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2022-06-30EEVEE-Next: Add Film and RenderBuffers moduleClément Foucault
This modules handles renderpasses allocation and filling. Also handles blitting to viewport framebuffer and render result reading. Changes against the old implementation: - the filling of the renderpasses happens all at once requiring only 1 geometry pass. - The filtering is optimized with weights precomputed on CPU and reuse of neighboor pixels. - Only one accumulation buffer for renderpasses (no ping-pong). - Accumulation happens in one pass for every passes using a single dispatch or fullscreen triangle pass. TAA and history reprojection is not yet implemented. AOVs support is present but with a 16 AOV limit for now. Cryptomatte is not yet implemented.
2022-05-19EEVEE-Next: Add Velocity moduleClément Foucault
This module allow tracking of object and geometry data accross time. This commit adds no user visible changes. It work in both viewport (*) and render mode, gives correct motion for any camera projection type and is compatible with displacement (**). It is a huge improvement upon the old EEVEE velocity which was only used for motion blur and only available in render. It is also an improvement for speed as the animated objects do not need to be rendered a 3rd time. The code is also much cleaner: no GPUVertBuf duplication, no GPUBatch amendment, no special cases for different geometry types, no DRWShadingGroup per object, no double buffering of velocity. The module is still work in progress as the final output may still be flawed. (*): Viewport support is already working but there might be some cases where mapping will fail. For instance if topology changes but not vertex count. (**): Displacement does not contribute to motion vectors. Surfaces using displacement will have the same motion vectors as if they were not displaced.
2022-05-02EEVEE: Fix compiler warningClément Foucault
2022-05-02EEVEE: Rewrite: Implement nodetree support with every geometry typesClément Foucault
This commit introduce back support for all geometry types and all nodetree support. Only the forward shading pipeline is implemented for now. Vertex Displacement is automatically enabled for now. Lighting & Shading is placeholder. Related Task: T93220 # Conflicts: # source/blender/draw/engines/eevee_next/eevee_engine.cc # source/blender/gpu/CMakeLists.txt