Commit Graph

728 Commits

Author SHA1 Message Date
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
289f9f42ff Eevee: SSS: Add Quality settings.
Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
2017-11-14 02:17:34 +01:00
f8b1430566 Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.

This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
2017-11-14 00:49:54 +01:00
ab013224ad GPUMaterial : Add sss_data to Closure struct. 2017-11-13 22:09:12 +01:00
f30a2a7862 GPUFramebuffer: Add possibility to blit stencil buffer. 2017-11-11 16:23:55 +01:00
240b8b9679 Cleanup: Use full name for scene_layer in draw 2017-11-09 15:45:21 +01:00
9d77b5d591 Eevee: Remove uses of DRW_shgroup_call_dynamic_add_empty in shadows and probe rendering.
This was adding an unecessary high number of DRWCall per objects.
2017-11-06 17:43:14 +01:00
cf6e45b522 Eevee: Fix Black volumetrics.
Was caused by a division by 0.
2017-11-01 18:48:55 +01:00
cd7e43f29f Eevee: Fix crash when using only 1 viewport sample + volumetrics 2017-11-01 16:50:06 +01:00
a62e79022a Eevee: Fix refraction & alpha blend object disapearing 2017-11-01 16:36:05 +01:00
b7d1621477 Eevee: Remove unecessary planar_minmaxz 2017-11-01 16:19:07 +01:00
40adf486d7 Eevee: Do not allocate minz buffer.
It's not needed for now.
2017-11-01 16:17:33 +01:00
2fbbc8c643 Eevee: SSR: Use max lod on planar reflections. 2017-11-01 01:17:35 +01:00
a5e8618f48 Eevee: Fix Bad AO on opaque refractive geometry. 2017-11-01 01:17:35 +01:00
345ffe3e4d Eevee: Effects: Split each effect in it's own file.
This also:
- make sure to only compile the shader needed by the active effects.
- same thing for the shading groups.
- disable TAA if motion blur is active (avoid infinite refresh).
2017-11-01 01:17:35 +01:00
98cbd4c925 Eevee: Silence warning 2017-11-01 01:17:35 +01:00
1186dec916 Eevee: Volumetric: Fix Sun lamps not working. 2017-10-27 23:28:17 +02:00
bc7c0335dc Eevee: Volumetrics: Support Smoke simulation textures.
It should behave like cycles.

Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
2017-10-27 22:49:15 +02:00
4f7665c844 Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.

To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27 22:49:15 +02:00
23f51a4e43 Eevee: Volumetrics: Request aditional frames when no TAA is enabled. 2017-10-27 22:49:15 +02:00
310f1db7bf Eevee: Volumetrics: Add volumetric support to alpha blended meshes. 2017-10-27 22:49:15 +02:00
66d8f82b83 Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.

See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.

On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27 22:49:15 +02:00
8dab90915f Eevee: Fix T53095: Black cube on start and no material updates
This was caused by a not bound unused texture. Removing the texture usage fixes the problem.
2017-10-25 10:31:58 +02:00
a09b8c08fc Eevee: Contact Shadows: Fix remaining artifacts.
There was noise correlation between the rotation random number and the radius random number used in the contact shadow algo.
Hacking a new distribution from the old distribution (may not be ideal because it's discrepency may be high)
Also distribute samples evenly on the shadow disc. (add sqrt)

Fix the "bias floating shadows", was cause by the discarding of backfacing geom which makes no sense in this case.
2017-10-12 17:36:24 +02:00
d46842108d Eevee: Probe: Add Cubemap Resolution option. 2017-10-11 02:15:42 +02:00
31386afaa1 Eevee: Fix light grid being rendered after delete. 2017-10-11 02:15:42 +02:00
9f3c7c75b7 Eevee: Fix TAA color drifting.
This was caused by small float precision being insuficient. The blue component of R11F_G11F_B10F has lower precision than the other 2 components. This resulted in colors drifting towards a yellowish tone.

