Commit Graph

398 Commits

Author SHA1 Message Date
5290882bd5 Workbench: Xray: Fix hairs with matcaps. 2018-06-10 20:28:04 +02:00
20b0194cd3 Workbench: Xray: Make dithered depth dependant on alpha.
The range is 0.25 to 0.75 opacity when the Xray opacity is between 0.0 to 1.0.

This is to avoid loosing completely the sense of occlusion when having no
other solid drawing than the wireframe and loosing the transparency when
xray alpha is at 1.0.

Also replace Bayer (checkerboard) method by interlieved gradient noise to
minimize the chance to loose an occluded line completely.

Other noise function could be tested in the future.
2018-06-10 20:06:26 +02:00
e321fc4a7c Workbench: Xray: Make nearest surfaces more clear
By using equation 7 from the paper, we make the surfaces nearest to the
viewpoint appear more "opaque". This gives better sense of ordering than
the previous weighting function that was really not doing anything.
2018-06-10 20:06:26 +02:00
15862e1990 Workbench: Xray: Lower hairs opacity
Since hairs are very likely to owerflow the weight buffer, we divide their
alpha value by 3.

This might become a particle system setting if needed.
2018-06-10 20:06:26 +02:00
95894421cb Workbench: Xray: Optimize and fix implementation.
There was a method explained in the Weighted Blended Order-Independent
Transparency paper to support hardware that does not support per render
target blending function.

So now only 2 geometry passes are required instead of 3 (one being the
outline/depth fill pass).

This also fix how the blending is done. There was some premult confusion
in the implementation.
2018-06-10 20:06:26 +02:00
8314be7c89 Fix T55423: GLSL compilation error Flat + XRay 2018-06-10 11:51:07 +02:00
dd67d703a7 Workbench: Fix material compilation. 2018-06-09 21:11:03 +02:00
3bbef95747 Workbench: Fix xray normal not being normalized. 2018-06-09 12:44:56 +02:00
337aab59e9 Workbench: Matcaps: Fix matcap under perspective.
This fixes the problem that matcaps have when using a very larg FOV in
perspective view.

This was because it was stupidly using the normal direction which can not
aligned with the view vector under perspective.

So to workaround this problem we don't use the normal as is, but compute
how much it's facing the camera.

This changes how matcaps looks in perspective because they now always use
the full range of the matcap (which is expected).
2018-06-09 12:44:56 +02:00
a1b42b79b3 Workbench: Fix incident vector calculation.
This fixes specular in perspective view.
2018-06-09 12:44:56 +02:00
cbbf8bbbb4 Workbench: XFlip Matcap per 3D View
Note: Icons are not yet updated.
2018-06-08 16:13:49 +02:00
f504306671 Workbench: Default specular settings when no materials are used 2018-06-08 15:07:30 +02:00
72cfd5134b Draw: Use proper continue when psys is disabled 2018-06-07 11:31:56 +02:00
7fb216d800 Workbench: respect the duplication visibility flag 2018-06-07 09:26:06 +02:00
ba80d8440f Cleanup: style 2018-06-06 22:17:06 +02:00
f1fd5ed74f T55333 Workbench: Cavity Shader
A cavity shader based on SSAO. Works on all workbench deferred passes.

Per 3d viewport the cavity shader options can be set as different
shading needed different options. Some global options are in the
Viewport Display of the scene like num samples and distance.

Experimental: Naming of Ridges and Valleys
2018-06-06 14:51:18 +02:00
14251d4615 Workbench: Speed up fo scene with many duplis
The ObjectID pass was generating per material per dupli a specific
number for the outline what results in a GPU context switch. In spring scene
01-050 a scene with many trees (duplis) generated 28000 GPU materials.

Now only new materials are created when objectid pass is enabled. Also
added a hard limit to the number of objects for the objectid pass (255)
Basically the outline between objects will not be drawn, but it will be
very hard to detect them also.

Also fixed for XRay mode.
2018-06-06 08:50:12 +02:00
3c9e2e82fa Cleanup: style 2018-06-05 21:32:49 +02:00
a3815f8777 Workbench: Matcaps T55291
- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode

As the old matcaps are still in used by the clay engine I didn't remove
it yet.
2018-06-05 11:38:33 +02:00
101c277e3d Workbench: Shadows: Fix cap being clipped by far plane.
This was the last remaining problem with shadow volumes (that I know of).

