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
This commit is contained in:
Jeroen Bakker
2020-02-20 14:53:53 +01:00
committed by Jeroen Bakker
parent 1f8f4c8cfe
commit be2bc97eba
45 changed files with 1933 additions and 406 deletions

View File

@@ -230,6 +230,9 @@ static void eevee_render_color_result(RenderLayer *rl,
EEVEE_Data *vedata)
{
RenderPass *rp = RE_pass_find_by_name(rl, render_pass_name, viewname);
if (rp == NULL) {
return;
}
GPU_framebuffer_bind(framebuffer);
GPU_framebuffer_read_color(framebuffer,
vedata->stl->g_data->overscan_pixels + rect->xmin,
@@ -251,35 +254,6 @@ static void eevee_render_result_combined(RenderLayer *rl,
rl, viewname, rect, RE_PASSNAME_COMBINED, 4, vedata->stl->effects->final_fb, vedata);
}
static void eevee_render_result_subsurface(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
if (vedata->fbl->sss_accum_fb == NULL) {
/* SSS is not enabled. */
return;
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_SUBSURFACE_COLOR) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_SUBSURFACE_COLOR);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_SUBSURFACE_COLOR, 3, vedata->fbl->renderpass_fb, vedata);
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_SUBSURFACE_DIRECT) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_SUBSURFACE_DIRECT);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_SUBSURFACE_DIRECT, 3, vedata->fbl->renderpass_fb, vedata);
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_SUBSURFACE_INDIRECT) != 0) {
/* Do nothing as all the lighting is in the direct pass.
* TODO : Separate Direct from indirect lighting. */
}
}
static void eevee_render_result_normal(RenderLayer *rl,
const char *viewname,
const rcti *rect,
@@ -293,8 +267,8 @@ static void eevee_render_result_normal(RenderLayer *rl,
return;
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_NORMAL) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_NORMAL);
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_NORMAL) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_NORMAL);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_NORMAL, 3, vedata->fbl->renderpass_fb, vedata);
}
@@ -313,8 +287,8 @@ static void eevee_render_result_z(RenderLayer *rl,
return;
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_Z) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_Z);
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_Z) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_Z);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_Z, 1, vedata->fbl->renderpass_fb, vedata);
}
@@ -326,31 +300,142 @@ static void eevee_render_result_mist(RenderLayer *rl,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->g_data->render_passes & SCE_PASS_MIST) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_MIST);
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_MIST) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_MIST);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_MIST, 1, vedata->fbl->renderpass_fb, vedata);
}
}
static void eevee_render_result_shadow(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_SHADOW) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_SHADOW);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_SHADOW, 3, vedata->fbl->renderpass_fb, vedata);
}
}
static void eevee_render_result_occlusion(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
if (vedata->fbl->ao_accum_fb == NULL) {
if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) == 0) {
/* AO is not enabled. */
return;
}
if ((vedata->stl->g_data->render_passes & SCE_PASS_AO) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, SCE_PASS_AO);
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_AO) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_AO);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_AO, 3, vedata->fbl->renderpass_fb, vedata);
}
}
static void eevee_render_result_bloom(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->effects->enabled_effects & EFFECT_BLOOM) == 0) {
/* Bloom is not enabled. */
return;
}
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_BLOOM) != 0) {
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_BLOOM);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_BLOOM, 3, vedata->fbl->renderpass_fb, vedata);
}
}
#define EEVEE_RENDER_RESULT_MATERIAL_PASS(pass_name, eevee_pass_type) \
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_##eevee_pass_type) != 0) { \
EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_##eevee_pass_type); \
eevee_render_color_result( \
