Commit Graph

1405 Commits

Author SHA1 Message Date
832f7a6648 Merge branch 'master' into blender2.8 2018-02-09 20:36:59 +01:00
708ef19d88 GPU: Remove Mesa + Vega hack.
This is not needed anymore with linux 4.15 + Mesa 17.3.3.
2018-02-07 05:44:05 +01:00
885d78150d Use eObjectMode for function arguments 2018-02-06 23:27:49 +11:00
c7fecab2ef Object Mode: Use eval_ctx mode for drawing, paint & modifiers 2018-02-06 18:03:28 +11:00
992ac8f942 Fix for fix w/ GPU_batch_wire_from_poly_2d_encoded
Was missing first edge
2018-01-25 00:47:01 +11:00
d8b5b4b7b1 Fix bug in view navigation icons
Own error in GPU_batch_wire_from_poly_2d_encoded
Wasn't correctly filling in the VBO with edges.
2018-01-24 22:58:02 +11:00
a3716f5945 GPU_batch: Add GPU_batch_wire_from_poly_2d_encoded
Draws wire around polygon shapes:
better visibility w/ any background color.
2018-01-20 18:45:27 +11:00
9cac97fb3c Fix sculpt error freeing NULL vertex buffer
Relates to T53806 which needs further investigation
2018-01-19 19:36:36 +11:00
d4ff1a1f2c Merge branch 'master' into blender2.8 2018-01-16 14:52:43 +01:00
0bdb1eab82 Sculpting: Fix uninitialized color being left for smooth meshes with hidden mask 2018-01-16 14:46:48 +01:00
7934e7ab83 Sculpting: Fix for "Hide Mask" does not work with multires 2018-01-16 14:31:52 +01:00
f5e2d42092 GPU Texture: Add GL_RG16I format. 2018-01-15 15:39:03 +01:00
5e6c86cb1f GPU_batch_from_poly_2d_encoded: skip winding check
Ensure all polygons have the same winding instead.
2018-01-16 00:59:52 +11:00
7ba07b7e64 GPU_batch_from_poly_2d_encoded: optional rctf arg
Also use compiler attributes
2018-01-16 00:16:54 +11:00
5cb43b0f20 Cleanup: update comments 2018-01-16 00:16:54 +11:00
ec3248437d Merge branch 'master' into blender2.8 2018-01-15 13:55:52 +01:00
4d8b78b0a9 Sculpting: Sdd an option to hide mask in viewport
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.

Studio request by Julien Kaspar
2018-01-15 11:43:59 +01:00
6cb06501c3 GPU buffers: Use bitflag to whether we want to show diffuse color
Those fine-tuning bits will be extended soon, so makes sense to start using
some more verbose flag names when calling functions.
2018-01-15 11:43:59 +01:00
bfada6cc4a GPU_batch: Add utility to create 2D shapes
Shapes are represented by compact byte array,
encoded by 'make_shape_2d_from_blend.py' in the tools repo.
2018-01-15 20:38:06 +11:00
ae6cc4a21d GPU_batch_presets: move static vars into struct
Also use GWN raw stepping API to fill in data.
2018-01-15 16:55:40 +11:00
b1ac7571a8 Cleanup: split GPU_batch_presets into own file
Mixing other batch code in this file easily shadowed existing variables.
Keep presets separate (we may have more, 2D & 3D presets)
2018-01-15 16:24:02 +11:00
2bb08f0ad2 DRW & GPUViewport: Cleanup unused code. 2018-01-09 14:54:11 +01:00
aa0097ad5e DRW: Add instance data memory manager.
This is a special memory manager that keeps memory blocks ready to send as vbo data.
Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size to avoid to realloc each frame.
This is why DRWInstanceDatas are sorted in a list for each different data size.
2018-01-09 14:54:11 +01:00
b300fa4923 Gawain: Modify batch draw function to work with ranges.
This enables to draw the same vbo but only with a selected range. (useful for selection with instancing/batching)
2018-01-09 14:54:11 +01:00
c79216d77d GPU_offscreen: Add option for high bit depth.
This way we can render in HDR and read the real pixel values.
2018-01-04 10:43:54 +01:00
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
2e2e6e3bdb Cleanup: Use BKE_colorband prefix 2017-12-07 15:52:59 +11:00
cc811d1fd6 Cleanup: extract BKE_colorband from BKE_texture 2017-12-07 15:40:11 +11:00
9dfbd98339 Cleanup: whitespace 2017-12-04 17:20:26 +11:00
e559a99a04 Eevee: Fix T53413: Crash when using displacement bump relink.
ntree_shader_relink_displacement is creating a transient node that does not have a correct original to point to.
In this case we revert to constant uniform.
2017-11-28 17:22:37 +01:00
8d4aa6bf44 GPUFramebuffer: Bump the framebuffer attachement limit to 5 color textures 2017-11-24 22:29:28 +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
Dalai Felinto
8ba6103e66 SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
2017-11-22 07:13:33 -02:00
Dalai Felinto
f15c63b0c2 SceneRenderLayer > SceneLayer: Remove light_override 2017-11-22 07:13:33 -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
d3fc5919f8 Eevee: SSS: Fix error in profile computation. 2017-11-21 06:28:38 +01:00
936ddde35c Eevee: SSS: Add cubic profile for the sake of completeness.
It wasnt really hard except from the wierd sharpness 0.5 multiplication.
2017-11-17 02:00:48 +01:00
57c3fbd324 Eevee: SSS: Add Christensen-Burley diffusion profile.
This seems to be a correct implementation of the same diffusion profile as Cycles uses by default.

There are a few bias though:
- We consider _A_ the albedo to be 1 when evaluating _s_.
- We use a factor of 0.6 when computing _d_ to match more or less cycles results.

Note that doing per pixel jittering does bias the result even further (loss of energy).
2017-11-16 21:30:15 +01:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
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
93936b8643 GPUTexture: Add for stencil to default depth buffers.
Theses will be used by eevee SSS.

TODO: only allocate stencil if needed.
2017-11-13 23:25:46 +01:00
f30a2a7862 GPUFramebuffer: Add possibility to blit stencil buffer. 2017-11-11 16:23:55 +01:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
acd811278e Cleanup: Use full name for scene_layer in gpu 2017-11-09 15:45:21 +01:00
ed555750eb DRW: Use pseudo persistent memory pool for the rendering data structure.
This gets rid of the bottleneck of allocation / free of thousands of elements every frame.

Cache time (Eevee) (test scene is default file with cube duplicated 3241 times)
pre-patch: 23ms
post-patch: 14ms
2017-11-06 17:43:14 +01:00
58dc114615 Merge branch 'master' into blender2.8 2017-11-06 00:12:28 +11:00
43f3cfd584 Cleanup: spelling 2017-11-05 14:33:18 +11:00
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