Only extrude until we hit the far plane.
2018-06-04 17:33:34 +02:00
e47e60a9b9 Workbench: Shadows: Fix the remaining fail case.
Non-manifold geom was producing inverted result when the camera was inside
the shadow volume.

When rendering non manifold geometry with the depth fail method, we need to
emit the cap as if it was the same geometry with a virtual thickness.

Another way to view it is to imagine having a set of non-manifold geometry
all facing the light.

So for every tri we emit a front cap oriented toward the light and the
back cap pointing away from it (whatever the actual orientation of the tri).

Extrusion pass stay the same as the depth pass method (double the increment
if it's a manifold edge).
2018-06-04 15:15:00 +02:00
4c4eb1ce20 Workbench: Fix memleaks. 2018-06-03 15:26:53 +02:00
32c5972653 Workbench: Rework hair support.
Now hairs are shaded properly in workbench and support texturing.

I also added a 10% random normal direction per hair to have a bit more
variation in the shading. This is hardcoded for now.
2018-06-03 12:36:03 +02:00
297bf7235b Cleanup: whitespace 2018-06-01 18:10:43 +02:00
e4a727626e X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
2018-06-01 17:15:35 +02:00
9e09900a30 Fix wrong colors for workbench World Background option. 2018-06-01 17:14:06 +02:00
0c18024a8d Fix error 2018-06-01 12:04:24 +02:00
c771bbc27e Code cleanup: Compiler warning 2018-06-01 12:01:31 +02:00
e8142ad7dc Cleanup: quiet warnings 2018-06-01 11:49:10 +02:00
c450966e95 Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
2018-06-01 11:01:55 +02:00
63785a889c 3D View: support world background color 2018-06-01 08:16:24 +02:00
fbd614f1fa Workbench: Highlights
Made the highlights darker (using the defaults of blender 2.7
- sharpness = 50
- spec color = 0.025 (I bumped it to 0.1)
- added a log2 to the frontal camera light to reveal more details of the
mesh
2018-05-30 22:19:10 +02:00
f5f25b843e Removed Object color from workbench. Added Highlights to FLAT shading. 2018-05-30 20:34:29 +02:00
1f693aefca Cleanup: style/whitespace
Also use 'uint'.
2018-05-30 19:49:33 +02:00
375c1eab65 Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
2018-05-30 15:33:05 +02:00
acaf46db0e Workbench: Specular Highlights
Added specular highlights for:
 - Solid studio shading
 - Texture studio shading
2018-05-30 14:42:07 +02:00
eb2491363a Cleanup: fix some harmless compiler warnings. 2018-05-28 23:27:40 +02:00
2f56bf3535 Workbench: Fix uninitialized variable usage. 2018-05-28 12:27:50 -03:00
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
aefc793a81 Workbench: Shadow: Refine camera in shadow test.
Test if all nearplane points are not in front of the shadow BBox.
2018-05-27 00:15:47 +02:00
60ddea7758 Workbench: Shadows: Add frustum check and camera occlusion test.
If the object is manifold and the camera is in the shadow side, we can
use the depth fail method to fix the inverted shadow glitch.

Unfortunately this does not really work for non-manifold.

Implementation details:
We try to be as efficient as we can, we precompute camera near plane
projected into 2D shadow space so we can test for intersection with the
shadow boundbox easily.

As the intersection test is done in 2D it's pretty fast.
Unfortunately, this means the shadow bounds are all aligned to the same
space and are not the smallest bound we could extract.
2018-05-26 23:31:17 +02:00
c883f09fa8 Workbench: Codestyle 2018-05-26 23:24:11 +02:00
975eac0b07 Workbench: Shadow: Add shader variant for manifold case.
Totally Manifold objects only require a single increment/decrement of the
stencil value. This result in less geometry generated and less overdraw.
2018-05-26 23:21:33 +02:00
0c9974c8cd Workbench: Shadow: Use depth fail method for manifold objects.
Since this method have no failure case for manifold objects, use it.
2018-05-26 23:01:30 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
2a6e4f7157 Cleanup: style 2018-05-25 09:45:04 +02:00
7762522ecd Workbench: define to enable/disable revealage buffer. 2018-05-24 09:28:29 +02:00
e561eef3ff Workbench: Revealage buffer 2018-05-24 09:28:29 +02:00
6afccf6348 Workbench: Checkboard pattern for supporting objects 2018-05-23 15:22:51 +02:00
858e8f453d Workbench: When in see through mode, only render depth of active object
in EDIT MODE
2018-05-23 12:30:42 +02:00