Eevee-Next: World Reflective Light #108149

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Jeroen Bakker merged 33 commits from Jeroen-Bakker/blender:eevee-next-world-shader into main 2023-06-29 15:25:04 +02:00
Member

This PR adds world probe baking to Eevee-next. The world is baked to a
cubemap and is used for reflective light in the deferred render pass.

The world probe is baked to a resolution of 2048x2048. In the future this
would become a user facing setting, but wasn't considered essential for
the first implementation.

When updating the world cubemap the world surface shader is reused.
Currently the world surface shader clears many render passes. It was
decided to replace the render passes with dummy textures as the effort
and potential slowdown didn't weigh against the benefit of doing this nicely.
Updating the world reflection probe isn't expected to happen often.

A big difference with Eevee(-legacy) is that the roughness GGX reflection
parameter isn't baked into the texture (as mipmap levels), but is calculated
during shading. This improves accuracy as we don't assume that every
object is an infinitive small sphere. The result has more noise and that
will be tackled after SSR will land.

image

This PR adds world probe baking to Eevee-next. The world is baked to a cubemap and is used for reflective light in the deferred render pass. The world probe is baked to a resolution of 2048x2048. In the future this would become a user facing setting, but wasn't considered essential for the first implementation. When updating the world cubemap the world surface shader is reused. Currently the world surface shader clears many render passes. It was decided to replace the render passes with dummy textures as the effort and potential slowdown didn't weigh against the benefit of doing this nicely. Updating the world reflection probe isn't expected to happen often. A big difference with Eevee(-legacy) is that the roughness GGX reflection parameter isn't baked into the texture (as mipmap levels), but is calculated during shading. This improves accuracy as we don't assume that every object is an infinitive small sphere. The result has more noise and that will be tackled after SSR will land. ![image](/attachments/12de6025-67ca-40d2-9540-bcc8a8a1605d)
795 KiB
Jeroen Bakker added the
Module
EEVEE & Viewport
label 2023-05-22 16:04:35 +02:00
Jeroen Bakker added this to the 4.0 milestone 2023-05-22 16:04:39 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-05-22 16:04:42 +02:00
Jeroen Bakker self-assigned this 2023-05-22 16:04:49 +02:00
Clément Foucault reviewed 2023-05-23 10:55:07 +02:00
Clément Foucault left a comment
Member
  • Create World Probe pipeline
  • Rename to ReflectionProbe(Module)
- Create World Probe pipeline - Rename to ReflectionProbe(Module)
@ -0,0 +30,4 @@
class Instance;
/* -------------------------------------------------------------------- */
/** \name Cryptomatte

👎

👎
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +50,4 @@
class CubemapsModule {
private:
/** The max number of cubemaps to track. */
static constexpr int MaxCubemaps = 1;

Codestyle!

Codestyle!
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker reviewed 2023-05-23 14:25:31 +02:00
@ -65,0 +95,4 @@
side.cubemap_face_ps.framebuffer_set(&side.cubemap_face_fb);
side.cubemap_face_ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS);
side.cubemap_face_ps.material_set(manager, gpumat);
Author
Member

Currently reuses previous resources, as the last one would be the world background pass this kinda works. But should be fixed.

Currently reuses previous resources, as the last one would be the world background pass this kinda works. But should be fixed.
Jeroen Bakker reviewed 2023-05-23 14:27:03 +02:00
@ -0,0 +52,4 @@
}
/* -------------------------------------------------------------------- */
/** \name World
Author
Member

Reflection Probe

Reflection Probe
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker reviewed 2023-05-23 14:29:44 +02:00
@ -46,0 +55,4 @@
struct CubemapSide {
PassSimple cubemap_face_ps;
View view;
Author
Member

Use a single View instance and fill with different view ids.

Use a single View instance and fill with different view ids.
Author
Member

As far as I have seen this requires other changes.

As far as I have seen this requires other changes.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 53 commits 2023-05-25 10:13:53 +02:00
408c5d7281 EEVEE-Next: Irradiance-Cache: Add surfel placement
Spawning surfels uses a new shader pipeline (called `capture`) to avoid
the complexity of modifying the deferred or forward pipeline.
The shaders are light to compile and should only be compiled on bake.

This is very WIP: the surfel projection box is hardcoded and the 3
projections are done every frame. The surfels are placed in a regular
grid because of the raster pipeline used to spawn them.

