Commit Graph

1260 Commits

Author SHA1 Message Date
cdf626615d Fix In front option not working in solid mode 2018-12-05 16:57:44 +01:00
3e1ca9a693 Fix T58764: solid mode error 2018-12-05 15:47:41 +01:00
354b1c162a Fix T58733: Segmentation fault at start causes by shader compillation 2018-12-05 02:51:48 +01:00
b5ebdb09af Workbench: Remove specular shadowing for red and blue metal 2018-12-05 02:51:48 +01:00
7ffde286be Workbench: Cleanups and reduce shader variations
Also optimize deferred engine by only outputing material data if needed.
This make the bare flat shading mode (no effects) only a depth prepass.
2018-12-05 02:51:48 +01:00
5368540431 Workbench: Fix workbench broken on some config due to usuned fb slot
This seems to be a driver bug. Only windows + Radeon HD 7500M seems
to be affected. Fix can be extended to more config if necessary.
2018-12-05 02:51:48 +01:00
f4261cd2ed Workbench: Remove unused framebuffer slot. 2018-12-05 02:51:48 +01:00
0759480529 Workbench: Encode Roughness and metallic into 8bits
This reduces the bandwidth + vram usage of workbench even further.
2018-12-03 17:19:11 +01:00
223c1a107a Workbench: Make object ID pass optionnal
We separate the background and foreground shading passes to be able to make
the object id pass optionnal if we don't need it.

This saves a bit more memory. Also not clearing all rendertargets saves
some GPU time too.
2018-12-03 17:19:11 +01:00
d8d52e273e Workbench: Cleanup: Remove Spherical harmonic evaluation
It is not used anymore
2018-12-03 17:19:11 +01:00
24fd03d0c2 Workbench: Reduce VRAM usage depending on mode
We exploit the fact that we are using the metallic workflow for material
and pass the metallic parameter instead of the specular color.

Pack the front facing bit in the color buffer only for matcap display.

Change buffer formats to use less bytes as possible.

Also don't request buffers that we won't use.

Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting.

Includes several cleanups.
2018-12-03 17:19:11 +01:00
63d0ea8ecf Fix T58535 Crash on Load
The particles was not ready when the drawing cache try to use it.
2018-12-03 09:12:29 +01:00
783d8d4adf Workbench: Don't use alpha channel if not doing render
Lower Vram usage a bit
2018-12-01 20:38:52 +01:00
9ccf27d1f7 StudioLight: Renaming stuffs 2018-11-30 15:40:57 +01:00
909fa08a76 StudioLight: Add a 4th light to adjust lighting
There was a bug due to non-aligned struct in the DNA that prevented us
to increase the size of the userdef light array.

Since the studio lights are now presets and stored in external files,
there is no need to keep backward compatibility with theses lights.

Remove the old array and create a new one.

Add blue tint light for specular.
2018-11-30 15:40:57 +01:00
e68c0bf76a Workbench: Add Shadow Focus and change Shadow Orientation
Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.

Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
2018-11-30 15:40:57 +01:00
1965db2be2 Workbench: StudioLight: Fix worldspace rotation 2018-11-30 02:02:36 +01:00
6a4f5f6eb4 Workbench: Cleanups & Simplifications
* Move the curvature computation to the cavity pass: One can argue it's not
  the best performance wise (it gets a tiny perf pernalty if it is done
  alone without the ssao), but it make the code cleaner and reduce
  considerably the number of shader variation possible.
* Lower shader variation to 2^8 instead of 2^12
2018-11-30 02:02:36 +01:00
48a7785fd4 Workbench: Add option to have world space lighting in studio light mode
This option is per viewport.

Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
2018-11-29 21:52:36 +01:00
844788a36c Workbench: Add back studio lighting presets
This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.

Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.

The studio lights are stored as ASCII files on the disk using a dead
simple custom format.

The UI/UX is not perfect and will be improved in other commits.

Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
2018-11-29 21:52:36 +01:00
8f4ab480bf Workbench: Rename orientation to type and Camera studio light to Studio 2018-11-29 21:52:36 +01:00
28d2058e2c Fix rotate around point under cursor 'seeing' hidden faces in paint modes. 2018-11-29 14:25:16 +03:00
2d720f51cd Workbench: Change Studio lighting
This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.

* Add cheap PBR to Workbench with fresnel and better roughness support.
  This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
  to the shading.
* Add Smooth option to studio lights settings: This option fakes the
  effect of making the light bigger making the lighting smoother for this
  light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
  how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.
2018-11-28 15:59:56 +01:00
36da85ebeb Cleanup: style 2018-11-28 11:24:45 +11:00
1d4ad68198 Workbench: Fix crash when enabling cavity 2018-11-27 15:08:35 +01:00
f753fd1779 GP: Correct Tonemapping for Blend Layers 2018-11-26 22:52:28 +01:00
26df95cff6 GP: Make Multiply blend works with opacity 2018-11-26 22:20:06 +01:00
fb262f942e Cleanup: style, includes 2018-11-27 08:01:54 +11:00
0b0322099c Fix T57930 : Wrong hair shading in particle edit mode
Implement strand selection visualisation but without any shading.

