Commit Graph

4428 Commits

Author SHA1 Message Date
5943e7d02e EEVEE: First Buffer Drawn Incorrectly
SSS buffers are lazy initialized when needed. When shaders recompile the
SSS buffers could be incorrectly drawn. During the render passes project
we tried to fix this, but that resulted in incorrect result of the first
sample after a shader was compiled.

We revert this change knowing that we know the issue, but haven't found
a proper solution for it.
2020-02-25 15:39:25 +01:00
2ffd530217 EEVEE: Lookdev: Fix lookdev spheres positioning in viewport render 2020-02-25 14:24:31 +01:00
19de81afe5 EEVEE: Lookdev: Fix cubemap resolution change not refreshing lightcache 2020-02-25 14:08:10 +01:00
Clément Foucault
6e23433c1a EEVEE: Lookdev: Add support for partially blurred background
This is using the GGX probe as background. This has the drawback of
having the resolution choosed in the indirect lighting setting.
The blurring is not really high-quality.

The pros is that it has a simple implementation and is fast to evaluate.

This patch also fades the background alpha to make overlay engine draw the
default background color in the correct color space. Removing one colorspace
hack.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6895
2020-02-25 13:26:01 +01:00
7e7c927602 Cleanup: EEVEE: Use log2_floor_u 2020-02-25 13:18:22 +01:00
8885fb5929 EEVEE: Fix seams in reflection cubemap on low roughness
This was caused by the texture size not being power of 2. Thus the
padding applied to the base LOD did not match the highest mipmaps.
2020-02-25 13:18:22 +01:00
ae3263e525 DrawEngine: Clean up
Put DefaultFramebufferList and DefaultTextureList into an own header
file. These structs were private, but also used by the window manager
and gpu package. The previous implementation we needed to keep these
structs in sync.
2020-02-25 07:47:35 +01:00
8955b8b992 Cleanup: Workbench: Remove checkerboard depth
This is not needed anymore with the new overlay xray fading.
2020-02-24 13:48:38 +01:00
ed21506f26 Overlay: Remove Xray dithering noise
We now use a better smoother technique that uses correct alpha blending.
This is possible now that we render overlays in a separate buffer.
2020-02-24 13:48:38 +01:00
abb7364912 Overlay: Edit Mode: Fix wireframes being brighter because of linear blend 2020-02-24 00:00:35 +01:00
39d0bf9044 Overlay: Fix wireframes being brighter because of color management
Also change the blending factors to make wireframe a bit darker in
unselected cases.
2020-02-23 14:32:34 +01:00
c26f470cfe EEVEE: Fix memleak when G.is_break is set from another thread 2020-02-22 17:08:44 +01:00
189a6c783d Cleanup: EEVEE: Use interpf instead of custom lerp 2020-02-22 17:08:44 +01:00
Jeroen Bakker
be2bc97eba EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include:

* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow

With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.

Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.

Known Limitations

* All materials that use alpha blending will not be rendered in the render
  passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
  a HD image with all render passes enabled at max extra 570MB GPU memory is
  required.

Implementation Details

An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses

Future Developments

* In this implementation the materials are re-rendered for Diffuse/Glossy
  and Emission passes. We could use multi target rendering to improve the
  render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
  ObjectID, MaterialID, UV.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6331
2020-02-21 11:13:43 +01:00
a74f0dc0e3 Cleanup: declatatuons for functions that don't exist 2020-02-20 11:22:14 +11:00
6f5ef60f1b Fix T65640: Axis of Custom Shape Bones are drawn in a wrong position.
The problem is that Custom Shape Bones can also have a custom size.
So the pchan->disp_mat doesn't always consider the actual length of the bone.
The proposed solution is to calculate the axes matrix at the drawing pass.

Ref T65640

Reviewed By: fclem

Differential Revision: http://developer.blender.org/D5049
2020-02-20 00:53:07 +01:00
0c01ad9300 Fix T74019 Eevee High Quality Normals causing pitch black faces
Was due to a mistake when removing previous code...
2020-02-20 00:13:48 +01:00
67cbce0b02 DRW: Fix facing reset when drawing with inverted camera 2020-02-20 00:03:26 +01:00
f972a3c314 DRW: Support inverted view matrix
We detect the case where we need to invert the facing directly inside the
DRWView update and do the appropriate GL calls at draw time.

Fix T63047 Camera with negative scale works only in Cycles Rendered view
Fix T71352 Negative scale camera causes BLI_assert
2020-02-19 19:36:48 +01:00
05fd2acf89 Theme: Radial gradient background and enum for gradient type
This commit replaces the "Use Gradient" checkbox theme option with an
enum and implements a radial background.

Whith this change, it should be easier to implemet other types of more
complex background types, like a world space oriented gradient.

Reviewed By: billreynish, fclem, brecht

Differential Revision: https://developer.blender.org/D6825
2020-02-19 19:12:46 +01:00
e82827bf6e DRW: New High Quality Normal & Tangent extract
This patch adds a dedicated path to extract 16bit normals instead of packing them into 10bits/comp.
The tangents are also packed to 10bits/comp if not using the new High Quality Normal option.

