Commit Graph

52 Commits

Author SHA1 Message Date
c9d94c2aba Fix T71539 EEVEE: Still redraw during playback when it shouldn't 2020-06-26 01:36:44 +02:00
d82c3d8615 Fix T62961 EEVEE: Viewport refresh when hovering widgets
We now bypass EEVEE's rendering if the TAA accumulation has ended.
2020-06-23 22:59:55 +02:00
439b40e601 EEVEE: Motion Blur: Add accumulation motion blur for better precision
This revisit the render pipeline to support time slicing for better motion
blur.

We support accumulation with or without the Post-process motion blur.

If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.

This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.

The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.

Only FX Motion BLur: {F8632258}

FX Motion Blur + 4 time steps: {F8632260}

FX Motion Blur + 32 time steps: {F8632261}

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8079
2020-06-23 14:04:41 +02:00
f84414d6e1 EEEVEE: Object Motion Blur: Initial Implementation
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.

For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.

Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.

We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.

We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.

We use a background reconstruction method that needs another setting
(Background Separation).

Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.

One caveat is that hair particles are not yet supported. Support will
come in another patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7297
2020-06-19 17:05:49 +02:00
b18c2a3c41 EEVEE: Refactor of eevee_material.c
These are the modifications:

-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.

One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.

The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)

Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7642
2020-06-02 16:58:07 +02:00
039d619c76 Fix T74898: Multiresolution Ghost After Orbiting
EEVEE and Workbench both had the same issue that they continue with the
last sample when leaving navigating. This is ok for regular meshes as
they are all the same. For multiresolution it ain't as a low res version
of the mesh is used during navigation.

This patch also resets the AA samples when the user leaves navigation.
2020-03-31 10:29:34 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
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
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
320d8ab155 EEVEE: Viewport Renderpasses
This patch will allow the user to select the EEVEE renderpass to be
shown in the viewport by default the combined pass will be shown.

Limitations:

* Viewport rendering stores the result in a `RenderResult`. RenderResult
  is not aware of the type of data it holds. In many places where RenderResult
  is used it is assumed that it stores a combined pass and the display+view
  transform are applied.

  I will propose to fix this in a future patch. But that is still being
  designed and discussed.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6319
2019-11-28 09:12:28 +01:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
687f1df5db Fix T66811 Eevee: Flickering in weight paint mode
This was caused by TAA offset being computed as the 2nd sample even if the
sampling was reset afterwards.

The fix is to update the matrices after any potential reset.
2019-07-18 12:55:26 +02:00
925b5823cc Eevee: Use DRW_view_* API instead of DRW_viewport_matrix_* 2019-05-22 13:29:05 +02:00
ec3940ab0a Cleanup: Eevee: Use DRW_PASS_CREATE macro when possible 2019-05-17 18:17:23 +02:00
d93a47b7bb EEVEE: Viewport Rendering TAA
EEVEE assumed that the OGL renderer did FSAA, as the FSAA was removed we
needed to revalidate this assumption. The temporal sampling only inited
the matrices during init phase. As now we need to update the matrices
for every sample rendered the code for updating the matrices was
isolated in a new function `EEVEE_temporal_sampling_update_matrices`.

Reviewed By: fclem

Maniphest Tasks: T64646

Differential Revision: https://developer.blender.org/D4871
2019-05-16 16:02:56 +02:00
be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
e66629c128 Eevee: Lookdev: Cleanup implementation & support for Bloom and TAA
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.

Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
2019-05-01 12:09:18 +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
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
f7d415ab42 Fix T58610: EEVEE: camera motion blur renders only one viewport sample
This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
2019-03-14 16:53:05 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
1f458895f8 Fix crash when rendering a scene first and then goes to eevee preview modes and cleanup
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-16 13:46:13 -02:00
6c6c3bad02 Cleanup: style 2018-09-12 05:57:31 +10:00
6b551c0b8c Eevee: Depth of Feild: Fix ringing issue of background objects
There was an issue caused by Antialiasing being done after DoF. Move TAA
after DOF and Motion Blur.

Also certain pixel with lower CoC would be spread all over the background
because the neighbooring pixel have higher CoC. So we need to apply some
bilateral filtering when downsampling. Currently we limit the influence of
neighbor pixels with a CoC inside the range [MaxCoC-2, MaxCoC].
2018-09-09 23:26:14 +02:00
3578212e46 Eevee: Fix missing UBO binds.
Some of them are unecessary and should be removed from the shader instead.

But for now we need a quick fix for the crashes happening on some platforms.

See T55475.
2018-08-02 18:33:49 +02:00
a1689fb091 Eevee: Fix wrong SSR reprojection when switching orthographic view
We just reset the temporal sampling and avoid using the previous frame
for SSR at all.
2018-07-20 22:43:30 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
e1bd883df3 Eevee: Don't enable temporal AA when using 1 sample only.
This was producing infinite rendering but wasn't noticeable.
2018-05-01 19:39:18 +02:00
122d0d1504 Cleanup: style 2018-04-21 20:42:27 +02:00
6dc50bc25a Cleanup: warnings 2018-04-20 20:48:19 +02:00
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
b9ec7a9272 Eevee: Fix feedback loop warning. 2018-03-26 10:01:46 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
b8b8669b28 Cleanup: style, warning 2018-02-15 18:03:55 +11:00
23d2f708f3 Eevee: Pixel Filter: Add parameter & rescale final LUT. 2018-02-05 01:59:14 +01:00
cc1e88b37a Eevee: AA: Add Blackmann-Harris pixel filter distribution.
This leads to a huge improvement of AntiAliasing quality.
There is no other distribution now and there is not settings displayed to the user. That's for another commit.
2018-02-05 01:59:14 +01:00
f107af3519 Eevee: Add support for TAA/SuperSampling for final render. 2018-01-29 22:00:15 +01:00
ba9a4dedda Eevee: Initial Final Render support.
TAA / multiple samples is not working at the moment.
2018-01-29 22:00:15 +01:00
d73f74793e Eevee: Make Ogl render sampling more correct
Result is less noisy ogl renders.

What this patch does:
- the draw loops gets accumulated into the output buffer.
- disable TXAA persmat jittering in ogl render since ogl render already does that.
- make noise texture update correct accross all draw loops. Previously it was reset between each FSAA samples.
2018-01-05 10:25:28 +01:00
9dfbd98339 Cleanup: whitespace 2017-12-04 17:20:26 +11:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
8af3f531b1 Cleanup: BLI headers first
Also move descriptions into doxy header
2017-11-20 14:29:50 +11:00
bc648af4e1 Fix Opengl Error with glBlitFramebuffer
This was caused by 93936b8643

From GL spec :
GL_INVALID_OPERATION is generated if mask contains GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT and the source and destination depth and stencil formats do not match.

So blitting framebuffer with depth or stencil require the SAME FORMAT.
2017-11-14 20:49:33 +01:00