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blender-archive/source/blender/draw/engines/eevee/eevee_mist.c
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

141 lines
4.6 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Implementation of Blender Mist pass.
* IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_world_types.h"
#include "BLI_string_utils.h"
#include "eevee_private.h"
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_mist_frag_glsl[];
static struct {
struct GPUShader *mist_sh;
} e_data = {NULL}; /* Engine data */
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EEVEE_FramebufferList *fbl = vedata->fbl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_PrivateData *g_data = stl->g_data;
Scene *scene = draw_ctx->scene;
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (e_data.mist_sh == NULL) {
char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_effect_mist_frag_glsl);
e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
MEM_freeN(frag_str);
}
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0);
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
/* Clear texture. */
if (DRW_state_is_image_render() || effects->taa_current_sample == 1) {
GPU_framebuffer_bind(fbl->mist_accum_fb);
GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
}
/* Mist settings. */
if (scene && scene->world) {
g_data->mist_start = scene->world->miststa;
g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
switch (scene->world->mistype) {
case WO_MIST_QUADRATIC:
g_data->mist_falloff = 2.0f;
break;
case WO_MIST_LINEAR:
g_data->mist_falloff = 1.0f;
break;
case WO_MIST_INVERSE_QUADRATIC:
g_data->mist_falloff = 0.5f;
break;
}
}
else {
float near = -sldata->common_data.view_vecs[0][2];
float range = sldata->common_data.view_vecs[1][2];
/* Fallback */
g_data->mist_start = near;
g_data->mist_inv_dist = 1.0f / fabsf(range);
g_data->mist_falloff = 1.0f;
}
/* XXX ??!! WHY? If not it does not match cycles. */
g_data->mist_falloff *= 0.5f;
/* Create Pass and shgroup. */
DRW_PASS_CREATE(psl->mist_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(
grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
if (fbl->mist_accum_fb != NULL) {
GPU_framebuffer_bind(fbl->mist_accum_fb);
DRW_draw_pass(psl->mist_accum_ps);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
}
}
void EEVEE_mist_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.mist_sh);
}