Commit Graph

20 Commits

Author SHA1 Message Date
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
b96acd0663 EEVEE: Volumetrics: Add back support for light clamp
The new clamping works by modifying the lamp internal radius which
then soften the light contribution.

However this does remove more light compare to the old solution.
This is because the clamp now affects the light over a much larger
distance since it is smoother. Old scene needs manual tweaking.
2021-03-19 21:11:06 +01:00
0a0f737f91 EEVEE: Volumetrics: Add special attenuation volume for lights
This makes volume lights more efficient if they have lower power.
2021-03-19 21:11:06 +01:00
884f934a85 EEVEE: Lights: Add Volume and diffuse light power slider
This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.

This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
2021-03-19 21:11:06 +01:00
b1150fa1f5 Fix T86448 EEVEE: SSRefraction Depth regression
Caused by recent change for contact shadow raytracing. rB4e236326c137
2021-03-18 18:07:46 +01:00
098c595e51 Cleanup: EEVEE: Remove unused variable 2021-03-15 15:52:02 +01:00
6842c549bb EEVEE: SSRayTrace: Cleanup/Refactor
This is a major rewrite that improves the screen space raytracing
a little bit.

This also decouple ray preparation from raytracing to be reuse in other
part of the code.

This changes a few things:
- Reflections have lower grazing angle failure
- Reflections have less self intersection issues
- Contact shadows are now fully opaque (faster)

Unrelated but some self intersection / incorrect bad rays are caused by
the ray reconstruction technique used by the SSR. This is not fixed by
this commit but I added a TODO.
2021-03-08 17:25:16 +01:00
d0959924ad Cleanup: EEVEE: Use P for world position instead of W
This removes the last places where this was not the case.

We follow cycles convention of P being for Postion.
2021-02-21 01:33:56 +01:00
7f7e683099 EEVEE: Refactor closure_lit_lib.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.

What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.

Render tests needs to be updated after this.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390

# Conflicts:
#	source/blender/draw/engines/eevee/eevee_shaders.c
#	source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
#	source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13 18:43:09 +01:00
da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00
Jeroen Bakker
be2bc97eba 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
2020-02-21 11:13:43 +01:00
131ac2ec82 Fix T70249 EEVEE: Light bleeding on SSS translucency
This was caused by 2 things: Shadow map bias and aliasing.

It made the expected depth of the shadowmap further than the surface
itself in some cases. In normal time this leads to light leaking on normal
shadow mapping but here we need to always have the shadowmap depth above
the shading point.

To fix this, we use a 5 tap inflate filter using the minimum depth of all
5 samples. Using these 5 taps, we can deduce entrance surface derivatives
and there orientation towards the light ray. We use these derivatives to
bias the depth to avoid wrong depth at depth discontinuity in the shadowmap.

This bias can lead to some shadowleaks that are less distracting than the
lightleaks it fixes.

We also add a small bias to counteract the shadowmap depth precision.
2019-10-16 18:58:20 +02:00
44aaee573a EEVEE: Shadows: Fix incorrect shadowing near point lights source 2019-09-07 00:44:20 +02:00
d8aaf25c23 Eevee: Shadow map refactor
Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5659
2019-09-05 17:37:50 +02:00
03b2371387 Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.

In most cases it's clearer to put the comments above.
2019-08-14 23:32:24 +10:00
a5a0f158e3 Eevee: Fix Contact shadows with Translucent BSDF 2019-06-14 16:20:29 +02:00
6e414b2910 Fix T65647 EEVEE: Contact shadows "Softness" settings darkens objects
This was commited by mistake.
2019-06-14 16:20:29 +02:00
942a748d5d Eevee: Merge shadow map processing into one drawcall per light
This removes a lot of framebuffer configuration and binding.
2019-06-04 18:42:50 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
168d3fd528 Cleanup: file rename lamp -> light 2019-02-27 12:36:32 +11:00