(effects->sss_radius)});
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) != 0) {
EEVEE_subsurface_output_init(sldata, vedata, 0);
}
else {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
}
}
else {
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
effects->sss_stencil = NULL;
effects->sss_blur = NULL;
effects->sss_irradiance = NULL;
effects->sss_radius = NULL;
}
}
void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
uint UNUSED(tot_samples))
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
const eGPUTextureFormat texture_format_light = GPU_RGBA32F;
const bool texture_created = txl->sss_accum == NULL;
DRW_texture_ensure_fullscreen_2d(&txl->sss_accum, texture_format_light, 0);
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
GPUTexture *stencil_tex = effects->sss_stencil;
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
if (GPU_depth_blitting_workaround()) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Blitting stencil buffer does not work on macOS + Radeon Pro.
* Blit depth instead and use sss_stencil's depth as depth texture,
* and dtxl->depth as stencil mask. */
stencil_tex = dtxl->depth;
}
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
GPU_framebuffer_ensure_config(
&fbl->sss_accum_fb,
{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_accum)});
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
/* Clear texture.
* Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
* already higher than one. This is noticeable when loading a file that has the diffuse light
* pass in look dev mode active. `texture_created` will make sure that newly created textures
* are cleared. */
if (effects->taa_current_sample == 1 || texture_created) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
GPU_framebuffer_bind(fbl->sss_accum_fb);
GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear);
}
}
void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
EEVEE_PassList *psl = vedata->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
effects->sss_surface_count = 0;
common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;
/** Screen Space SubSurface Scattering overview
* TODO
*/
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL;
DRW_PASS_CREATE(psl->sss_blur_ps, state);
DRW_PASS_CREATE(psl->sss_resolve_ps, state | DRW_STATE_BLEND_ADD);
DRW_PASS_CREATE(psl->sss_translucency_ps, state | DRW_STATE_BLEND_ADD);
}
void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Material *ma,
DRWShadingGroup *shgrp,
struct GPUMaterial *gpumat)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
struct GPUTexture *sss_tex_profile = NULL;
struct GPUUniformBuf *sss_profile = GPU_material_sss_profile_get(
gpumat, stl->effects->sss_sample_count, &sss_tex_profile);
if (!sss_profile) {
BLI_assert(0 && "SSS pass requested but no SSS data was found");
return;
}
/* Limit of 8 bit stencil buffer. ID 255 is refraction. */
if (effects->sss_surface_count >= 254) {
/* TODO : display message. */
printf("Error: Too many different Subsurface shader in the scene.\n");
return;
}
int sss_id = ++(effects->sss_surface_count);
/* Make main pass output stencil mask. */
DRW_shgroup_stencil_mask(shgrp, sss_id);
{
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_first_pass_sh_get(),
psl->sss_blur_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance);
DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
grp = DRW_shgroup_create(EEVEE_shaders_subsurface_second_pass_sh_get(), psl->sss_resolve_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur);
DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
if (ma->blend_flag & MA_BL_TRANSLUCENCY) {
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_translucency_sh_get(),
psl->sss_translucency_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool);
DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_SSS) != 0) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Clear sss_data texture only... can this be done in a more clever way? */
GPU_framebuffer_bind(fbl->sss_clear_fb);
GPU_framebuffer_clear_color(fbl->sss_clear_fb, clear);
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
GPU_ATTACHMENT_TEXTURE(effects->sss_radius),
GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)});
GPU_framebuffer_bind(fbl->main_fb);
DRW_draw_pass(psl->material_sss_ps);
/* Restore */
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_NONE});
}
}
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_SSS) != 0) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_stats_group_start("SSS");
if (GPU_depth_blitting_workaround()) {
/* Copy depth channel */
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT);
}
else {
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
}
if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
2019-09-19 13:18:52 +10:00
/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
* TODO(fclem) avoid this by using sampler objects.*/
GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, false);
GPU_framebuffer_bind(fbl->sss_translucency_fb);
DRW_draw_pass(psl->sss_translucency_ps);
/* Reset original state. */
GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
}
/* 1. horizontal pass */
GPU_framebuffer_bind(fbl->sss_blur_fb);
GPU_framebuffer_clear_color(fbl->sss_blur_fb, clear);
DRW_draw_pass(psl->sss_blur_ps);
/* 2. vertical pass + Resolve */
GPU_framebuffer_texture_attach(fbl->sss_resolve_fb, txl->color, 0, 0);
GPU_framebuffer_bind(fbl->sss_resolve_fb);
DRW_draw_pass(psl->sss_resolve_ps);
GPU_framebuffer_bind(fbl->main_fb);
DRW_stats_group_end();
}
}
void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_accum_fb, 0, GPU_STENCIL_BIT);
/* Only do vertical pass + Resolve */
GPU_framebuffer_bind(fbl->sss_accum_fb);
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
DRW_draw_pass(psl->sss_resolve_ps);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
}
}