Eevee-next: World Irradiance Caching #109516

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Jeroen Bakker merged 9 commits from Jeroen-Bakker/blender:eevee-next-world-irradiance-cache-2 into main 2023-06-30 13:54:41 +02:00
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This PR adds world lighting to the irradiance cache and allows diffuse materials
to be lit by the world. The scene in the reference image is only lit by an environment
texture.

The reflection probe lib has been split into sampling the world probe and evaluating
the world probe. As evaluating the world probe requires to include more libraries and
data structures that aren't really needed for the irradiance cache shaders.

This PR adds world lighting to the irradiance cache and allows diffuse materials to be lit by the world. The scene in the reference image is only lit by an environment texture. The reflection probe lib has been split into sampling the world probe and evaluating the world probe. As evaluating the world probe requires to include more libraries and data structures that aren't really needed for the irradiance cache shaders.
Jeroen Bakker added this to the 4.0 milestone 2023-06-29 16:06:15 +02:00
Jeroen Bakker added the
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EEVEE & Viewport
label 2023-06-29 16:06:15 +02:00
Jeroen Bakker self-assigned this 2023-06-29 16:06:16 +02:00
Jeroen Bakker added 1 commit 2023-06-29 16:06:25 +02:00
Jeroen Bakker requested review from Clément Foucault 2023-06-29 16:06:32 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-06-29 16:06:35 +02:00
Clément Foucault reviewed 2023-06-29 16:21:39 +02:00
@ -895,6 +895,11 @@ static char *glsl_patch_compute_get()
STR_CONCAT(patch, slen, "#version 430\n");
STR_CONCAT(patch, slen, "#extension GL_ARB_compute_shader :enable\n");
if (GLContext::texture_cube_map_array_support) {

Why is this part of the PR?

Why is this part of the PR?
Author
Member

Should be separated, but might also not be needed as reflection probe atlas packing works on 2d texture arrays.

Should be separated, but might also not be needed as reflection probe atlas packing works on 2d texture arrays.
Author
Member

I added #109546 that can land separately. This way we don't need to wait for the probe packing to land this change.

I added #109546 that can land separately. This way we don't need to wait for the probe packing to land this change.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-06-30 07:40:24 +02:00
Jeroen Bakker added 1 commit 2023-06-30 08:18:08 +02:00
Jeroen Bakker changed title from WIP: Eevee-next: World Irradiance Caching to Eevee-next: World Irradiance Caching 2023-06-30 08:46:01 +02:00
Jeroen Bakker reviewed 2023-06-30 10:18:30 +02:00
@ -1,61 +1,6 @@
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(cubemap_lib.glsl)
Author
Member

I think we should copy cubemap_lib to eevee_cubemap_lib. cubemap_lib is an Eevee-legacy glsl lib and expected to be removed

I think we should copy cubemap_lib to eevee_cubemap_lib. cubemap_lib is an Eevee-legacy glsl lib and expected to be removed
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-06-30 10:32:18 +02:00
Jeroen Bakker added 1 commit 2023-06-30 10:33:43 +02:00
Clément Foucault requested changes 2023-06-30 11:34:36 +02:00
@ -49,3 +49,3 @@
PassSimple surfel_light_propagate_ps_ = {"LightPropagate"};
/** Capture surfel lighting to irradiance samples. */
PassSimple irradiance_capture_ps_ = {"IrradianceCapture"};
PassSimple irradiance_capture_ps_[2] = {{"IrradianceCaptureWithWorld"}, {"IrradianceCapture"}};

Why do you split with and without world? You should capture world for every bounce.

Why do you split with and without world? You should capture world for every bounce.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-06-30 11:41:06 +02:00
Jeroen Bakker added 1 commit 2023-06-30 11:55:42 +02:00
buildbot/vexp-code-patch-coordinator Build done. Details
eda46ff1c9
Only propagate light in the first sample
Author
Member

@blender-bot build

@blender-bot build
Jeroen Bakker added 1 commit 2023-06-30 12:49:40 +02:00
Clément Foucault requested changes 2023-06-30 12:55:31 +02:00
@ -90,3 +96,2 @@
else {
/* TODO(fclem): Sky radiance. */
irradiance_capture(sky_L, vec3(0.0), sh);
vec3 world_radiance = irradiance_sky_sample(sky_L);

sky_L is inverted in both cases here.

`sky_L` is inverted in both cases here.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-06-30 13:06:22 +02:00
buildbot/vexp-code-patch-coordinator Build done. Details
68b0edc4d2
Invert capture direction.
Author
Member

@blender-bot build

@blender-bot build
Clément Foucault approved these changes 2023-06-30 13:08:01 +02:00
Jeroen Bakker merged commit 91c3fd7a3b into main 2023-06-30 13:54:41 +02:00
Jeroen Bakker deleted branch eevee-next-world-irradiance-cache-2 2023-06-30 13:54:42 +02:00
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Reference: blender/blender#109516
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