EEVEE-Next: Planar Probe Pipeline #113203
No reviewers
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Depends on
Reference: blender/blender#113203
Loading…
Reference in New Issue
No description provided.
Delete Branch "Jeroen-Bakker/blender:eevee/planar-reflection-probes"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.
For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.
Related to #112966
@blender-bot package
Package build started. Download here when ready.
Overall is good. Only small changes.
@ -0,0 +37,4 @@
PlanarProbe &probe = find_or_insert(ob_handle);
probe.is_probe_used = true;
probe.resolution = 1 << light_probe->resolution;
This shouldn't be a power of 2. But a screen percentage. Should be fine to change the meaning of it in the RNA for planar.
I added its own attribute, otherwise bpy API will get confusing.
@ -0,0 +52,4 @@
{
const int64_t num_probes = probes_.size();
if (textures_.size() != num_probes) {
Texture default_texture("PlanarProbe");
What's this?
@ -0,0 +60,4 @@
for (PlanarProbe &probe : probes_.values()) {
probe.texture_index = texture_index++;
Texture &texture = textures_[probe.texture_index];
texture.ensure_2d(GPU_RGBA16F,
Use R11G11B10 for radiance and a separate DEPTH32F for depth.
I think you should add a
Framebuffer
too (unconfigured here).@ -0,0 +68,4 @@
PlanarProbe &PlanarProbeModule::find_or_insert(ObjectHandle &ob_handle)
{
PlanarProbe &planar_probe = probes_.lookup_or_add_cb(ob_handle.object_key.hash(), [this]() {
capturing
this
?@ -0,0 +69,4 @@
PlanarProbe &PlanarProbeModule::find_or_insert(ObjectHandle &ob_handle)
{
PlanarProbe &planar_probe = probes_.lookup_or_add_cb(ob_handle.object_key.hash(), [this]() {
PlanarProbe probe;
Use
lookup_or_add_default
instead@ -163,3 +166,1 @@
if (do_probe_sync) {
geometry_call(material.probe_prepass.sub_pass, geom, res_handle);
geometry_call(material.probe_shading.sub_pass, geom, res_handle);
if (do_reflection_probe_sync) {
Add a TODO that we should not compile the shader and create a subpass if the object has no visibiility for these passes.
7d0159e20d
toa4b7da60bd
@ -0,0 +48,4 @@
probe.is_probe_used = true;
probe.resolution = 1 << light_probe->resolution;
probe.object_mat = float4x4(ob->object_to_world);
probe.clipping_distances = float2(light_probe->clipsta, light_probe->clipend);
use float clip_distance (only start)
@blender-bot build