Commit Graph

69 Commits

Author SHA1 Message Date
651ea84471 Clay: Improve loading time.
Only compile hair shader if we need it.
2018-04-08 18:31:50 +02:00
205fe8afd7 Clay: Remove warning. 2018-03-28 11:33:23 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
2cfcffb057 Clay: Small cleanup.
Use persistent binds for the texture and UBOs.
Remove use of stencil.
2018-03-16 08:50:31 +01:00
5c30121b8c Clay: Add FXAA.
I tried to use real multisampling but the main problem is the outline detection that needs to have matching depth samples.

So adding FXAA instead. Always on for now, may add a parameter for it later.

One thing to note is that we need to copy the final output once again to the main color buffer because we cannot swap the dtxl textures (they can be referenced elsewhere like GPUOffscreen).

We could improve upon this and add TAA on top if viewport is still.
2018-03-14 14:55:36 +01:00
b4209b138f Clay: Refactor: Port clay to a deferred pipeline.
This means that rendering clay with AO only needs 1 geometry pass.
Thus greatly improving performance of poly heavy scene.

This also fix a self shadow issue in the AO, making low sample count
way better.

We also do not need to blit the depth anymore since we
are doing a fullscreen shading pass.

The constant cost of running the a deferred shading pass is negligeable.
This include quite a bit of code cleanup inside clay_engine.c.

The deferred pipeline is only enabled if at least one material needs it.
Multisampling is not supported yet.

Small hacks when doing deferred:
- We invert the normal before encoding it for precision.
- We put the facing direction into the sign of the mat_id.
- We dither the normal to fight the low bitdepth artifacts of the normal
  buffer (which is 8bits per channel to reduce bandwidth usage).
2018-03-14 12:41:00 +01:00
dee2efb968 Clay: Make use of optimized DRW_shgroup_call_object_add. 2018-03-01 03:53:25 +01:00
dacc6d4b02 Object Mode: remove Scene.obedit in draw manager
Part of larger change to remove this variable entirely.
2018-02-13 18:15:47 +11:00
25c8b5046f Clay: Small refactoring of matcap_colors and put ubos into sldata.
Ubos needed to be free correctly.
Also the matcap colors are statics and does not need to be uploaded each drawcall.
2018-02-07 19:15:55 +01:00
28dfc47cf0 Object Mode: Add to EvaluationContext & DRWContextState 2018-02-06 18:03:28 +11:00
b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00
bdfd9a11e8 Clay: Performance: Disable AO codepath if not necessary.
This optimisation only works if no material in the scene require the AO pass.
For this either set the AO distance to 0 or both Cavity and Edges factors to 0.

This double the performance of scenes with very high triangle count.
2018-01-21 23:16:59 +01:00
8ed0161aa7 Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center.
This might be a bit heavier but it's worth it.
2018-01-18 21:52:36 +01:00
Dalai Felinto
b89f2276e5 Implement duplicator viewport/render visibility options
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.

An object that is a particle emitter is also considered a duplicator.

Many thanks for the reviewers for the extense feedback.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D2966
2017-12-21 13:43:24 -02:00
5a814e83e8 Clay engine: Cleanup, use lower case prefix for private functions 2017-11-29 12:26:59 +01:00
dc4c9de91a Draw manager: Cleanup, naming
Similar to previous commit in Eevee.
2017-11-29 11:01:08 +01:00
73aac1b919 Draw manager: Cleanup, indentation in preprocessor 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
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
8af3f531b1 Cleanup: BLI headers first
Also move descriptions into doxy header
2017-11-20 14:29:50 +11:00
bc648af4e1 Fix Opengl Error with glBlitFramebuffer
This was caused by 93936b8643

From GL spec :
GL_INVALID_OPERATION is generated if mask contains GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT and the source and destination depth and stencil formats do not match.

