[Bf-blender-cvs] [be2bc97eba4] master: EEVEE: Render Passes

Jeroen Bakker noreply at git.blender.org
Fri Feb 21 11:14:23 CET 2020


Commit: be2bc97eba499c48e3856c8e5ec4d869e28b4d04
Author: Jeroen Bakker
Date:   Thu Feb 20 14:53:53 2020 +0100
Branches: master
https://developer.blender.org/rBbe2bc97eba499c48e3856c8e5ec4d869e28b4d04

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

===================================================================

M	release/scripts/startup/bl_ui/properties_view_layer.py
M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/engines/eevee/eevee_bloom.c
M	source/blender/draw/engines/eevee/eevee_data.c
M	source/blender/draw/engines/eevee/eevee_effects.c
M	source/blender/draw/engines/eevee/eevee_engine.c
M	source/blender/draw/engines/eevee/eevee_lightprobes.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/eevee_mist.c
M	source/blender/draw/engines/eevee/eevee_occlusion.c
M	source/blender/draw/engines/eevee/eevee_private.h
M	source/blender/draw/engines/eevee/eevee_render.c
M	source/blender/draw/engines/eevee/eevee_renderpasses.c
M	source/blender/draw/engines/eevee/eevee_screen_raytrace.c
M	source/blender/draw/engines/eevee/eevee_shadows.c
M	source/blender/draw/engines/eevee/eevee_subsurface.c
M	source/blender/draw/engines/eevee/eevee_temporal_sampling.c
M	source/blender/draw/engines/eevee/eevee_volumes.c
M	source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M	source/blender/draw/engines/eevee/shaders/default_frag.glsl
M	source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
M	source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
M	source/blender/draw/engines/eevee/shaders/lights_lib.glsl
M	source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
A	source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
A	source/blender/draw/engines/eevee/shaders/volumetric_accum_frag.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
M	source/blender/makesdna/DNA_layer_types.h
M	source/blender/makesdna/DNA_scene_types.h
M	source/blender/makesrna/RNA_access.h
M	source/blender/makesrna/intern/rna_scene.c
M	source/blender/makesrna/intern/rna_space.c
M	source/blender/nodes/composite/node_composite_tree.c
M	source/blender/nodes/composite/nodes/node_composite_image.c
M	source/blender/render/extern/include/RE_engine.h
M	source/blender/render/intern/source/external_engine.c
M	source/blender/render/intern/source/render_result.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py
index 121b8f2f401..25244b7f065 100644
--- a/release/scripts/startup/bl_ui/properties_view_layer.py
+++ b/release/scripts/startup/bl_ui/properties_view_layer.py
@@ -59,14 +59,25 @@ class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
     COMPAT_ENGINES = {'BLENDER_EEVEE'}
 
     def draw(self, context):
-        layout = self.layout
+        pass
 
-        layout.use_property_split = True
 
-        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
+class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
+    bl_label = "Data"
+    bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
 
+    COMPAT_ENGINES = {'BLENDER_EEVEE'}
+    
+    def draw(self, context):
+        layout = self.layout
+        layout.use_property_split = True
+        layout.use_property_decorate = False
+
+        scene = context.scene
+        rd = scene.render
         view_layer = context.view_layer
 
+        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
         col = flow.column()
         col.prop(view_layer, "use_pass_combined")
         col = flow.column()
@@ -75,17 +86,83 @@ class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
         col.prop(view_layer, "use_pass_mist")
         col = flow.column()
         col.prop(view_layer, "use_pass_normal")
-        col = flow.column()
-        col.prop(view_layer, "use_pass_ambient_occlusion")
-        col = flow.column()
-        col.prop(view_layer, "use_pass_subsurface_direct", text="Subsurface Direct")
-        col = flow.column()
-        col.prop(view_layer, "use_pass_subsurface_color", text="Subsurface Color")
 
