Commit Graph

52 Commits

Author SHA1 Message Date
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
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
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
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
93e8c962fc Cleanup: unused structs, struct members 2019-10-03 07:39:45 +10:00
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
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
65a3624877 Fix T66860 Crash on opening .blend file from 2.79
This was caused by the preview render of the material property panel being
1px wide. The computed half buffers width were rounded to 0.
2019-07-15 13:07:42 +02:00
484794ce67 Eevee: Fix first sample being accumulated without SSR
We check if the previous iteration (sample) was using a valid double buffer.
If it wasn't, we request another iteration.

This fix the issue for viewport,viewport render and image render.

Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
2019-07-09 14:34:56 +02:00
6529d20d79 Cleanup: spelling in comments 2019-06-12 09:43:49 +10:00
e0c1116ce3 Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarity 2019-05-28 14:22:22 +02:00
9f3010e1c0 DRW: DRWView: Finish refactor 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
be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
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
16694ed408 Cleanup: redundant use of string formatting functions 2019-03-24 16:09:46 +11:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
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
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +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
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +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
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +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
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +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
2816694b05 Code cleanup: fix various compiler warnings on clang/macOS. 2018-03-16 05:08:56 +01:00
82957cfec8 Eevee: Make use of the new view matrix UBO. 2018-03-10 02:18:25 +01:00
e82616aea6 Eevee: SSR: Optimize the AO out when not enabled. 2018-01-21 23:16:59 +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
ca5987c8a5 Cleanup: replace BLI_dynstr w/ BLI_string_joinN
Use in place of recently reverted 'DRW_shader_create_lib'
2018-01-17 21:42:14 +11:00
10ce5af2dd Revert "Fix use-after free in DRW_shader_create_with_lib"
Caused an error entering edit-mode.

d60f26f37a & 2659500835
2018-01-17 20:39:42 +11:00
2659500835 DRW: Codestyle refactor: Use macro to create shader libs.
This clears up the code from many DynStr usage. Easier to read.
2018-01-16 23:40:15 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
5f569378d2 Eevee: SSR: Derive the brdf bias from the trace quality.
Also change the range of the trace quality so that the trace actually covers the screen most of the time.
2018-01-16 18:22:25 +01:00
9365e966b4 Eevee: SSR: Enhance the halfres raytrace.
This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel.
2018-01-16 18:22:24 +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
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
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
14e5711d69 Cleanup: line length, right shift 2017-11-20 14:29:50 +11:00
8af3f531b1 Cleanup: BLI headers first
Also move descriptions into doxy header
2017-11-20 14:29:50 +11:00
f30a2a7862 GPUFramebuffer: Add possibility to blit stencil buffer. 2017-11-11 16:23:55 +01:00