Commit Graph

107 Commits

Author SHA1 Message Date
c8fc23fdbe Fix T63698: Eevee crash after recent clang-format changes
Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.
2019-04-21 11:39:04 +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
3146a07e3e Fix T60005: Eevee: Volume material doen't write alpha 2019-03-12 23:16:17 +01:00
31fba57677 Fix T60802 Eevee: No diffuse when using Clearcoat + Add shader 2019-03-12 23:16:01 +01:00
a808b58e07 Eevee: Update LTC code
Main change are:
- the fresnel LUT is separated from the main GGX LUT.
- LUTs use sqrt(1.0 - NV) as roughness remapping. Improving precision and
  removes needs for acos().
- LTC LUT is normalized by matrix middle component. Improving precision.
2019-03-11 13:12:48 +01:00
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
Dalai Felinto
0e7409d466 EEVEE Shader comments: Explain why material gets darkened when using mix shader
We are still ditching the specular intensity of SSR (ssr_data.xyz).
But at least now there is some comment about it.

See T61704 for user reports on that matter.

Comments with the blessing of Clément Foucault.
2019-02-19 18:51:14 -03:00
a4fe338dd8 Cleanup: add missing braces to draw manager 2019-01-25 07:12:13 +11:00
516e000aa9 Eevee: Add Light Threshold value
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).

In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.

This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).

The influence distance is also used as shadow far clip distance.

This influence distance does not concerns sun lights that still have a
far clip distance.

---

This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
2018-11-15 18:16:30 +01:00
8a204ccdb4 Eevee: Support monochromatic Transparent BSDF correctly
This fits Cycles better even if it is only for grey scale values. This only
work if the blend mode is Alpha Blend or Alpha Hashed.
2018-11-07 00:19:14 +01:00
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
cac43e1765 Eevee: Use "constant folding" for the principle shader
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.

This also revisit the transmission parameter behaviour to make it closer to
cycles.
2018-08-08 21:27:26 +02:00
711a50c5ea Merge branch 'master' into blender2.8
This includes making Eevee match Cycles behavior of inserting an emission
node when linking colors to closures.
2018-06-13 19:26:52 +02:00
08a2c5f224 Eevee: Add support for hair random property.
Do note that it does not match cycles implementation.

Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.

If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
2018-06-02 21:16:40 +02:00
a0c564f86a Eevee: Hair: Disable SSR for hairs.
SSR does not work with hair strands. Basically, the rays are too much
random to ever converge properly and just result in a soup of self
inter reflections.

So forcing it to not produce any SSR. Could potentially save some bandwidth
by not rendering hair to the SSR buffers.
2018-05-14 00:18:00 +02:00
02f28da187 Cleanup: trailing spaces
Applied to newly added files in 2.8
2018-04-22 08:45:52 +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
d8d1f637b1 Eevee: Shadows: Transition to individual face rendering.
This gets rid of the need of a geom shader and instancing.

Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.

But even then, we could optimize the culling and minimize the overhead.
2018-04-15 22:23:51 +02:00
17a4a5a553 Eevee Shaders: Fix "No matching overloaded function"
invert -> inverse
2018-03-26 19:11:02 -03:00
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
82957cfec8 Eevee: Make use of the new view matrix UBO. 2018-03-10 02:18:25 +01:00
f61bcc70e1 Eevee: Render Fix black normals on blended material in the normal pass. 2018-02-05 01:59:14 +01:00
e1d5d55b56 Eevee: Codestyle: Indent #ifdefs 2018-02-05 01:59:14 +01:00
d57741d91f Eevee: Simplify/Fix view_vecs calculation.
Now view_vecs[0][2] ALWAYS contains Near clip plane and view_vecs[1][2] = far - near.
2018-02-01 18:09:17 +01:00
76135d6b72 Eevee: Fix indentation and fix output normal of emission shader. 2018-01-31 02:53:02 +01:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
8ed0161aa7 Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center.
This might be a bit heavier but it's worth it.
2018-01-18 21:52:36 +01:00
2221cdb517 Eevee: SSR: Optimise Texture fetches and solve noise issue.
There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
2018-01-16 18:22:24 +01:00
4df11e3c70 Eevee: SSR: Fix ssr nor working in ogl render. 2018-01-04 10:43:54 +01:00
b4ad0151c3 Eevee: Fix issues with alpha blending
- Hashed Alpha materials were outputing their alpha values even if the final pixel has no blending and thus no transparency.
- Opacity was not clamped when using "add closure" nodes.
2018-01-04 10:43:54 +01:00
5b6cfa705c Eevee: Irradiance Visibility: Initial Implementation
This augment the existing irradiance grid with a new visibility precomputation.
We store a small shadowmap for each grid sample so that light does not leak through walls and such.