So blitting framebuffer with depth or stencil require the SAME FORMAT.
2017-11-14 20:49:33 +01:00
f30a2a7862 GPUFramebuffer: Add possibility to blit stencil buffer. 2017-11-11 16:23:55 +01:00
b96c70f9b2 BLI_rand : Make use of BLI_halton and BLI_hammersley 2017-09-26 21:38:23 +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
d126ffbea4 DRW: Use static list (array) of texture/ubo to track bound textures/ubos.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
2017-09-11 23:15:29 +02:00
8e36089e41 Eevee: LUT generation.
We generate a 3D lut to precompute the btdf intensity.
I decided to use a 64*64*16 (N dot V, ior, roughness) because the btdf varies less with roughness than with IOR.
We also remap the ior to better use the space in the LUT.
2017-08-10 15:43:47 +02:00
7fd4ad448c Clay Engine: Fix blue noise warning when compiling without clay. 2017-07-19 18:17:56 +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
cbbfacdac0 Hair UV implementation for Eevee
This implements UV support for Eevee hair, enabling the usage of
textures.
2017-06-26 12:17:18 +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
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
Dalai Felinto
f35df9a25a Draw Manager: stop using stack memory!
We still do it a few times, but that helps already. Related to T51718.

Note that it also reinforces the idea that any geometry datablock will
have a generated copy-on-write Mesh provided by Depsgraph.
2017-06-09 16:39:36 +02:00
Dalai Felinto
7f01329a84 Small cleanup: Use ELEM and wrong identation 2017-06-06 18:57:47 +02:00
c838dd9de6 Clay Engine: Improve sampling of SSAO
Replace completly random noise by Blue noisen, giving a better aspect.
Also randomize the distance in the sample direction to cover the whole distance even with 1 sample. Using another blue noise for this.
Replace spiral samples (that had tendency to align if the number of samples was near the chosen constant) with Hammersley samples that have good coverage even for low number of samples.
Use a UBO instead of Texture (a bit less latency) making things a tiny bit faster.
Move the noise data to the SceneLayerData, because each render layer can have a different sample count.
2017-06-04 23:11:48 +02:00
f75ca733ed Fix indentation in clay_engine.c 2017-05-26 12:55:50 +02:00
b5426b50fb Rename/move particle shaders 2017-05-23 14:20:10 +02:00
cedebeb5de Minor cleanup of previous hair commits 2017-05-22 16:42:08 +02:00
02cc4d8cec Cleanup: line length 2017-05-22 16:25:27 +10:00
985574c010 Move particle drawing to object mode 2017-05-19 19:18:34 +02:00
42804d49b5 Implement particle drawing with draw manager
This still has a couple of issues:
* Instancing is not working when multiple particle systems use the same
primitive. Only the last particle system to be drawn with a particular
primitive shows up.

* Because of colors being passed as uniforms with static variables, the
color of the collection of the last object to be evauluated is used for
all particles being displayed.

Also, note that while this is being drawn in the clay engine, this might
be moved to the object mode later intead.

Part of T51378
2017-05-19 17:23:19 +02:00
Dalai Felinto
3af8f52752 Fix crash when changing Clay "Edge Strength"
This was introduced by a removed line in
rB0eb32ab22809d9c0c41bfff5082f58b1a7aa9965

If we want to change the value to a differen default, it should be done
in a separated commit.
2017-05-19 15:50:30 +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
3900b7b1e7 Cleanup: simplify material checks w/ clay engine
Instead of manipulating args when checking for duplicates,
just convert the material and memcmp.
2017-05-18 13:06:51 +10:00
4047715af3 Cleanup: use pre-defined STRINGIFY macro 2017-05-18 11:22:24 +10:00
e074ac65a6 DWM: don't use engine drawing for paint modes
Also only use sculpt-mode drawing with the active object.
2017-05-17 17:06:55 +10:00
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
95547bd750 Minor cleanup in clay_engine.c 2017-05-16 16:43:48 +02:00