Commit Graph

107 Commits

Author SHA1 Message Date
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
a01fe76ded Eevee: Fix assert when using transparent shadows
Was missing some UBO bindings.
2018-09-10 18:05:11 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
d5f048f883 Eevee: Add debug visual for Cascaded Shadow Maps 2018-07-16 20:08:09 +02:00
1f69ffd35b Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
2018-07-16 20:08:09 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
39678442e1 Cleanup: typos 2018-07-03 09:22:02 +02:00
851829c1fb Eevee: Improve load time.
Only generate shadow store shaders on demand and create a simpler shader
for small blur radius.
2018-06-05 21:02:57 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
3b0475bc64 Eevee: Shadows: Don't allocate more CSM layer than we need. 2018-05-04 19:24:13 +02:00
3f6fac91ff Eevee: Fix Cascaded shadow map calculation.
The first one was done correctly but the second was wrong due to the matrix
being overwritten.
2018-05-04 19:09:12 +02:00
39050f6eee Eevee: Shadows: Compute Octahedron size from CubeMap size.
This was the otherway around before. But since we can have a different size*
for cube texture now, we can compute the correct-ish texture size.

This will give us on average the same texture appearance when we will add
support for real cubemap shadows.
2018-05-04 16:22:23 +02:00
e6ce78895d Eevee: Cap Shadow resolution to 4096px^2.
As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.

So limiting to 4096 for now, we may remove this limit in the future.
2018-05-04 16:22:23 +02:00
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
a06b0d29aa Eevee: Shadows: Perf: Do not update shadows that are not inside the view. 2018-05-03 16:08:14 +02:00
1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
Dalai Felinto
08e4808318 Fix EEVEE lamps with shadows by default but wrong UI
Reported on T54788: Actually this was what BI was doing as well.
But anyways fixed for good now.

That includes a subversion bump.
2018-04-24 12:25:41 +02:00
61a22262d1 Eevee: Cleanup remaining shadow geometry references. 2018-04-15 22:23:51 +02:00
d8d1f637b1 Eevee: Shadows: Transition to individual face rendering.
This gets rid of the need of a geom shader and instancing.

Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.

But even then, we could optimize the culling and minimize the overhead.
2018-04-15 22:23:51 +02:00
47cfdb3c0c Eevee: Reduce loading time.
Only compile the needed shadow shaders to reduce the startup time.

Theses shaders is taking forever to compile on intel (~5s each).
2018-04-08 15:57:24 +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
70fa15d1b8 Eevee: Save and reset matrixstate for probe rendering. 2018-03-08 00:09:04 +01:00
d5ecadd643 Eevee: Fix Cascaded shadowmap setup.
It was getting the wrong matrice because of the point light override.
2018-03-06 16:45:23 +01:00
c43d51c1c2 Eevee: Make use of culling when rendering the shadowmaps. 2018-03-02 18:35:59 +01:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
c17042bc6d Eevee: Fix prev_persmat being used by multiple viewport. 2018-02-26 20:08:48 +01:00
b795f5eb7a Eevee: Cleanup cascaded shadowmap code. 2018-02-25 17:55:49 +01:00
b8b8669b28 Cleanup: style, warning 2018-02-15 18:03:55 +11:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.

This is in prevision of the VAO manager patch.
2018-02-14 18:59:42 +01:00
Dalai Felinto
6743308e59 Fix Eevee error message
That said, this should be informed to the user, not printed in the console.
2018-01-25 10:59:41 -02:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
03e432bcdb Eevee: Implement Sun area lighting and few fixes/opti.
Sun is treated as a unit distant disk like in cycles.

Opti: Since computing the diffuse contribution via LTC is the same as not using the Linear Transformation, we can bypass most of the LTC code.
This replaces the sphere analytical diffuse computation as it gives a more pleasing result very close to cycles' AND cheaper.

Lights power have been retweaked to be coherent with cycles (except sun lamp with large radius where cycles has a non-uniform light distribution).
2018-01-18 21:52:36 +01:00
0142264508 Eevee: Lamps: Optimize lamps CPU/Memory usage.
Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms)
With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms.

This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters.
The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation).

We replaced the linked list system used to track shadow casters by a huge bitflag.
We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly.

Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection.

We use a double buffer system for the shadow casters arrays to detect deleted shadow casters.
Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking.
This needs further investigation.
2018-01-11 16:50:54 +01:00
9135530f79 Eevee: Support for dupli lamps without shadows. 2018-01-09 18:01:56 +01:00
e168e0f46f Eevee: Cleanup, avoid too much nested indentation
Just do early `continue`, makes code easier to follow than fewzillion of nested
checks and loops and everything.
2017-11-29 12:00:03 +01:00
6b9999e3fc Eevee: Cleanup, naming
For functions which will allocate requested data if it does not exist yet
"_ensure" is to be used instead of "_get". "_get" functions should return
NULL in cases when requested data does not exist yet.
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
6208ce2e0a Eevee: Set engine data needs update to false when everything is up to date
Currently this shouldn't cause any differences, but is required for the upcoming
changes in informing draw engines about changes.
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
846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
14e5711d69 Cleanup: line length, right shift 2017-11-20 14:29:50 +11:00