I think this is not the overlay job to draw the strands shaded.

We can already view the children strands shaded for now but we might add
an option to draw the shaded strand instead of (or in addition to) the
guide strand.
2018-11-26 21:25:33 +01:00
d5778b5bc1 UI: rename "OpenGL" render engine to "Workbench".
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
2018-11-26 19:05:37 +01:00
7d32d87a86 Viewport: implement hiding faces in paint modes.
In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D3989
2018-11-26 20:26:29 +03:00
99f7934e19 GP: New Blend Layers functionality
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers.

Also a new Simplify option has been added to disable blend layers.
2018-11-26 18:12:39 +01:00
c0816cd03b Workbench: Add Curvature overlay for better visibility of surface detail for e.g. sculpting
The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.

The overlay is disabled at object boundaries to avoid dark lines around objects.

Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay

Reviewers: jbakker

Reviewed By: jbakker

Subscribers: billreynish, manitwo, linko, monio

Differential Revision: https://developer.blender.org/D3617
2018-11-26 17:31:18 +01:00
7493848008 3D View: remove 3D cursor
Use 3D cursor from the scene (was previously used for local-view).
2018-11-26 14:02:09 +11:00
5166132708 Fix random color drawing having similar colors for similar names. 2018-11-24 20:04:53 +01:00
d56c0a0a6a Cleanup: rename bone-select to xray
This shows bones in font and uses the xray toggle binding.
Also 'bone select' isn't very meaningful on it's own.
2018-11-23 13:48:21 +11:00
3d77517ad5 Eevee: Reflection Plane: Small UI fix and invert facing fading 2018-11-22 16:15:14 +01:00
693233b198 Fix T57975: Drawing with Onion Skin enabled crash Blender 2018-11-21 15:53:45 +01:00
3a13b89296 Cleanup: unused args, indentation 2018-11-21 06:29:19 +11:00
e63c947204 GP: Refactor drawing engine to single VBO
This is part of T57829.

Reduce the number of batches used to only one by shader type.  This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more.

Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add().

All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock.

For particles, now the code is faster and cleaner and gets better FPS.

Thanks to Clément Foucault for his help and advices to improve speed.
2018-11-20 20:05:37 +01:00
566a4a96cb Fix T57891: Radius of strip hair doesn't scale with object scale
Note that this only works fine with uniformly scaled objects.
Otherwise, the hair thickness will vary in a weird way depending on viewing
angles.
2018-11-20 13:09:27 +01:00
15db2acd9f Fix T57722: Clipped LookDev preview spheres
D3948 by @pablodp606
2018-11-20 15:08:56 +11:00
f0b5a9da01 Cleanup: style, unused 2018-11-20 08:53:00 +11:00
7bb512594c Workbench: Use non-negative lighting evaluation
This makes the lighting a bit more diffuse but don't produce negative
values.

Add a bias of 1.5f to make the lighting a bit more directionnal.

The implementation is based on:
https://github.com/kayru/Probulator/blob/master/Source/Probulator/SphericalHarmonics.h#L136
which is derived from:
http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf

The shader implementation is optimized and has the same runtime cost
as previous method:
* no sh eval : 0.13ms
* prev sh eval : 0.14ms
* new sh eval : 0.22ms
* new sh eval opti : 0.14ms
2018-11-19 18:05:15 +01:00
2b56d21839 Workbench: Performance: Fix performance drop caused by specular lighting
In my test, the composite pass went from 1.52ms to 0.24ms when specular
lighting is enabled.
2018-11-19 18:05:15 +01:00
ee44dd1b2b Studio Lights: Big Cleanups
* Less Lengthy enum/macro names.
* Optimize computation of Spherical Harmonics.
* Reduce radiance cubemap size a bit. Higher resolution is not necessary.
* Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used).
* Do windowing on each component separately instead of using luminance.
* Use ITER_PIXELS to iterate on each pixels, using pixel center coords.
* Remove gpu_matcap_3components as it is only needed when creating the gputex.
* Fix a lot of confusion in axis denomination/swizzle.

These changes should not affect functionallity.
2018-11-19 15:48:17 +01:00
6647e2c71e EEVEE: Cleanup: default_world_frag.glsl 2018-11-19 09:05:22 -02:00
80499bcc52 EEVEE: Cleanup remove unused shader. 2018-11-19 09:05:20 -02:00
740adf2a4b Cleanup: style 2018-11-19 13:37:18 +11:00
1b7b1d60c5 Fix T57835: Textured-fill layer opacity not working
This was an unsupported feature.
2018-11-18 16:28:57 +01:00