Note: While this is really fast, I am not sure this will scale well for
highly detailed lighting conditions. In the case where the surfel density
is too low, the aliasing might create really poor result.
52a7125ce3 EEVEE-Next: LightCache: Port basic lightcache structure to C++
This removes the complexity of resource sharing as it isn't even leveraged
yet. So keep the code as simple as possible for now.
dddfcd6f7a EEVEE-Next: LightProbe: Add auto update detection
This allow probe update and deletion to trigger an auto bake.
7b3d4c9e49 EEVEE-Next: LightCache: Add basis of new lightcache version
This should allow to keep both version working during the period where
both eevee versions are available.
6669771215 EEVEE-Next: LightBake: Fix few mistakes preventing correct baking & debug
Was missing manager sync, a buffer read and copy-on-write tagging.
5de76bbbff EEVEE-Next: IrradianceBake: Fix light-leak
This fixes the light leaking issue caused by the surfel lists.
The fix consists in clumping more surfel together when creating the lists
then rewire the coplanar surfels to more valid surfels up and down the
same list.
73f96fe216 EEVEE-Next: IrradianceBake: Implement multi bounce support
This is still broken as the light seems to never converge.
5dc6535591 EEVEE-Next: IrradianceBake: Fix integration power and inconsistencies
Now it follows proper conventional notation.

# Conflicts:
#	source/blender/draw/engines/eevee_next/shaders/eevee_surfel_ray_comp.glsl
bfeb1a1a8d EEVEE-Next: IrradianceBake: Fix light bounce
Light bouncing needs a feedback mechanism. We cannot reuse the same
radiance for scattering light and accumulating it.

This splits the final accumulation to `radiance` and bouncing light into
`incomming_light` and `outgoing_light`.
34adebcf43 GPU: FrameBuffer: Fix empty framebuffer update
The framebuffer default size was only set during the first bind. This
is because the `dirty_attachments_ tag` wasn't set and thus the
framebuffer size was never passed down to the GL.

Split to `default_size_set()` to not affect other code paths that use
`size_set()`.
9461d7fc9a EEVEE-Next: IrradianceBake: Add spherical harmonic encoding
This adds a separate pass to project the neighbor surfels to the final
irradiance sample points.
892f7077bc Add new lightprobe cache
Waiting for the commit to be in master.
d3e761cda3 EEVEE-Next: Make Spherical harmonic follow object transform
This make the baking step output local space spherical harmonics which
need to be rotated back to world before being evaluated.
In practice we rotate the evaluated direction.
3452d3998c Merge branch 'main' into eevee-next-irradiance-cache
# Conflicts:
#	source/blender/blenkernel/intern/lightprobe.cc
#	source/blender/draw/engines/eevee_next/shaders/eevee_debug_surfels_frag.glsl
#	source/blender/editors/render/render_shading.cc
#	source/blender/makesdna/DNA_lightprobe_types.h
f14c7e804c EEVEE-Next: Irradiance Cache: Load irradiance in atlas
This approach allow streaming of visible grids and
has a controlled memory budget.
12095b8e16 EEVEE-Next: Irradiance Cache: Use scene bounds for surfel cache
This remove the per irradiance grid approach. The idea is to do the light
transport only once for each visibility collection and store the
irradiance for all irradiance grid using this visibility mask.

This removes the need for the lightprobe near/far clip parameters.
95b8b71908 EEVEE-Next: Irradiance Cache: Reserve slot for world irradiance
This doesn't implement the world irradiance extraction process,
but only reserve the storage for it.
487ab2073b EEVEE-Next: Irradiance Bake: Avoid asserts on Metal
This avoid triggering the asserts in place in the Metal
backend. However it does not work yet.
fc91ed10a9 Merge branch 'main' into eevee-next-irradiance-cache
# Conflicts:
#	source/blender/blenloader/intern/versioning_400.cc
Jeroen Bakker force-pushed eevee-next-world-shader from 7d435f0eaa to 773c58ba3c 2023-05-25 15:30:37 +02:00 Compare
Jeroen Bakker changed title from WIP: Eevee-Next: World Lighting to Eevee-Next: World Lighting 2023-05-25 15:33:50 +02:00
Jeroen Bakker requested review from Clément Foucault 2023-05-25 15:36:13 +02:00
Jeroen Bakker force-pushed eevee-next-world-shader from f6b871b57a to e3608d689d 2023-05-26 09:22:26 +02:00 Compare
Jeroen Bakker reviewed 2023-05-26 19:17:32 +02:00
@ -0,0 +1,16 @@
void light_world_eval(ClosureDiffuse diffuse,
Author
Member

