Commit Graph

25 Commits

Author SHA1 Message Date
Jeroen Bakker
76a0b322e4 EEVEE Cryptomatte
Cryptomatte is a standard to efficiently create mattes for compositing. The
renderer outputs the required render passes, which can then be used in the
compositor to create masks for specified objects. Unlike the Material and Object
Index passes, the objects to isolate are selected in compositing, and mattes
will be anti-aliased.

Cryptomatte was already available in Cycles this patch adds it to the EEVEE
render engine. Original specification can be found at
https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf

**Accurate mode**

Following Cycles, there are two accuracy modes. The difference between the two
modes is the number of render samples they take into account to create the
render passes. When accurate mode is off the number of levels is used. When
accuracy mode is active, the number of render samples is used.

**Deviation from standard**

Cryptomatte specification is based on a path trace approach where samples and
coverage are calculated at the same time. In EEVEE a sample is an exact match on
top of a prepared depth buffer. Coverage is at that moment always 1. By sampling
multiple times the number of surface hits decides the actual surface coverage
for a matte per pixel.

**Implementation Overview**

When drawing to the cryptomatte GPU buffer the depth of the fragment is matched
to the active depth buffer. The hashes of each cryptomatte layer is written in
the GPU buffer. The exact layout depends on the active cryptomatte layers. The
GPU buffer is downloaded and integrated into an accumulation buffer (stored in
CPU RAM).

The accumulation buffer stores the hashes + weights for a number of levels,
layers per pixel. When a hash already exists the weight will be increased. When
the hash doesn't exists it will be added to the buffer.

After all the samples have been calculated the accumulation buffer is processed.
During this phase the total pixel weights of each layer is mapped to be in a
range between 0 and 1. The hashes are also sorted (highest weight first).

Blender Kernel now has a `BKE_cryptomatte` header that access to common
functions for cryptomatte. This will in the future be used by the API.

* Alpha blended materials aren't supported. Alpha blended materials support in
  render passes needs research how to implement it in a maintainable way for any
  render pass.

This is a list of tasks that needs to be done for the same release that this
patch lands on (Blender 2.92)

* T82571 Add render tests.
* T82572 Documentation.
* T82573 Store hashes + Object names in the render result header.
* T82574 Use threading to increase performance in accumulation and post
  processing.
* T82575 Merge the cycles and EEVEE settings as they are identical.
* T82576 Add RNA to extract the cryptomatte hashes to use in python scripts.

Reviewed By: Clément Foucault

Maniphest Tasks: T81058

Differential Revision: https://developer.blender.org/D9165
2020-12-04 08:46:34 +01:00
Jeroen Bakker
7c373555fd Fix T81254: Incorrect calculation of EEVEE Transmittance Volumetrics
Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.

Backport to Blender 2.83.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9038
2020-10-07 17:26:37 +02:00
f5ccf8727f CleanUp: Code folding
Incorrect code folding in recent commit
2020-09-13 11:15:37 +02:00
6b436b80a4 GPU: Rename gpu_extensions to gpu_capabilities
This makes more sense as this module has more to it than just
GL extensions.
2020-09-07 19:37:05 +02:00
7170f7a041 EEVEE: Shaders tests
This will add the remaining static shaders to the eevee shader test suite.

- Downsampling
- GGX LUT generation
- Mist
- Motion Blur
- Ambient Occlusion
- Render Passes
- Screen Raytracing
- Shadows
- Subsurface
- Volumes

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8779
2020-09-07 08:21:41 +02:00
feb4b645d7 EEVEE: Shader tests for Depth of Field
This patch moves the EEVEE depth of field shaders to eevee_shaders.c and
adds them to the eevee shaders test suite.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8771
2020-09-02 13:03:06 +02:00
1449ae042e Cleanup: EEVEE bloom shaders
- moved to eevee_shaders
- added to test suite

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8763
2020-09-01 10:57:20 +02:00
b1bfcf9f6b GPU: Fix compilation error (missed one) 2020-07-30 17:17:16 +02:00
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
9e96c6d054 Cleanup: spelling 2020-06-05 14:34:00 +10:00
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
7dd0be9554 EEVEE: Replace octahedron reflection probe by cubemap array
We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.

This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.

Differential Revision: https://developer.blender.org/D7066
2020-03-11 17:12:16 +01:00
Clément Foucault
6e23433c1a EEVEE: Lookdev: Add support for partially blurred background
This is using the GGX probe as background. This has the drawback of
having the resolution choosed in the indirect lighting setting.
The blurring is not really high-quality.

The pros is that it has a simple implementation and is fast to evaluate.

This patch also fades the background alpha to make overlay engine draw the
default background color in the correct color space. Removing one colorspace
hack.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6895
2020-02-25 13:26:01 +01:00
b3601a4687 Eevee: Make lookdev shader use common_view_lib 2019-05-22 13:29:05 +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
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
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
7f40d553f9 Cleanp: use single global for draw manager
Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.

Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
2019-01-22 12:09:27 +11:00
543ddbe6bf Cleanup: warnings (clang) 2018-12-30 15:15:05 +11:00
93cd8e2494 Cleanup: style 2018-11-17 22:23:25 +11:00
dab0bc7bf8 Cleanup: correct const usage 2018-11-17 22:23:24 +11:00
92d1e6606c Draw Manager: Fix memory leak 2018-11-17 00:23:17 -02:00
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