Commit Graph

301 Commits

Author SHA1 Message Date
69d33ecdec Eevee: Stop depsgraph update callback form allocating unneeded memory 2017-11-29 11:07:52 +01:00
dc4c9de91a Draw manager: Cleanup, naming
Similar to previous commit in Eevee.
2017-11-29 11:01:08 +01:00
a6b6689c0a Draw manager: Listen to depsgraph's ID update callbacks
This replaces dedicated flag which wasn't clean who sets it and who clears it,
and which was also trying to re-implement existing functionality in a way.

Flushing is not currently very efficient but there are ways to speed this up
a lot, but needs more investigation.
2017-11-29 11:01:08 +01:00
178ea1f798 Cleanup, naming of engine type variable 2017-11-28 15:06:32 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
b5eeec715e Cleanup: remove BLI_blenlib from ghash header
This causes source files to depend on ghash header
for BLI_string/rect/listbase.

Also quiet warnings.
2017-11-14 17:08:34 +11:00
89e9f6ea79 DRW: Better stencil support.
A stencil mask is now assigned to each shading group and the stencil test is defined like the depth test via the DRW_STATE_* defines.
2017-11-13 23:33:06 +01:00
f30a2a7862 GPUFramebuffer: Add possibility to blit stencil buffer. 2017-11-11 16:23:55 +01:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
9d77b5d591 Eevee: Remove uses of DRW_shgroup_call_dynamic_add_empty in shadows and probe rendering.
This was adding an unecessary high number of DRWCall per objects.
2017-11-06 17:43:14 +01:00
66d8f82b83 Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.

See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.

On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27 22:49:15 +02:00
1c0c63ce5b DRW: Add 3D texture support. 2017-10-27 22:49:15 +02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
00955d8d7a DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.

This adds another Multisample Framebuffer and textures (so even more memory required).

It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.

We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-25 20:14:42 +02:00
fc42063d1e Eevee: Fix wrong shadow Orco mapping. 2017-09-12 15:06:07 +02:00
417581636f Eevee: Fix T52486
For that introduce an update function for textures.
2017-08-22 10:22:11 +02:00
5bfa3cf6e9 DRW: Revamp the performance debugging tool.
Old performance debug was doing queries for every frame even if not debugging perf.
Also, it did not record when a pass was draw multiple time, leading to incorect measurement.

New module also allows to group the timers to limit infos displayed.

Also fix the background CPU draw timer.
2017-07-27 14:51:44 +02:00
065cd6e4e4 Remove unused function
It wasn't really correct from the copy-on-write point of view anyway,
so better not to have potentially really dangerous function.
2017-07-13 15:23:37 +02:00
5fe2423ed5 Use explicit scene_layer variable name for public API 2017-07-13 12:51:35 +02:00
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
a098d02718 Eevee: Transparency: Add object center Z sorting.
Better algo should take bounding box center, but it's not referenced yet in the draw call and cannot be tweaked by user.
2017-07-11 12:39:35 +02:00
55022884ba DRW: Add shading group state disable.
This is a way to remove some state flag per Shading Group.
2017-07-11 12:39:35 +02:00
9d2ee7998a Draw Manager: Add new blend mode for transmission.
This blend Mode is doing  Source + Destination * Alpha.
2017-07-03 22:08:33 +02:00
Dalai Felinto
1ad0cc6bde Eevee: Hide lightprobe data when using "Only Render" 2017-07-03 16:16:24 +02:00
daf02baaea Add new DRW_draw_pass_subset function
This function allows to draw only a selected range of shading groups.

This is required for some special situations as grease pencil strokes.
2017-06-26 20:42:58 +02:00
06cc5e4994 DrawManager: Add support for writting to depth without depth testing.
Disabling depth test will prevent from writting to depth buffer.
Add DRW_STATE_DEPTH_ALWAYS to always pass the depth test and write to depth.
2017-06-22 18:54:03 +02:00
ed59d03bfc GPUFramebuffer: Add recursive downsampling function.
This special case function enables rendering to a miplevel while using the miplevels above as texture input.
This is needed for some algorithm (i.e. creating a min-max depth pyramid texture).
2017-06-22 03:51:06 +02:00
Dalai Felinto
0ef7ccb4d7 Introduce functions/options to indicate the type of render
We should be able to differentiate between OpenGL render (viewport
render), offline render (F12), and view render (viewport draw).