Do we also need to update out_diffuse

Do we also need to update out_diffuse
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-05-30 08:13:28 +02:00
Jeroen Bakker added 1 commit 2023-06-01 08:06:41 +02:00
Jeroen Bakker added 1 commit 2023-06-01 08:26:06 +02:00
Jeroen Bakker added 2 commits 2023-06-01 08:54:07 +02:00
Jeroen Bakker changed title from Eevee-Next: World Lighting to Eevee-Next: World Reflective Light 2023-06-01 09:00:24 +02:00
Jeroen Bakker reviewed 2023-06-14 17:50:57 +02:00
@ -96,6 +96,7 @@
/* Only during shadow rendering. */
#define SHADOW_RENDER_MAP_SLOT 13
#define RBUFS_UTILITY_TEX_SLOT 14
#define REFLECTION_PROBE_TEX_SLOT 16
Author
Member

We should not bind on numbers higher than 15. As more changes do this we should check on the best solution. @fclem looking at open PR we need 4 new slots (SSS, Reflection Probes, Global Illumination).

We should not bind on numbers higher than 15. As more changes do this we should check on the best solution. @fclem looking at open PR we need 4 new slots (SSS, Reflection Probes, Global Illumination).
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker force-pushed eevee-next-world-shader from e52410f3d8 to 845406721f 2023-06-16 08:02:06 +02:00 Compare
Jeroen Bakker added 1 commit 2023-06-19 09:28:03 +02:00
Jeroen Bakker added 1 commit 2023-06-19 09:28:26 +02:00
Jeroen Bakker added 1 commit 2023-06-19 09:38:46 +02:00
Jeroen Bakker added 1 commit 2023-06-23 14:48:54 +02:00
Jeroen Bakker added 1 commit 2023-06-26 07:33:58 +02:00
Jeroen Bakker added 1 commit 2023-06-27 07:46:40 +02:00
Jeroen Bakker reviewed 2023-06-27 11:05:20 +02:00
@ -0,0 +7,4 @@
float lod = linear_roughness * lod_cube_max;
vec3 R = -reflect(V, reflection.N);
vec3 world_light = textureLod_cubemapArray(reflectionProbes, vec4(R, 0.0), lod).rgb;
Author
Member

Check lightprobe_filter_glossy_frag

Check `lightprobe_filter_glossy_frag`
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker reviewed 2023-06-27 11:08:42 +02:00
Jeroen Bakker added 1 commit 2023-06-27 12:28:06 +02:00
Jeroen Bakker added 1 commit 2023-06-27 14:40:36 +02:00
Jeroen Bakker added 1 commit 2023-06-27 16:13:55 +02:00
Jeroen Bakker added 2 commits 2023-06-29 08:50:18 +02:00
Jeroen Bakker added 1 commit 2023-06-29 08:55:55 +02:00
Jeroen Bakker added 1 commit 2023-06-29 10:06:18 +02:00
Clément Foucault requested changes 2023-06-29 10:50:03 +02:00
Clément Foucault left a comment
Member

I'm unsure about having a dedicated ReflectionProbeModule when we have LightProbeModule which does kind of the same thing (detecting updates and deletion). What was the incentive for adding another one? (maybe I told you so, if that's the reason, I'm sorry.) Maybe it was because the IrradianceCache patch wasn't merged yet.

I'm unsure about having a dedicated `ReflectionProbeModule` when we have `LightProbeModule` which does kind of the same thing (detecting updates and deletion). What was the incentive for adding another one? (maybe I told you so, if that's the reason, I'm sorry.) Maybe it was because the IrradianceCache patch wasn't merged yet.
@ -59,0 +74,4 @@
side.cubemap_face_ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS);
}
const int2 extent(1);
constexpr eGPUTextureUsage usage = GPU_TEXTURE_USAGE_MEMORYLESS | GPU_TEXTURE_USAGE_SHADER_WRITE;

Can we use GPU_TEXTURE_USAGE_MEMORYLESS with GPU_TEXTURE_USAGE_SHADER_WRITE here? sounds like potential issue.

Can we use GPU_TEXTURE_USAGE_MEMORYLESS with GPU_TEXTURE_USAGE_SHADER_WRITE here? sounds like potential issue.
Jeroen-Bakker marked this conversation as resolved
@ -46,0 +53,4 @@
private:
Instance &inst_;
Texture dummy_renderpass_tx_;

Add comment saying these are required in order to reuse the background shader and avoid another shader variation.

Add comment saying these are required in order to reuse the background shader and avoid another shader variation.
Jeroen-Bakker marked this conversation as resolved
@ -46,0 +58,4 @@
Texture dummy_aov_color_tx_;
Texture dummy_aov_value_tx_;
struct CubemapSide {

This struct shouldn't be contained by the pipeline. The pipeline should only contain the pass and be view agnostic.