Using RGBA16F for the concerned buffer. This double the memory usage of the framebuffers and add subsequent bandwidth usage.
2017-10-11 02:15:42 +02:00
12fa6750f5 Eevee : Add a workaround for bug with AMD RX VEGA Linux + Mesa Driver
This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable.

This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
2017-10-11 02:15:42 +02:00
eb734746a8 Eevee: Fix hashed and alpha clip transparency. 2017-10-11 02:15:42 +02:00
5e6329b2f8 Eevee : SSR : Fix incorrect framebuffer issue.
It was cause by a texture without mipmap levels.
2017-10-11 02:15:42 +02:00
abcda06934 Eevee: Fix bad defines for volumetric shadowing 2017-10-08 18:23:45 +02:00
adfbf276a1 Cleanup: style, duplicate includes 2017-10-07 15:57:14 +11:00
dfcdec914c Eevee: Shadows: Add Contact Shadows
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps.

Theses inherit of the same artifacts as other screenspace methods.
2017-10-06 23:44:22 +02:00
9ab18d14f6 Eevee: Modify the raycast function to be more flexible.
Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range.

This is in order to add contact shadows.
2017-10-06 23:44:22 +02:00
31820d0109 Eevee : Fix T52991 2017-10-04 21:31:47 +02:00
9422db7796 Eevee: Some changes to the Render / Render layers settings panel.
- Separate the Post Processes settings into sub panel.
- Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects.
- Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
2017-10-03 18:30:56 +02:00
2136942916 Eevee : Fix grid black fill. 2017-10-02 22:17:20 +02:00
c548c76804 Eevee : Fix ghosting from probe data when toggling "only render". 2017-10-02 20:02:21 +02:00
5f7192018e Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.
This makes the metals shine more.

Previous behaviour was not correct.
2017-10-02 19:44:44 +02:00
04e4a0db0d Eevee : Probe Grid : Fix Update tagging. 2017-10-02 18:42:18 +02:00
73ab572c0a Eevee : Probe Cubemap : Fix Broken Display data. 2017-10-02 18:42:18 +02:00
21ec254ae2 Eevee : Light Grid : Init grid to black instead of world color.
This was a mistake to use world color because it introduce light bleeding on indoor environement.
2017-10-02 18:42:18 +02:00
3349f25502 Eevee : Add a setting for the number of indirect light bounce.
This is used to tweak the overall spread of the lighting. It is a per renderlayer setting.
2017-10-01 02:19:10 +02:00
cc772e4bca Eevee: LightGrid: Fix progressive rendering. 2017-09-30 19:37:40 +02:00
1054f65a29 Object Mode : Add probes data outlines and selectability
This required some small changes to the data display shaders so that they match the way the object mode renders them.
Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
2017-09-30 19:37:40 +02:00
31be6fccf8 Eevee: Probe Grid: Clear Grid buffers with world diffuse coefs.
This make sure the values displayed by the "show data" sphere are initialized.

Also this make the bounce lighting progress more apparent.
2017-09-28 21:17:57 +02:00
12f650623e Eevee: Probe Grid: Add "progressive rendering"
This gives the user a more rapid preview of what the final result will be.

The grid cells are renderer in a series of powers of two offsets.
2017-09-28 21:16:02 +02:00
fcdc7acd8b Eevee : TAA : Fix conflict with outlines.
The previous view was incorrectly considered valid even if the persp matrix was different. So the history depth was mismatching.
2017-09-27 21:21:39 +02:00
40f5ac4977 Eevee : TAA : Change post process chain to allow more flexibility
This basically do not use hardware blending and do the blending in the shader.
This will allow neighborhood clamping if we ever implement that.
2017-09-27 21:21:39 +02:00
88a3323a47 Eevee: Use fmod instead of floor. 2017-09-27 21:21:39 +02:00