Revision 0c71240 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 18, 2021, 13:39 (GMT) |
EEVEE: Material: Add basic material logic This is a port of the old material grouping. This is a bit more clean as we use containers for each passes and other structures. Nodetree is generated without major error for simple materials but it is not yet used as closures are not outputed. |
Revision f466614 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 3, 2021, 14:37 (GMT) |
DRWShaderLib: Add better debug output from missing lib |
Revision 4500a90 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 3, 2021, 14:35 (GMT) |
EEVEE: Implementation of volume rendering This adds the transparency and volume handling in the deferred render pipeline. Implementation is still unfinished. To have better naming convention, I renamed object shader to surface. |
Revision 99a5d49 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 30, 2021, 13:57 (GMT) |
EEVEE: Initial implementation of deferred shading This introduce a fat Gbuffer layout that groups closure data in groups of similar BSDF. The goal is to have at least one sample for each group to avoid too much code complexity and expected worse performance. There is a lot of room for buffer reuse to reduce memory usage but it is not considered a priority for now. |
Revision c59156d by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 30, 2021, 13:56 (GMT) |
DRWTexture: Add missing integer render-targets format support. |
Revision c7fb0d5 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 11:45 (GMT) |
EEVEE: Add specular layer to temporary default material |
Revision f1a5c5f by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 11:42 (GMT) |
EEVEE: Film/Sampling: Add smooth transition Add a smooth transition to avoid flickering of stochastic effects such as soft shadows. This use a simple blend method to progressively reveal the render after some low sample count to avoid most of the flickering. Parameters are hardcoded for now. |
Revision 556478c by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 01:15 (GMT) |
EEVEE: Shadow: Add back soft shadows support We use a new RNG to avoid correlation artifacts between Anti-Aliasing and Shadow samples (see T68594). The new sequence is a leap halton sequence. This makes it good with low number of samples and yield less correlation issues. Another change is that we directly jitter the projection matrix instead of rotating the view matrix. This is improving convergence time and avoid passing a second matrix to the shader. However this case lead to discontinuity artifacts at face boders. We might want to revert to the old rotation method for this reason even if convergence is slower. |
Revision 5df8d5a by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 26, 2021, 13:17 (GMT) |
EEVEE: Shadow: Add back shadow caster tracking Compared to previous implementation this does track dupli objects. There is a few optimizations left like using bitfield instead of bool arrays. |
Revision 1d3de15 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 25, 2021, 23:44 (GMT) |
EEVEE: Shadow: Simplify the shadow module Now the shadows are linked to a `Light` object. The `Light` object is linked to an `ObjectKey` to ensure persistence and deletion tracking. The Uniform data are packed so that there is 1 `ShadowPunctualData` per light in a `LightBatch`. This means there is only a shadowmap limit to the number of `Shadow` in a scene. |
Revision 4090bac by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 24, 2021, 21:03 (GMT) |
EEVEE: Use C++ vector types |
Revision 0932d50 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 24, 2021, 21:02 (GMT) |
BLI: Add more operator to float2/3 and int2/3 |
Revision 0fdd8a6 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 24, 2021, 19:58 (GMT) |
BLI: add int2 and int3 C++ support Simple addition based on float2/3. |
Revision 9dddfe2 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 23, 2021, 15:32 (GMT) |
DRW: Debug: Add DRW_debug_view |
Revision e808500 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 23, 2021, 15:27 (GMT) |
EEVEE: Shadow: Add Point light shadows support back Difference with previous implementation: - Better texture space usage of cone and area light shadow. - Shadows are packed in an atlas. Reducing requirements for future features. - Sampling is simpler because shadow matrix does everything. |
Revision 2fd3596 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 21, 2021, 20:35 (GMT) |
EEVEE: Fix use after free crash |
Revision da91f87 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 21, 2021, 20:06 (GMT) |
EEVEE: Check updates using recalc flag only an object maps. This avoids having to reset accumulation if nothing affecting eevee changes. |
Revision 6102942 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 19, 2021, 12:29 (GMT) |
EEVEE: Light: Add back LTC area lights and lighting function I did a small optimization pass to avoid some division and redundant computation. Also cleans-up the Light vector usage. |
Revision 5697f96 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 18, 2021, 15:30 (GMT) |
EEVEE: Light: 2.5D Culling: Initial implementation This follows closely the implementation of 2.5D tiled light culling described in the presentation: "Improved Culling for Tiled and Clustered Rendering" from Michal Drobot http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf I chose the tile + Z binning approach for its high depth range support and low CPU overhead & low memory consumption compared to the cluster based culling. The cons is that the culling is a bit less precise in some aspect but it is quite balanced. The culling is done by the `Culling` object which is templated to easily be reused for light probes cullg. The Z-binning process is described starting from slide 20 in the reference pdf. I also implemented a debug pass to visualize false negative (light culled when they shouldn't) and light evaluation density. This is useful to detect failure case and hotspot. This could be exposed as a developper only render pass in the future. Some optimization of the reference implementation requires extensions not yet added to GPU module and will be added later. |
Revision 93b774a by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 17, 2021, 23:15 (GMT) |
GPUTexture: Fix missing cases for integer textures |
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