So you should only have one pass that is being drawn for the 6 views.

This struct shouldn't be contained by the pipeline. The pipeline should only contain the pass and be view agnostic. So you should only have one pass that is being drawn for the 6 views.
Jeroen-Bakker marked this conversation as resolved
@ -46,0 +83,4 @@
public:
WorldProbePipeline(Instance &inst) : inst_(inst){};
void sync();

You shouldn't have 3 sync functions. Kind of related to my other comments: Prefer syncing one view agnostic render pass and always sync it from World::sync().

You shouldn't have 3 `sync` functions. Kind of related to my other comments: Prefer syncing one view agnostic render pass and always sync it from `World::sync()`.
Jeroen-Bakker marked this conversation as resolved
@ -288,6 +338,7 @@ class UtilityTexture : public Texture {
class PipelineModule {
public:
WorldPipeline world;

Maybe we could rename this to BackgroundPipeline and use WorldPipeline for world rendering. Could do that in another PR.

Maybe we could rename this to BackgroundPipeline and use WorldPipeline for world rendering. Could do that in another PR.
Author
Member

I did the change in #109495

I did the change in #109495
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +43,4 @@
{
if (cubemap.type == ReflectionProbe::Type::World) {
GPUMaterial *world_material = instance_.world.get_world_material();
instance_.pipelines.world_probe.sync(world_material);

Prefer always syncing it inside World::sync() just like the other world pipeline is doing inst_.pipelines.world.sync(gpumat);.

Prefer always syncing it inside `World::sync()` just like the other world pipeline is doing `inst_.pipelines.world.sync(gpumat);`.
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +35,4 @@
* \{ */
class ReflectionProbe {
public:
enum Type { Unused, World };

Style: Uppercase enum members.

Style: Uppercase enum members.
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +46,4 @@
class ReflectionProbeModule {
private:
/** The max number of probes to track. */
static constexpr int MAX_PROBES = 1;

Style: No uppercase

Style: No uppercase
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +53,4 @@
*
* Must be a power of two; intension to be used as a cubemap atlas.
*/
static constexpr int MAX_RESOLUTION = 2048;

I don't know if this is covered by the next patch, but this should become an option.

I don't know if this is covered by the next patch, but this should become an option.
Author
Member

Yes, that will be part of the reflection probe baking patch. Might even land earlier when specific parts of that patch are stable. Currently this part isn't stable to land in main yet.

Yes, that will be part of the reflection probe baking patch. Might even land earlier when specific parts of that patch are stable. Currently this part isn't stable to land in main yet.
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +54,4 @@
* Must be a power of two; intension to be used as a cubemap atlas.
*/
static constexpr int MAX_RESOLUTION = 2048;
static constexpr int MIPMAP_LEVELS = 12;

Maybe derive it from MAX_RESOLUTION ? log2(MAX_RESOLUTION) + 1

Maybe derive it from `MAX_RESOLUTION` ? `log2(MAX_RESOLUTION) + 1`
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 3 commits 2023-06-29 11:45:01 +02:00
Jeroen Bakker added 3 commits 2023-06-29 13:32:18 +02:00
Jeroen Bakker added 1 commit 2023-06-29 13:44:05 +02:00
Jeroen Bakker added 1 commit 2023-06-29 13:50:54 +02:00
Jeroen Bakker added 1 commit 2023-06-29 13:53:36 +02:00
Jeroen Bakker added 1 commit 2023-06-29 13:54:53 +02:00
Clément Foucault requested changes 2023-06-29 14:05:28 +02:00
@ -194,0 +195,4 @@
void CaptureView::render()
{
if (!world_capture_enable_) {

Replace by inst_.reflection_probes.do_world_update.

Replace by `inst_.reflection_probes.do_world_update`.
@ -194,0 +210,4 @@
float4x4 view_m4 = cubeface_mat(face);
float4x4 win_m4;
cubeface_winmat_get(win_m4, 1.0f, 10.0f);

use math::projection::perspective()

use `math::projection::perspective()`
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-06-29 15:11:10 +02:00
Clément Foucault approved these changes 2023-06-29 15:15:07 +02:00
Jeroen Bakker added 1 commit 2023-06-29 15:19:15 +02:00
Jeroen Bakker merged commit fb38bb9806 into main 2023-06-29 15:25:04 +02:00
Jeroen Bakker deleted branch eevee-next-world-shader 2023-06-29 15:25:06 +02:00
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Reference: blender/blender#108149
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