 
+class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
+    bl_label = "Light"
+    bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
+    COMPAT_ENGINES = {'BLENDER_EEVEE'}
+
+    def draw(self, context):
+        layout = self.layout
+
+        layout.use_property_split = True
+        layout.use_property_decorate = False
+
+        view_layer = context.view_layer
+        view_layer_eevee = view_layer.eevee
+        scene = context.scene
+        scene_eevee = scene.eevee
+
+        split = layout.split(factor=0.35)
+        split.use_property_split = False
+        split.label(text="Diffuse")
+        row = split.row(align=True)
+        row.prop(view_layer, "use_pass_diffuse_direct", text="Light", toggle=True)
+        row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
+
+        split = layout.split(factor=0.35)
+        split.use_property_split = False
+        split.label(text="Specular")
+        row = split.row(align=True)
+        row.prop(view_layer, "use_pass_glossy_direct", text="Light", toggle=True)
+        row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
+
+        split = layout.split(factor=0.35)
+        split.use_property_split = False
+        split.label(text="Volume")
+        row = split.row(align=True)
+        row.prop(view_layer_eevee, "use_pass_volume_transmittance", text="Transmittance", toggle=True)
+        row.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter", toggle=True)
+        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
+
+        col = layout.column(align=True)
+        col.prop(view_layer, "use_pass_emit", text="Emission")
+        col.prop(view_layer, "use_pass_environment")
+        col.prop(view_layer, "use_pass_shadow")
+        row = col.row()
+        row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
+        row.active = scene_eevee.use_gtao
+
+
+class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
+    bl_label = "Effects"
+    bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
+    COMPAT_ENGINES = {'BLENDER_EEVEE'}
+
+    def draw(self, context):
+        layout = self.layout
+
+        layout.use_property_split = True
+        layout.use_property_decorate = False
+
+        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
+
+        view_layer = context.view_layer
+        view_layer_eevee = view_layer.eevee
+        scene = context.scene
+        scene_eevee = scene.eevee
+
+        col = flow.column()
+        col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
+        col.active = scene_eevee.use_bloom
+
 classes = (
     VIEWLAYER_PT_layer,
     VIEWLAYER_PT_eevee_layer_passes,
+    VIEWLAYER_PT_eevee_layer_passes_data,
+    VIEWLAYER_PT_eevee_layer_passes_light,
+    VIEWLAYER_PT_eevee_layer_passes_effects,
 )
 
 if __name__ == "__main__":  # only for live edit.
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 37fe04e9d8a..07a8bba5023 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -219,6 +219,8 @@ data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SR
 data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
+
 data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
@@ -232,6 +234,7 @@ data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
 data_to_c_simple(engines/eevee/shaders/volumetric_geom.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index c6cc336db56..53465455d57 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -40,6 +40,8 @@ static struct {
 
 extern char datatoc_effect_bloom_frag_glsl[];
 
+const bool use_highres = true;
+
 static void eevee_create_shader_bloom(void)
 {
   e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl,
@@ -179,7 +181,8 @@ static DRWShadingGroup *eevee_create_bloom_pass(const char *name,
                                                 EEVEE_EffectsInfo *effects,
                                                 struct GPUShader *sh,
                                                 DRWPass **pass,
-                                                bool upsample)
+                                                bool upsample,
+                                                bool resolve)
 {
   struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
 
@@ -193,6 +196,10 @@ static DRWShadingGroup *eevee_create_bloom_pass(const char *name,
     DRW_shgroup_uniform_texture_ref(grp, "baseBuffer", &effects->unf_base_buffer);
     DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
   }
+  if (resolve) {
+    DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
+    DRW_shgroup_uniform_bool_copy(grp, "bloomAddBase", true);
+  }
 
   return grp;
 }
@@ -203,6 +210,8 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
   EEVEE_StorageList *stl = vedata->stl;
   EEVEE_EffectsInfo *effects = stl->effects;
 
+  psl->bloom_accum_ps = NULL;
+
   if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
     /**  Bloom algorithm
      *
@@ -234,29 +243,41 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
      * </pre>
      */
     DRWShadingGroup *grp;
-    const bool use_highres = true;
     const bool use_antiflicker = true;
     eevee_create_bloom_pass("Bloom Downsample First",
                             effects,
                             e_data.bloom_downsample_sh[use_antiflicker],
                             &psl->bloom_downsample_first,
+                            false,
+                            false);
+    eevee_create_bloom_pass("Bloom Downsample",
+                            effects,
+                            e_data.bloom_downsample_sh[0],
+                            &psl->bloom_downsample,
+                            false,
                             false);
-    eevee_create_bloom_pass(
-        "Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
     eevee_create_bloom_pass("Bloom Upsample",
                             effects,
                             e_data.bloom_upsample_sh[use_highres],
                             &psl->bloom_upsample,
-                            true);
+                            true,
+                            false);
 
-    grp = eevee_create_bloom_pass(
-        "Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
+    grp = eevee_create_bloom_pass("Bloom Blit",
+                                  effects,
+                                  e_data.bloom_blit_sh[use_antiflicker],
+                                  &psl->bloom_blit,
+                                  false,
+                                  false);
     DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
     DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
 
-    grp = eevee_create_bloom_pass(
-        "Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
-    DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
+    grp = eevee_create_bloom_pass("Bloom Resolve",
+                                  effects,
+                                  e_data.bloom_resolve_sh[use_h

@@ Diff output truncated at 10240 characters. @@



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