Commit Graph

162 Commits

Author SHA1 Message Date
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
3da5b03b8a Eevee: Fix crash when using refraction with alpha clip blend mode 2018-09-17 14:46:22 +02:00
b8fc6317c7 Eevee: Remove per material SSS toggle
This is because we can now optimize the use of SSS on shaders based on
socket input values.
2018-08-08 21:27:33 +02:00
cac43e1765 Eevee: Use "constant folding" for the principle shader
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.

This also revisit the transmission parameter behaviour to make it closer to
cycles.
2018-08-08 21:27:26 +02:00
82352565b7 Eevee: Remove some of the non-necessary uniforms
The remaining ones are from the attributes linear/srgb switches and from
nodes that should be pruned before running their _gpu function.
2018-08-08 21:26:49 +02:00
fa0f938b11 Eevee: Fix assert with hair drawing
This remove unused clip_block when not needed and the useless ubo bind that
were put there for the sake of not crashing.
2018-08-03 09:49:31 +02:00
3578212e46 Eevee: Fix missing UBO binds.
Some of them are unecessary and should be removed from the shader instead.

But for now we need a quick fix for the crashes happening on some platforms.

See T55475.
2018-08-02 18:33:49 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +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
c90a0d5dda DRW: Add new features from lightcache branch
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
  when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
  pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
  with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
  demand).
- Add union to access DRWMatrixState members more easily.
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
12bd80fefd Eevee: Fix wrong depth test in main shading pass. 2018-06-23 21:26:21 +02:00
a67cc72232 MetaBall support for Workbench + EEVEE
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
2018-06-11 11:52:41 +02:00
147eef9741 Eevee: Improve compilation time (reduce branching).
This patch reduce the branching in the lamp loop, improving compilation time
noticeably (2372ms to 1785ms for the default shader).

This should not change the appearance of the shader.

Performance impact is negligeable.
2018-06-09 21:11:03 +02:00
f25e459f8f DRW: Make the Procedural hair update part of the drawmanager.
Instead of relying on the engine integration which is redundant.
2018-06-02 21:16:40 +02:00
98e4d548a1 Eevee: Hair: Make SSR works with hairs. 2018-06-02 21:16:40 +02:00
119423b252 Eevee: Cleanup unused Ghash 2018-06-02 21:16:40 +02:00
8ace49dedc Eevee: Add shadow support for hairs. 2018-06-02 21:16:40 +02:00
1de73fc6c3 Eevee: Hair: Make hairs visible even if the show emitter option is disabled. 2018-06-02 21:16:40 +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
10f6450ef2 Eevee: Add support for new Hair geometry system.
This now can shade actual poly strips that mimics cylinders.
This makes hair coverage exact compared to the line method and result in
smoother fading hair.

This does make the sampling a bit more exact but needs more samples to
converge properly.
2018-05-30 12:25:20 +02:00
d5889f57ae EEVEE: LookDev fadeout to the world horizon color 2018-05-29 16:22:53 +02:00
a0b08e7b66 EEVEE: LookDev use_scene_light draw option
Scene lights are rendered when
 - v3d is not available
 - or shading type is other then OB_MATERIAL
 - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-29 11:01:25 +02:00
69d3a08557 EEVEE: lookdev default materials 2018-05-28 19:35:08 +02:00
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
e83cee73eb Draw manager: Pass object to hair batch cache
Currently unused, but is required for an upcoming work.
2018-05-15 17:20:02 +02:00
361bc2bc50 Particle edit: Make visibility check to be per-particle system
This way we can see other particle systems while combing another one.
2018-05-15 17:20:02 +02:00
327789eaf8 Draw manager: Add utility function to check whether particle systems are to be drawn 2018-05-11 12:49:25 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
2d5fe40601 Eevee: Cleanup, use NULL instead of static matrix
Those are the same thing now. So no need to keep initializing matrix
over and over.
2018-05-09 16:42:15 +02:00
cb747302dc Correct previous commit 2018-05-09 16:38:38 +02:00
734a232b39 Eevee: Cleanup, reduce indentation level 2018-05-09 16:36:09 +02:00
b029cc5d74 Eevee: Hair: Fix wrong color when shader is compiling. 2018-05-07 13:08:21 +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
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
a2b05accea Eevee: Fix vertex color being in srgb space.
Now they are properly converted to Linear space before interpolation.

Since the only way to get vertex color in eevee and cycles is via the
attribute node with the CD_AUTO_FROM_NAME flag, we have to know at binding
time which type of buffer will be connected to this auto input.

We store this information inside the batch cache (together with the according
uniform name) and pass it as uniform to the shader which does conversion if
needed. The same shader can then be reused to draw another mesh with
different auto layers configuration.
2018-05-02 16:45:08 +02:00
20c1edf592 Eevee: Shadows: Only tag as shadow caster if a shadow is cast.
This leads to great improvement if the scene have moving objects without
shadows (shadows disabled in the material panel).
2018-05-01 19:39:18 +02:00
01a720fc9f Eevee: Fix crash when using visibility groups with dupli objects. 2018-05-01 17:59:40 +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
15bfa175f8 EEVEE: LightProbe: Implement Visibility Group.
Works on every probe type.

The function to see is EEVEE_lightprobes_obj_visibility_cb.

Set pinfo->vis_data.cached to true makes the computation faster for multiple
views using the same group.

We could even sort the probes by group for that mater to speed things up
even more (only applies to dynamic probes like the planar reflections because
other probes are only rendered one at a time).
2018-04-24 12:48:43 +02:00
9c274b0d52 Eevee: Contact Shadows: Fix blue noise correlation. 2018-04-20 18:29:33 +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
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
53f8c47c49 Eevee: Add warning comment about ubo/texture persistence.
More info on bindings persistence here :
8a692da7f81d8b0798f4aeebaa4a1123693fc279
2018-03-16 08:50:31 +01:00
0f1d7a5796 Eevee: Render: Fix softlock if rendering before lazy shader compil ends.
Calling the rendering operator seems to kill any other WM_job running, leaving
uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update
looping indefinitely (all_materials_updated remaining to false).

To fix this, we resume compilation for materials that are in this state.
Cancelling Render before all material compilation could make certain material
remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-13 03:58:00 +01:00
4f55ee5a3c Eevee: Add new clipping UBO.
This fixes problems with the planar reflections.
2018-03-10 02:18:25 +01:00