Commit Graph

5101 Commits

Author SHA1 Message Date
18dca6911b Cleanup: 2021-04-08 13:19:02 -03:00
dbb4d51971 Fix previous commit: wrong is_mesh_verts_only check 2021-04-08 13:12:43 -03:00
Germano Cavalcante
3d6798962c Fix T86762: Inconsistent show of result of modifier Screw in edit mode
To check if an "is_mesh_verts_only" mesh, the overlay engine checks if the
mesh has no "totedge" and has "totvert".

However, sometimes this engine can check the wrong mesh since editmesh
works on `embm->mesh_eval_final`.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10917
2021-04-08 13:07:47 -03:00
5c4d24e1fd EEVEE: Ensure Reflection: Use new implementation
Use same implementation as Cycles. Is also a bit faster.

Should also fix T86578 at the same time.
2021-04-08 17:09:59 +02:00
cf2baa585c Fix T81707: Spline IK Joints "Floating" above curve
The issue was that where_on_path uses a resampled curve to get the data
from the curve. This leads to disconnects between the curve the user
sees and the evaluated location data.

To fix this we simply use the actual curve data the user can see.

The older code needed a cleanup either way as there were hacks in other
parts of the code trying to work around some brokenness. This is now
fixed and we no longer need to clamp the evaluation range to 0-1 or make
helper functions to make it do what we actually want.

Reviewed By: Campbell, Sybren

Differential Revision: http://developer.blender.org/D10898
2021-04-08 15:52:33 +02:00
fa9b05149c Fix T84520: Make the different weight paint code paths exclusive to each other
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.

Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.

Reviewed By: Sybren

Differential Revision: http://developer.blender.org/D10426
2021-04-02 14:44:26 +02:00
1425411249 Cleanup/Refactor: Unify functions that redraw the depth buffer
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.

This new function replaces `ED_view3d_autodist_init`.

Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.

Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.

Differential revision: https://developer.blender.org/D10678
2021-03-30 16:23:58 -03:00
Scott Wilson
74d5a93b2b Armature: Add Display Axis Offset
Display the bone axes at the head (root) of the bone by default, instead
of the tail (tip), and add a slider so that it's possible to adjust this
position.

Versioning code is in place to ensure existing files behave the same
(axes shown at tail), whereas new Armatures will be using the new
default (axes shown at head).

Reviewed By: #animation_rigging, #user_interface, Severin, Sybren

Differential Revision: https://developer.blender.org/D7685
2021-03-30 11:40:26 +02:00
544b3ab1de Cleanup: clang-format, trailing space
Minor manual tweak to prevent wrapping an array into columns.
2021-03-22 14:25:42 +11:00
6db1fb197c Cleanup: spelling, doxygen comment formatting 2021-03-21 13:18:20 +11:00
9ca67c47a1 Fix T86660 EEVEE: Undefined behaviour in specular_occlusion
Define visibility error to be 1 by default to avoid undefined behaviour.
2021-03-20 22:00:08 +01:00
b96acd0663 EEVEE: Volumetrics: Add back support for light clamp
The new clamping works by modifying the lamp internal radius which
then soften the light contribution.

However this does remove more light compare to the old solution.
This is because the clamp now affects the light over a much larger
distance since it is smoother. Old scene needs manual tweaking.
2021-03-19 21:11:06 +01:00
89ef0da551 EEVEE: Volumetrics: Add support for soft volumetric shadows
Soft surface shadows were already supported but now we support
soft shadows of the volume themselves.

This is only enabled if the light casts shadow and the scene soft
shadows toggle is enabled.
2021-03-19 21:11:06 +01:00
355f884b2f EEVEE: Volumetrics: Add Area light shape support
Previously area lights were just considered as point lights.
We now use a "most representative point" technique that make the
light shape appearant and gives more homogenous result.

This technique is quite cheap but it is not physically correct.