rl, viewname, rect, RE_PASSNAME_##pass_name, 3, vedata->fbl->renderpass_fb, vedata); \
}
static void eevee_render_result_diffuse_color(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(DIFFUSE_COLOR, DIFFUSE_COLOR)
}
static void eevee_render_result_diffuse_direct(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(DIFFUSE_DIRECT, DIFFUSE_LIGHT)
}
static void eevee_render_result_specular_color(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(GLOSSY_COLOR, SPECULAR_COLOR)
}
static void eevee_render_result_specular_direct(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(GLOSSY_DIRECT, SPECULAR_LIGHT)
}
static void eevee_render_result_emission(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(EMIT, EMIT)
}
static void eevee_render_result_environment(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(ENVIRONMENT, ENVIRONMENT)
}
static void eevee_render_result_volume_scatter(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(VOLUME_SCATTER, VOLUME_SCATTER)
}
static void eevee_render_result_volume_transmittance(RenderLayer *rl,
const char *viewname,
const rcti *rect,
EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata)
{
EEVEE_RENDER_RESULT_MATERIAL_PASS(VOLUME_TRANSMITTANCE, VOLUME_TRANSMITTANCE)
}
#undef EEVEE_RENDER_RESULT_MATERIAL_PASS
static void eevee_render_draw_background(EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -508,7 +593,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Subsurface output, Occlusion output, Mist output */
EEVEE_renderpasses_output_accumulate(sldata, vedata);
EEVEE_renderpasses_output_accumulate(sldata, vedata, false);
/* Transparent */
GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(fbl->main_color_fb);
@@ -527,9 +612,18 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
}
eevee_render_result_combined(rl, viewname, rect, vedata, sldata);
eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata);
eevee_render_result_mist(rl, viewname, rect, vedata, sldata);
eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata);
eevee_render_result_shadow(rl, viewname, rect, vedata, sldata);
eevee_render_result_diffuse_color(rl, viewname, rect, vedata, sldata);
eevee_render_result_diffuse_direct(rl, viewname, rect, vedata, sldata);
eevee_render_result_specular_color(rl, viewname, rect, vedata, sldata);
eevee_render_result_specular_direct(rl, viewname, rect, vedata, sldata);
eevee_render_result_emission(rl, viewname, rect, vedata, sldata);
eevee_render_result_environment(rl, viewname, rect, vedata, sldata);
eevee_render_result_bloom(rl, viewname, rect, vedata, sldata);
eevee_render_result_volume_scatter(rl, viewname, rect, vedata, sldata);
eevee_render_result_volume_transmittance(rl, viewname, rect, vedata, sldata);
/* Restore original viewport size. */
DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
@@ -537,29 +631,35 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
int type;
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
#define CHECK_PASS(name, channels, chanid) \
#define CHECK_PASS_LEGACY(name, type, channels, chanid) \
if (view_layer->passflag & (SCE_PASS_##name)) { \
if (channels == 4) \
type = SOCK_RGBA; \
else if (channels == 3) \
type = SOCK_VECTOR; \
else \
type = SOCK_FLOAT; \
RE_engine_register_pass( \
engine, scene, view_layer, RE_PASSNAME_##name, channels, chanid, type); \
} \
((void)0)
#define CHECK_PASS_EEVEE(name, type, channels, chanid) \
if (view_layer->eevee.render_passes & (EEVEE_RENDER_PASS_##name)) { \
RE_engine_register_pass( \
engine, scene, view_layer, RE_PASSNAME_##name, channels, chanid, type); \
} \
((void)0)
CHECK_PASS(Z, 1, "Z");
CHECK_PASS(MIST, 1, "Z");
CHECK_PASS(NORMAL, 3, "XYZ");
CHECK_PASS(AO, 3, "RGB");
CHECK_PASS(SUBSURFACE_COLOR, 3, "RGB");
CHECK_PASS(SUBSURFACE_DIRECT, 3, "RGB");
CHECK_PASS_LEGACY(Z, SOCK_FLOAT, 1, "Z");
CHECK_PASS_LEGACY(MIST, SOCK_FLOAT, 1, "Z");
CHECK_PASS_LEGACY(NORMAL, SOCK_VECTOR, 3, "XYZ");
CHECK_PASS_LEGACY(SHADOW, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(AO, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(DIFFUSE_COLOR, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(DIFFUSE_DIRECT, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(GLOSSY_COLOR, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(GLOSSY_DIRECT, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(EMIT, SOCK_RGBA, 3, "RGB");
CHECK_PASS_LEGACY(ENVIRONMENT, SOCK_RGBA, 3, "RGB");
CHECK_PASS_EEVEE(VOLUME_SCATTER, SOCK_RGBA, 3, "RGB");
CHECK_PASS_EEVEE(VOLUME_TRANSMITTANCE, SOCK_RGBA, 3, "RGB");
CHECK_PASS_EEVEE(BLOOM, SOCK_RGBA, 3, "RGB");
#undef CHECK_PASS
}