Fix T61024 Degraded texture shading on dense meshes

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6614
2020-02-19 01:57:06 +01:00
19e63bb51e EEVEE: Fix default material disappearing when SSRefraction is enabled 2020-02-18 16:56:52 +01:00
e3e6dc41a7 Code cleanup EEVEE Render Passes
The render passes didn't follow the DrawManager way of doing things. It added new geometry and shading groups during drawing. This would make it harder to migrate to Vulkan later on.

This change will re-implement this part by using uniform references.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6875
2020-02-18 12:23:04 +01:00
cc296ef179 DRW: Fix wrong view transform used in solid mode if using workbench engine 2020-02-17 22:49:17 +01:00
9491e7d7c2 Fix T73914 Overlay: Unable to select bone in pose mode
It was caused by the bone selection overlay that was delaying the
xray pass. But OVERLAY_pose_draw were never called when doing selection.
2020-02-17 22:20:14 +01:00
00227edf4c Fix T73748 Overlay: Infront disappearing/glitched while in Xray mode 2020-02-17 20:54:06 +01:00
a661ef42fb Overlays: Fixed blending issue when not using smooth wire 2020-02-17 19:37:48 +01:00
f78c407aff Fix T73876 Overlay: Armature: Pose bones display randomly
Caused by unitialized value.
2020-02-17 19:37:48 +01:00
e2e2a98573 Fix T73518: Normal Overlay
This change will not render the normals for faces that are hidden.
Before we had instance drawing the hidden faces were registered in the
index buffer. During the overlay refactoring the rendering was migrated
to instance rendering. Instance rendering does not use the index buffer
so the data was ignored.

This patch stored the normal visibility in the .w part of the normal or
for face normals it will set the normal to zero. The shader looks at
this and renders the normals fully transparent when detected.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6798
2020-02-17 14:59:30 +01:00
322dc72316 Cleanup: refactor GPU material attribute and texture requests 2020-02-15 21:09:29 +01:00
007f1b74a6 Cleanup: split off code from gpu_codegen.c into smaller files 2020-02-15 20:33:16 +01:00
60475b9549 Cleanup: remove various unused defines 2020-02-15 15:24:03 +11:00
52da1b6e2b Cleanup: use define for golden ratio
Move from workbench_private.h where it wasn't used.
2020-02-15 15:24:03 +11:00
38e569cb1f Cleanup: use UI_GetThemeColor3ubv when alpha is ignored 2020-02-15 10:40:41 +11:00
180aff7b74 DRW: Fix viewport render always rendering with transparent background 2020-02-14 18:21:04 +01:00
Alessio Monti di Sopra
e139a3f9a5 UI: draw object names in 3D viewport with full opacity
Lamp names were be almost invisible when unselected.

Differential Revision: https://developer.blender.org/D6048
2020-02-14 14:01:28 +01:00
31ad86884c EEVEE: Shadow: Fix cascade shadowmap bias multiplicator
This fixes the issue where sun shadowmaps needs a very big bias value to
make any difference.

The bias is now in world space and not dependant on shadow bounds.

Unfortunatelly this breaks compatibility with previous version and old
scene are likely to need user intervention to fix.

Also fixes the property range.

Fix T71661 EEVEE shadow from sun on incorrect face
2020-02-14 12:26:49 +01:00
b6572c5430 DRW: Fix color management in material/rendered mode
We only do exposure/gamma if not using scene lighting
2020-02-13 18:12:28 +01:00
d1bd33407d Cleanup: pass const variables 2020-02-13 14:14:33 +11:00
eaea5c8904 Workbench: Fix depth of field background being glitchy 2020-02-13 01:55:08 +01:00
d051dd01ed Workbench: Fix premultiply alpha issue in transparent material 2020-02-13 01:24:40 +01:00
a40d9ce553 Overlay: Fix non meshes object disappearing if smooth wire is not enabled 2020-02-13 01:07:15 +01:00
80cecee5b7 Fix T68788: Particle Edit Mode Hair vertex doesn't follow vertex theme
color

Selection and grooming only ever happens on hair keys (vertices), so
makes sense to use that theme color.

Sidenote: `CacheEditrPathsIterData` and `PTCacheEdit` have `sel_col` and
`nosel_col`, these can go, will do in a separate commit.

Maniphest Tasks: T68788

Differential Revision: https://developer.blender.org/D6725
2020-02-12 19:03:28 +01:00
6da097136c Fix T59271: Curves with Extrude still show curve
Compared to 2.79, this also has the benefit of actually showing the curve
again if you set both bevel start and end to 0.0 for example.

Maniphest Tasks: T59271

Differential Revision: https://developer.blender.org/D6168
2020-02-12 18:44:39 +01:00
8e4d5740c8 GPencil: Disable multisampling as it is not supported anymore
Another AA method is comming in the GPencil refactor.
2020-02-12 18:43:10 +01:00
00e012d564 GPencil: Fix colormanagement broken by recent refactor
This is a quick fix that should work until the GPencil refactor lands.
2020-02-12 18:21:53 +01:00
fffb185dbf DRW: Fix debug drawcalls and annotation drawing 2020-02-12 16:55:05 +01:00
88210a6ddf Cleanup: warning 2020-02-12 12:08:14 +11:00
f1f2d9fe74 Fix T73442 Overlay: Wireframe infront buggy in material shading mode
This was caused by the refactor. The wireframe was drawn with the incorrect
depth buffer.

Should be included in 2.82
2020-02-11 18:38:10 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00