So I came up with a power function to have almost the same intensity
output as cycles in the general case.
2021-03-19 21:11:06 +01:00
0a0f737f91 EEVEE: Volumetrics: Add special attenuation volume for lights
This makes volume lights more efficient if they have lower power.
2021-03-19 21:11:06 +01:00
54f52cac7c EEVEE: Volumetrics: Fix sun volumetric shadow
Sun lights are treated as distant light source and need to gather
shadowing from the full frustum.

This might have performance impact on certain scenes.
2021-03-19 21:11:06 +01:00
884f934a85 EEVEE: Lights: Add Volume and diffuse light power slider
This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.

This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
2021-03-19 21:11:06 +01:00
b1150fa1f5 Fix T86448 EEVEE: SSRefraction Depth regression
Caused by recent change for contact shadow raytracing. rB4e236326c137
2021-03-18 18:07:46 +01:00
aeff59073b Fix T86219: Compositor backdrop not using Color Management View
Transforms in certain cases

This was caused by wrong flag checking in {rB278011e44d43}, which just
seems to be a copy-paste error.

For example, enabeling 'Auto-Offset' in the View menu would lead to CM
being ignored.

Maniphest Tasks: T86219

Differential Revision: https://developer.blender.org/D10751
2021-03-18 09:16:58 +01:00
bb6765f28f Cleanup: spelling 2021-03-18 09:36:44 +11:00
6b6bcbe60c Fix T86612 EEVEE: Wrong AmbientOcclusion on refractive materials
This is because the refractive materials were using the deferred AO
computation instead of tracing their own.
2021-03-16 15:31:04 +01:00
4e236326c1 EEVEE: Contact Shadow: Fix self intersection issues
This was cause by the change of some epsilon values for reflections.

This commit changes the planar reflection tracing to have correct
handling of parallel rays and discard any self intersection with normal
screen raytrace.
2021-03-15 15:52:02 +01:00
098c595e51 Cleanup: EEVEE: Remove unused variable 2021-03-15 15:52:02 +01:00
14863b3d4d Fix T86542: Crash going to UV editing workspace with an instancer that
is hidden from the viewport

Check visibilty (as done in workbench_cache_populate) in
overlay_edit_uv_cache_populate as well.

Maniphest Tasks: T86542

Differential Revision: https://developer.blender.org/D10724
2021-03-15 12:46:21 +01:00
2ca48b9678 Fix T86370: Select color for glow is inverted
The shader was filtering everything but the selected color.
The fix inverts the check to make sure that color is selected.

Reviewed By: fclem

Maniphest Tasks: T86370

Differential Revision: https://developer.blender.org/D10670
2021-03-15 09:51:52 +01:00
8936550269 EEVEE: Specular Occlusion: Avoid overdarkening on smooth surfaces
Accumulate error caused by the low amount of integration slices and
correct it for the low roughness surfaces.

This increases light leak but it is less distracting than dark fringe
everywhere.
2021-03-14 17:19:39 +01:00
1f8d27a191 Cleanup: EEVEE: Replace brightness() by max_v3()
It is more straightforward to understand and is define in common file.
2021-03-13 23:49:31 +01:00
8041b1dd1c Cleanup: EEVEE: Remove unused mipmapping on main color buffer 2021-03-13 23:49:31 +01:00
dcfea4a1e5 Cleanup: EEVEE: Silence warning 2021-03-13 23:13:08 +01:00
e30315ba95 EEVEE: RenderPass: Fix Ambient Occlusion pass
The shader was not using the horizon texture and was trying to
trace the AO again.

Also the depth reconstruction was off because now using the maxzBuffer.
2021-03-13 23:11:53 +01:00
75fc6e3b2b Cleanup: EEVEE: Remove the horizon search layered shader
This shader is of no use now that we the fullres hizbuffer.
2021-03-13 22:51:23 +01:00
00baf875ef EEVEE: Planar reflections: Fix ambient occlusion broken in reflections
Use the maxzbuffer to get the correct depth information.
2021-03-13 22:51:22 +01:00
03490618a2 EEVEE: ScreenSpaceReflections: Avoid outputing NaNs
This happens when the normal is too much deformed to give valid
reflection even after ensure_valid_reflection.

