Commit Graph

560 Commits

Author SHA1 Message Date
4430bd3644 Eevee: CodeStyle: Fix naming and confusion about the hairs vectors. 2018-06-02 21:16:40 +02:00
10c0bba28e Eevee: Hair: Fix hair strip view Position. 2018-05-30 12:25:20 +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
501c0b1df8 GPUMaterial: Add support for hair vertex color, uvs and orco. 2018-05-30 12:25:20 +02:00
929c78e33c EEVEE: LookDev blurred background 2018-05-29 17:50:51 +02:00
f98c838b71 EEVEE: LookDev reversed the background fadeout 2018-05-29 16:22:53 +02:00
d5889f57ae EEVEE: LookDev fadeout to the world horizon color 2018-05-29 16:22:53 +02:00
643259415d EEVEE: LookDev fade out background option 2018-05-29 12:06:48 +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
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +02:00
a0c564f86a Eevee: Hair: Disable SSR for hairs.
SSR does not work with hair strands. Basically, the rays are too much
random to ever converge properly and just result in a soup of self
inter reflections.

So forcing it to not produce any SSR. Could potentially save some bandwidth
by not rendering hair to the SSR buffers.
2018-05-14 00:18:00 +02:00
2c1396b6cb Eevee: Hair: Fix normal distribution of previous commit.
Now it starts to look correct!
2018-05-13 23:12:45 +02:00
0c1c69d8df Eevee: Hair: Remove old hack and replace by new hack.
This is a hack to properly shade wire hairs. Use stochastic sampling and
let TAA solve the noise.

At least it's way more correct than the previous hack.
2018-05-13 22:44:57 +02:00
5be0dfe086 Eevee: Fix Dof shader compilation. 2018-05-12 23:28:55 +02:00
d25ec499d8 Eevee: Depht Of Field: Merge Scatter passes together.
This means only one texture to draw to and only one sprite per pixel.

The texture is twice as large and near and far planes are side by side.

The sprite choose the biggest coc to expand to and is redirected to the
area (layer) it belongs to.

The fragment shader discard every pixel that does not belong to the correct
layer.
2018-05-12 23:28:55 +02:00
2dc5a84fad Eevee: Depth of field: Code style fixes. 2018-05-12 23:28:55 +02:00
f9cfb221d6 Eevee: Depth of field: Smooth out bokeh shape.
Due to the scatter operation being done at half resolution, undersampling
is visible at bokeh shape edges (because of the hard cut).

This commit adds a smoothing function to minimize the problem.

Also optimize the bokeh shape parametrization by precomputing a lot of
constants.
2018-05-12 23:28:55 +02:00
74a08cf128 Eevee: Depth of field: Change final blending.
This new blending allows background to fill the gaps left by forground
objects. However this has a drawback, background objects that should be
partially occluded in this case can be seen through the blurred objects.

This does not fix the problem of blurred foreground over sharp background.

Also cleanup code to be simpler and remove unused geometry shader.
2018-05-12 23:28:55 +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
d4dd872d56 Eevee: Simplify shadow test code with macros. 2018-05-04 16:22:23 +02:00
1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00
1bef7f9318 Eevee: Contact Shadows: Add slope based bias & fix brightening. 2018-05-01 17:59:40 +02:00
8c92a02720 Eevee: Fix raytracing.
- Fix the confusing naming in raycast()
- Fix raytrace acne caused by the rays not being correctly centered on
  the texel.
2018-05-01 17:59:40 +02:00
8e78282a94 Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F. 2018-04-30 16:39:26 +02:00
41431eacfa Eevee: TAA: Use safe color when outputing the final color.
This prevent any NANs pixel to spear accross the history. This does not
mean we should allow NANs at all!
2018-04-30 16:39:26 +02:00
b671b1759c EEVEE: Fix TAA spreading black disease.
The SSR has a bug that creates NAN pixels values. Reported here T54795.
2018-04-24 17:54:39 +02:00
dd14145511 EEVEE: Fix contact shadows on flat objects/backfaces. 2018-04-24 15:06:27 +02:00
02f28da187 Cleanup: trailing spaces
Applied to newly added files in 2.8
2018-04-22 08:45:52 +02:00
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
e2613e4051 Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
2018-04-20 18:29:33 +02:00
9c274b0d52 Eevee: Contact Shadows: Fix blue noise correlation. 2018-04-20 18:29:33 +02:00
b40f5be01f Eevee: Use textureGather for minmaxZbuffer downsampling.
I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
2018-04-17 22:25:59 +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
17a4a5a553 Eevee Shaders: Fix "No matching overloaded function"
invert -> inverse
2018-03-26 19:11:02 -03:00
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
7194259fb1 Eevee: SSS: Fix compilation error. 2018-03-11 23:44:10 +01:00
f3161bd2ab Eevee: Planar Reflections: Fix corrupted results in downsampling step.
It only seems to happen in some drivers/gpu, the vertices gets culled if 4th component is 0.0. So lesson learned: always use 1.0 if constant.
2018-03-10 02:18:25 +01:00
4f55ee5a3c Eevee: Add new clipping UBO.
This fixes problems with the planar reflections.
2018-03-10 02:18:25 +01:00
82957cfec8 Eevee: Make use of the new view matrix UBO. 2018-03-10 02:18:25 +01:00
dd611dd0b8 Eevee: Optimize shadows drawing
In the gpus like `AMD Radeon HD 7570M` and `Intel(R) HD Graphics 4000` this solution improves performance a hundreds or even thousands of times depending on the resolution.

Reviewed By: @brecht and @fclem

Differential Revision: https://developer.blender.org/D3095
2018-03-05 22:03:14 -03:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
2464dcef37 Eevee: Fix broken AO and Contact shadows on certain platform.
This was caused by ce0f70fbd6
2018-02-14 19:02:03 +01:00
ce0f70fbd6 Eevee: Fix SSR & AO on Vega + Mesa.
Really strange bug. Maybe gl_FragDepth is broken on this implementation.
2018-02-07 05:44:05 +01:00
c8e87edccb Eevee: Render: Fix Ao pass background contamination.
It was poluted by the additive blend mode.
2018-02-05 01:59:14 +01:00
f61bcc70e1 Eevee: Render Fix black normals on blended material in the normal pass. 2018-02-05 01:59:14 +01:00
e1d5d55b56 Eevee: Codestyle: Indent #ifdefs 2018-02-05 01:59:14 +01:00
e52c5bcdb5 Eevee: Add mist pass support.
Eevee: Render: Fix crash when not enabling mist pass.
2018-02-01 20:47:56 +01:00