Commit Graph

41 Commits

Author SHA1 Message Date
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
b0c1184875 Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macro
These headers are not needed right away, but will be in the upcoming
commit.
2020-04-03 19:27:42 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
7537cad576 Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
2020-03-18 11:23:05 +01:00
fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00
c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00
Brecht Van Lommel
c8acb6dd6c Smoke: put density/color in separate textures, fixes for workbench shader
This is more in line with standard grids and means we don't have to make
many special exceptions in the upcoming change for arbitrary number of volume
grids support in Eevee.

The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density so that black smoke would
be invisible. This can change the look of smoke in workbench significantly.

When using the color grid when smoke has a constant color, the color grid
will no longer be premultiplied by the density. If the color is constant
we want to be able not to store a grid at all. This breaks one test for
Cycles and Eevee, but the setup in that test using a color without density
does not make sense. It suffers from artifacts since the unpremultiplied
color grid by itself will not have smooth boundaries.

Differential Revision: https://developer.blender.org/D6951
2020-03-11 14:42:46 +01:00
d27ccf990c Mantaflow [Part 6]: Updates in /blender/source
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.

Reviewed By: sergey

Maniphest Tasks: T59995

Differential Revision: https://developer.blender.org/D3855
2019-12-16 16:37:01 +01:00
93e8c962fc Cleanup: unused structs, struct members 2019-10-03 07:39:45 +10:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00
e0c1116ce3 Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarity 2019-05-28 14:22:22 +02:00
676e1e7b26 DRW: Remove some usage of DRW_viewport_matrix_get 2019-05-22 13:29:04 +02:00
be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
0d8ab0eac6 DRW: Remove ModelViewMatrix Usage 2019-05-10 12:14:41 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
d0fb0d0a9d Fix T60170: Eevee: smoke color does not apply permanently
This was because color is not present in the density texture if there is
only one constant color. Adding it as a uniform.
2019-03-13 23:15:11 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
6e40e3489f Add global control over disabling high-resolution smoke draw
Can be found in the viewport's simplify panel, allows to easily
disable high-res display for all the smokes in the scene.
2019-02-15 17:55:24 +01:00
14c00cda39 Cleanup: More obvious name for the flag
Not sure what BIG is, it is HIGH RESOLUTION.
2019-02-15 17:29:01 +01:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
543ddbe6bf Cleanup: warnings (clang) 2018-12-30 15:15:05 +11:00
647a798076 Workbench: Volume: Fix slice display opacity 2018-11-13 11:22:29 +01:00
6ba7345ca5 Workbench: Volumes: Fix volumetrics step length calculation
Step size is now one voxel diagonal.
Fix T57678 Culling of smoke depending on view direction
2018-11-12 21:15:58 +01:00
3eb7928406 Workbench: Volumes: Fix volumetrics rendering twices 2018-11-12 21:12:34 +01:00
84ad9b102e Workbench: Add cubic filtering for smoke simulation
The option is per domain and only affects the solid / xray / wireframe view.

Eevee is not yet supported.
2018-11-07 13:25:28 +01:00
b23c68a937 Workbench: Improve volume render by removing noise using temporal AA 2018-11-07 00:19:14 +01:00
8af53dbeab Workbench: Fix volumetric blending leading to corrupted render results
Use simpler premultiplied blending.
2018-11-07 00:19:14 +01:00
9cf01d35be Workbench: Smoke: Add support for Color Mappping for smoke debugging 2018-10-09 12:12:38 +02:00
e5c7c21630 Workbench: Smoke: Port back Flame display
The appearance is a bit different than 2.79 where the flame was just added
on top of the smoke without correct blending.

Now it's much more realistic and using volumetric integration. You can see
the smoke actually masking the flame.

The other difference is that the flame color was not using proper color
managed blending. Now with the use of filmic it shows bright yellow.
This could be adjusted and displayed as a user parameter in the future.
2018-10-08 17:20:09 +02:00
eea22dd5ef Workbench: Smoke: Fix display
Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
2018-10-08 17:20:09 +02:00
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00