Cycles seems to not handle this case either so we just discard the
rays.
2021-03-13 20:59:20 +01:00
09e77d2c89 Fix T86476 EEVEE: SSS material with variable radius can produce NaNs
Simple divide by 0 error. The input radius was assumed to be safe
but is not when the user can scale it arbitrarly.

This also move the division out of the loop.
2021-03-13 20:59:20 +01:00
165a2da753 EEVEE: Fix wrong sss component being affected by alpha
This fixes NaNs / blown up values when using alpha-hashed transparency
or alpha clip with SSS.
2021-03-13 20:59:20 +01:00
267a9e14f5 EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuse
We now reuse 9 hitpoints from the neighboorhood using a blue noise
sample distribution as mentionned in the reference presentation.

Reusing more rays does however make some area a bit more blury.

The resulting noise is quite lower compared to previous implementation
which was only reusing 4 hits.
2021-03-13 20:59:20 +01:00
b79f209041 EEVEE: ScreenSpaceReflections: Increase depth threshold
This avoids going through geometry when ray have certain angle.
2021-03-13 20:59:20 +01:00
bbc5e26051 EEVEE: ScreenSpaceReflections: Jitter starting texel
This make sure the rays are generated randomly from a fullres
texel center.

This creates more noise but increase the convergence when doing
half res tracing.
2021-03-13 20:59:20 +01:00
ff07a4afb8 EEVEE: Fix split commit 2021-03-13 20:59:20 +01:00
83b7f7dfb7 Cleanup: EEVEE: Remove SSR shader variations 2021-03-13 20:59:20 +01:00
40d579b69f Cleanup: EEVEE: Split effect_ssr.glsl
This split is to make code easier to manage and rename the files to
`effect_reflection_*` to avoid confusion.

Also this cleans up a bit of the branching mess in the trace shader.
2021-03-13 20:59:20 +01:00
6a7f6f2867 Cleanup: EEVEE: Remove hammersley texture and split hammersley code 2021-03-13 20:59:20 +01:00
5fee9dae5d Cleanup: EEVEE: Make bsdf_sampling_lib.glsl more tidy 2021-03-13 20:59:20 +01:00
5b91a52944 Cleanup: spelling 2021-03-12 00:51:29 +11:00
4cd9a1164b EEVEE: ScreenSpaceReflections: Improve minimal hit threshold
This makes the hit delta threshold dependant on the ray angle.
If the ray is more aligned with the view, its intersection
threshold gets bigger to avoid going through geometry.

This improves reflections and fix T86448 refraction issue.
2021-03-10 17:57:09 +01:00
352385d109 Cleanup: EEVEE: Remove unused function and fix comment 2021-03-10 17:57:09 +01:00
5ab2252a66 Fix T86429 EEVEE: Ambient occlusion broken on some platform
This was cause by a division by 0 if the ray direction had no
depth difference. Adding a small epsilon fix the issue.
2021-03-10 17:57:09 +01:00
56bf4f3fb3 EEVEE: ScreenSpaceReflections: Add back support for planar reflections
We now have a new buffer to output reflection depth. This buffer is
only usefull for non planar SSR but we use it to tag the planar rays.

This also touch the raytrace algo for planars to avoid degenerate
lines on vert sharp reflections.
2021-03-10 17:57:09 +01:00
793335f3e2 Cleanup: EEVEE: Use correct prefix for view space vectors 2021-03-10 17:57:09 +01:00
d89fb77d89 EEVEE: GGX: Use distribution of visible normal for sampling
This changes the sampling routine to use the method described in
"A Simpler and Exact Sampling Routine for the GGXDistribution of Visible Normals"
by Eric Heitz.
http://jcgt.org/published/0007/04/01/slides.pdf

This avoids generating bad rays and thus improve noise level in screen-
space reflections / refraction.
2021-03-10 17:57:09 +01:00