Commit Graph

2735 Commits

Author SHA1 Message Date
46cd87f5da Eevee: LTC area lights
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.

We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
2017-04-03 21:52:03 +02:00
e254aa8965 Eevee: Codestyle, optimisation and a few fixes
Something is very wrong with the energy factor. For now I tweaked them by hand to fit cycles.
2017-03-31 01:07:51 +02:00
Dalai Felinto
ce3c7e8ff5 Layers: use IDProperty and override collection properties system
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.

This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.

The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.

Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.

Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)

Differential Revision: https://developer.blender.org/D2563
2017-03-30 17:01:23 +02:00
4743fa52ac Eevee: Diffuse Light (2/2) and GGX low quality lights
GGX is missing sun lamps area.
2017-03-29 23:45:44 +02:00
ccb9f683e5 Eevee: fix HDR buffer 2017-03-29 23:45:44 +02:00
6d21970aa0 Eevee: Diffuse Lights (1 / 2)
I added srgb tonemapping for previewing purpose. Also since the color buffer is still not HDR, there is ugly artifacts (fixed in part2)
2017-03-28 00:09:45 +02:00
deda6a43fc Draw Engines: Make g_data struct part of the viewport storage
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27 14:01:47 +02:00
e54d8eeab2 Draw Manager: Make Viewport Data passed by the manager call. 2017-03-27 14:01:47 +02:00
8f4d58de4a Clay Engine: Cleanup
Remove unused code.
Fixed the amount of sample in the noise texture.
Add a small optimisation.
2017-03-25 19:11:01 +01:00
fc72a2ff4b Draw module: code style, encapsulate static vars 2017-03-20 15:19:03 +01:00
4137f30928 Object Mode: Add stencil test to remove object outlines inside the silouhette.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
2017-03-18 01:56:34 +01:00
b7355425cd Eevee: Initial commit
Basic support for lamps. Only diffuse.
2017-03-18 01:56:34 +01:00
3b91989a09 Draw Manager: structural change
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
2017-03-09 01:30:26 +01:00
b36f93fa37 Clay Engine: support draw callbacks 2017-03-05 18:10:08 +01:00
85945849a9 Edit Mode overlay: backwire "ghost wireframe" with variable intensity 2017-03-03 02:53:16 +01:00
bb8a172dfb Draw Manager: Changed buffer uniform api.
Use a reference to where will the texture be instead of an index.
2017-03-03 02:53:16 +01:00
0c1c646118 clean up clay vertex shader
Clay engine only works on modern GL, so this shader doesn't need compatibility with legacy Mac GL.
2017-03-02 18:11:21 -05:00
b463cd2ab8 Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
2017-03-02 01:08:32 +01:00
Julian Eisel
9c106ff211 Cleanup: Style 2017-02-22 18:54:56 +01:00
446625c561 Clay Engine: Use G.debug_value to test cache performance
Use debug 666 for cache without instance buffer caching.
Use debug 667 for cache with instance buffer caching.
2017-02-19 14:31:02 +01:00
Dalai Felinto
b30044d4af Fix crash introduced in engine separation (50fb3ea3)
Basically DEG_OBJECT_ITER (or rather,
BKE_scene_layer_engine_settings_update) wasn't creating
Object->collection_settings data for invisible objects.

Now I'm removing those objects from the loop entirely. If we are to
bring them back we need to either create CollectionEngineSettings dat
from them or to skip them in DRW_mode_cache_populate.
2017-02-17 22:26:40 +01:00
50fb3ea3de Clay Engine: Separate mode drawing to different files/engines. 2017-02-17 17:30:15 +01:00
3d63b9a88f Clay Engine: Hidden wire 2017-02-16 14:00:55 +01:00
eeeb1aa658 Clay Engine: Wire and Backface cull collection settings. 2017-02-16 14:00:55 +01:00
883ef2c9ce Clay Engine: New collection settings (not working yet) 2017-02-15 18:54:31 +01:00
f9e4d8e93a Clay Engine: Replace Manual depth test by depth copy.
This avoid glitches due to float comparison precision.
2017-02-15 15:16:06 +01:00
310593def1 Clay Engine: Support vertex normals (smooth shading), no face normals yet. 2017-02-15 13:32:35 +01:00
e813ebab71 Clay Engine: new draw_view.c containing all dynamic drawing routines. 2017-02-15 12:28:26 +01:00
Dalai Felinto
1ff3d5bc9a Layer Macros: create the instance as part of the macro
Instead of pre-initializing an instance prior to the macro, we do it as part of the macro itself now.
2017-02-14 18:21:46 +01:00
Dalai Felinto
8a92277a31 Layers: Per-Collection edit mode parsing
Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
2017-02-13 00:25:30 +01:00
Dalai Felinto
f20cc9e54c Fix logic in CollectionEngineSetting update
Now Clay engine can show different materials per collection o/
2017-02-09 12:48:39 +01:00
08399aca62 Clay Engine : fix 2017-02-09 12:04:37 +01:00
6b372e3a22 Clay Engine: support for overrides (not working yet) 2017-02-09 11:25:51 +01:00
Dalai Felinto
6432c8cc00 Layers: get/update CollectionEngineSettings (depsgraph placeholder)
Every time:
  * A collection settings is set
  * A collection visibility changes
  * An object is added/removed/ ...

We need to recalculate the "accumulated" CollectionEngineSettings that
the render engine should use for an object.

This is to be handled by the depsgraph. Meanwhile this code should allow
us to start using those settings in the render engines.

Note: We are storing this in the objects, which means we can only have
one active calculated option every time.

This is intended to get the conversation with the Depsgraph department
going.
2017-02-07 16:54:09 +01:00
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00