The visibility parameter are similar to the one used by the Variance Shadow Map for point lights.

Technical details:

We store the visibility in the same texture (array) as the irradiance itself (in order to reduce the number of sampler).
But the irradiance and the visibility are not the same data so we must encode them in order to use the same texture format.
We use RGBA8 normalized texture and encode irradiance as RGBE (shared exponent).
Using RGBE encoding instead of R11_G11_B10 may lead to some lighting changes, but quality seems to be nearly the same in my test cases.
Using full RGBA16/32F maybe a future option but that will require much more memory and reduce the perf significantly.

Visibility moments (VSM) are encoded as 16bits fixed point precision using a special range. This seems to retain enough precision for the needs.
Also interpolation does not seems to be big problem (even though it's incorrect).
2017-12-04 10:10:27 +01:00
0c4740735c Eevee: Fix SSS mixing with transparent bsdf 2017-11-25 17:47:52 +01:00
5dfeecf47b Eevee: Add SSS support in probes
Previously the lighting of SSS material was not present in reflection probe or irradiance grid.

This does not compute the SSS correctly but at least output the corresponding irradiance power to the correct output.
2017-11-25 17:47:52 +01:00
7cbc7dd904 Eevee: SSS: Add separated Albedo option.
This option prevent from automatically blurring the albedo color applied to the SSS.

While this is great for preserving details it can bleed more light onto the nearby objects since the blurring will be done on pure "white" irradiance.
This issue is to be tackled in a separate commit.
2017-11-24 22:29:28 +01:00
846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
3546636870 Eevee: SSS: Fix SSS with Add Shader node. 2017-11-14 21:34:20 +01:00
f8b1430566 Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.

This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
2017-11-14 00:49:54 +01:00
ab013224ad GPUMaterial : Add sss_data to Closure struct. 2017-11-13 22:09:12 +01:00
4f7665c844 Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.

To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27 22:49:15 +02:00
310f1db7bf Eevee: Volumetrics: Add volumetric support to alpha blended meshes. 2017-10-27 22:49:15 +02:00
66d8f82b83 Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.

See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.

On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27 22:49:15 +02:00
dfcdec914c Eevee: Shadows: Add Contact Shadows
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps.

Theses inherit of the same artifacts as other screenspace methods.
2017-10-06 23:44:22 +02:00
5c45fe2937 Eevee : Fix regression : Refraction not working 2017-09-26 16:48:07 +02:00
f2b3e1f712 Eevee: Fix T52480: Can't reproduce Metallic transparency with Principled + Mix Shader
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
2017-09-12 14:25:04 +02:00
90efcd6df7 Eevee: Shadows: Add cubemap filtering and adaptive sample count.
Filter size is constant in world space and not dependant of shadow resolution.
The filter size is limited to the number of precomputed samples.
2017-09-10 03:09:45 +02:00
adeaf37e77 Eevee: Add Cascaded Shadow Map options. 2017-09-10 03:09:45 +02:00
716f7859a8 Eevee: Add Cascaded Shadow Map support with filtering.
This brings some data structure changes.
Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C).
This structure contains the array indices of the first shadow element of this shadow "object".
It also contains how many shadow to evaluate (to be used for Multiple shadow maps).

The filtering is noisy and needs improvement.
2017-09-10 03:09:45 +02:00
f46b908cc5 Eevee: Expose Shadow filter size. 2017-09-10 03:09:45 +02:00
32e96448b9 Eevee: Add Variance Shadow Mapping
This is an alternative to ESM. It does not suffer the same bleeding artifacts.
2017-09-10 03:09:45 +02:00
8b7a83a868 Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
2017-09-10 03:09:45 +02:00