This allows for us preventing offline render to skip mode drawings, grid, ...
Even OpenGL render can benefit from this forcing a higher quality
anti-alias and sampling than the viewport drawing.

I'm not sure if it's clever to keep the memset(0x00) outside the render
loop function as it is in this patch. An alternative is to just pass the
render "type" as a flag to the render function, and set DST.options
inside it. (I may change this tomorrow, I will wait to hear from
Campbell on that).
2017-06-20 20:07:18 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
9a5cb2e6f8 DrwManager: Add support for Custom Clipping Planes 2017-06-19 10:47:56 +02:00
9a040fa3d4 DrwManager: Add the possibility to invert backfacing.
This is done in order to support planar reflection rendering.
2017-06-19 10:47:56 +02:00
8a10fa1c53 GPUFramebuffer: Add support to attach individual texture layer. 2017-06-19 10:47:56 +02:00
cac851a00e Eevee: Probes: Add data display for cubemaps. 2017-06-15 00:57:16 +02:00
dccf46f18f Eevee: Add Irradiance Grid support
Early implementation. Slow and still has quality
3 ways of storing irradiance:
- Spherical Harmonics: Have problem with directionnal lighting.
- HL2 diffuse cube: Very low resolution but smooth transitions.
- Diffuse cube: High storage requirement.

Also include some name change.
2017-06-15 00:53:41 +02:00
cadb950490 Draw Manager: Add request redraw method.
This is extremly hacky and against notifier design. This must be revisited later.
We might want to mimic external renderer way of requesting redraw.
2017-06-09 01:15:17 +02:00
1ee5d08c95 Draw Manager: Add support for temporary matrix override.
This allow to specify custom matrices for certain specific passes.
2017-06-09 01:15:17 +02:00
c2d81f257f Eevee: Put shadows and probes inside SceneLayerEngineData
This remove the duplication of data for each viewport improving memory usage.
2017-05-30 22:30:16 +02:00
e7fb013a60 Draw Manager: Add SceneLayerEngineData and use callbacks to clear runtime engine data 2017-05-30 22:30:16 +02:00
e104d82376 Object Mode Engine: Fixing the 3D grid 1/2
Do not use the inverse perspective matrix inside the shader to recover world positions.
That leads to severe float imprecision leading to nasty artifacts.

Instead we compute the world view vector for each pixels and do a ray to plane intersection.
We are still getting low precision derivatives when going far away from the origin, and thus artifacts.

This commit also fixes the non-appearing negative Z axis in 3D view.
2017-05-29 15:52:27 +02:00
da9c2607c4 DWM: Add short to float / int uniform function.
Short values are common in DNA, this enables using them directly without storing temporary float somewhere.
2017-05-23 13:59:58 +02:00
dad10ab118 DwM: Support flat-shaded w/ clay & eevee engines
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18 20:43:53 +10:00
2f6bc53874 DWM: Add obact for convenience
Modes often need to check if the object is the active one.
2017-05-17 11:03:09 +10:00
58a810e640 Draw Manager: Add support for instance Batch.
Idea is to specify a batch as source of vbo instance attrib.
2017-05-16 20:30:17 +02:00
90aff807ab Draw Manager: Texture Memory usage improvement.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
2e8cb8d836 Draw Manager: Make use of texture reuse. 2017-05-16 20:30:17 +02:00
e053fade99 Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-15 16:14:18 +02:00
7d12d8956d Sculpt: Move sculpt drawing to engines.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
 - Shaded meshes don't have correct tangents or uvs.
 - Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
 - It only uses the first material slot of the mesh.
2017-05-12 17:54:14 +02:00
3fbafaffa1 Eevee: Add tonemapping using ocio.
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11 16:29:35 +02:00
5ae58f8ab8 DWM: Use draw manager for sculpt PBVH drawing
Add a shader-group type to draw
generated geometry by running a callback.
2017-05-11 21:27:33 +10:00