EEVEE Next: Point Clouds #109832

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Miguel Pozo merged 13 commits from pragma37/blender:eevee-next-point-clouds into main 2023-07-14 17:23:36 +02:00
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Add support for point cloud rendering in EEVEE Next.
It also updates point_cloud_sub_pass_setup to retrieve texture based attributes,
since that's the way they're actually meant to be used.

  • I had to include common_pointcloud_lib into eevee_attributes_lib, which is not super great and some workarounds were required. Maybe attribute loading functions could be moved to their respective vertex/fragment shaders?
Add support for point cloud rendering in EEVEE Next. It also updates `point_cloud_sub_pass_setup` to retrieve texture based attributes, since that's the way they're actually meant to be used. - I had to include `common_pointcloud_lib` into `eevee_attributes_lib`, which is not super great and some workarounds were required. Maybe attribute loading functions could be moved to their respective vertex/fragment shaders?
Miguel Pozo added the
Module
EEVEE & Viewport
label 2023-07-07 20:14:05 +02:00
Miguel Pozo added 7 commits 2023-07-07 20:14:19 +02:00
Miguel Pozo added this to the EEVEE & Viewport project 2023-07-07 20:14:34 +02:00
Miguel Pozo requested review from Clément Foucault 2023-07-10 15:35:39 +02:00
Miguel Pozo added 2 commits 2023-07-10 18:32:09 +02:00
Clément Foucault requested changes 2023-07-13 23:57:12 +02:00
Clément Foucault left a comment
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Looks good! Was not able to test on Metal because of another bug but compilation of tests shaders passes.

I would just like to remove the complexity of the vertex shader like suggested. Otherwise it's good to go.

Looks good! Was not able to test on Metal because of another bug but compilation of tests shaders passes. I would just like to remove the complexity of the vertex shader like suggested. Otherwise it's good to go.
@ -382,3 +383,2 @@
{
/* Only mesh and curves support vertex displacement for now. */
if (ELEM(geometry_type, MAT_GEOM_MESH, MAT_GEOM_CURVES, MAT_GEOM_GPENCIL)) {
if (ELEM(

At this point, just test for MAT_GEOM_VOLUME and MAT_GEOM_WORLD.

At this point, just test for MAT_GEOM_VOLUME and MAT_GEOM_WORLD.
pragma37 marked this conversation as resolved
@ -0,0 +21,4 @@
mat3 facing_mat;
{
/* Same logic as pointcloud_get_facing_matrix(), but ensuring we use the actual camera matrices

I guess the issue you had is that shadow map geometry was not matching the camera one producing self shadowing.
Instead of making the shadow camera dependent (that does not work with shadow map caching), I suggest to add a bias in the shadow map shader for point cloud. From my calculation, a bias equal to the point radius should be enough to remove any self shadowing.

This should remove the need for all this logic.

I guess the issue you had is that shadow map geometry was not matching the camera one producing self shadowing. Instead of making the shadow camera dependent (that does not work with shadow map caching), I suggest to add a bias in the shadow map shader for point cloud. From my calculation, a bias equal to the point radius should be enough to remove any self shadowing. This should remove the need for all this logic.
pragma37 marked this conversation as resolved
@ -41,0 +41,4 @@
GPU_SHADER_INTERFACE_INFO(eevee_surf_point_cloud_iface, "point_cloud_interp")
.smooth(Type::FLOAT, "radius")
.smooth(Type::VEC3, "position")
.flat(Type::INT, "ID");

no uppercase.

no uppercase.
pragma37 marked this conversation as resolved
@ -41,0 +48,4 @@
.define("MAT_GEOM_POINT_CLOUD")
.vertex_source("eevee_geom_point_cloud_vert.glsl")
.vertex_out(eevee_surf_point_cloud_iface)
.define("pointRadius", "point_cloud_interp.radius")

Add todo to remove after old EEVEE is removed.

Add todo to remove after old EEVEE is removed.
pragma37 marked this conversation as resolved
@ -155,6 +155,12 @@ Quaternion to_axis_angle(AxisAngle axis_angle)
return quat;
}
Quaternion from_vector_delta(vec3 from, vec3 to)

Rename to rotation_between.

Rename to `rotation_between`.
pragma37 marked this conversation as resolved
@ -181,6 +187,13 @@ AxisAngle to_axis_angle(EulerXYZ eul)
return to_axis_angle(to_quaternion(eul));
}
vec3 rotate(vec3 vector, Quaternion rotation)

Rename to transform_point. In general, try to follow BLI_math_rotation.hh for naming conventions.

Rename to `transform_point`. In general, try to follow `BLI_math_rotation.hh` for naming conventions.
pragma37 marked this conversation as resolved
Miguel Pozo added 4 commits 2023-07-14 16:38:55 +02:00
Clément Foucault approved these changes 2023-07-14 17:18:53 +02:00
Miguel Pozo merged commit e48d0c3cda into main 2023-07-14 17:23:36 +02:00
Miguel Pozo deleted branch eevee-next-point-clouds 2023-07-14 17:23:37 +02:00
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Reference: blender/blender#109832
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