Commit Graph

196 Commits

Author SHA1 Message Date
73b55a5508 Cleanup: style, use braces for draw 2019-03-28 01:14:03 +11:00
0b98b7ed57 EEVEE: Memleak Volumetrics Rendering
Volumetric textures were not freed when doing final rendering.

Maniphest Tasks: T62356

Differential Revision: https://developer.blender.org/D4573
2019-03-22 14:23:25 +01:00
f391362f8c Fix T60190 Z-fighting with (Culled) Backface
Create a separate pass for backface culled objects.
2019-03-20 14:51:06 +01:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
603a37fa89 Fix T59719 Bake Indirect Lighting doesn't update env map reflection 2019-03-19 23:55:26 +01:00
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
9d309b7978 Cleanup: quiet undeclared variable warning
Also move view_ubo into G_draw.
2019-02-23 19:20:20 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
9a63fa21eb Color management: change view transform for color pickers and display modes.
* Use simple default view transform for color pickers, as Filmic does not work
  well for all types of colors. We better handle this with an option and tagging
  of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
  and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
  settings like exposure are only taken into account if scene lighting is used,
  since these are often dependent on scene light intensity.

Fixes T61022, T57649, T59363.
2019-02-01 20:56:42 +01:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
da1da3053d Cleanup: add trailing commas
Improve clang-format output.
2019-01-31 08:30:45 +11:00
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
7f40d553f9 Cleanp: use single global for draw manager
Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.

Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
2019-01-22 12:09:27 +11:00
2d98dce7ee Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLI
Matches `BASE_FROM_SET`.
2019-01-15 23:30:31 +11:00
0edd93effb Fix inconsistent/broken Cycles object visibility for instances.
Object visibility is now handled by the depsgraph iterator, but this API
was incomplete as it made no distinction for visibility of the object itself,
particles and generated instances.

The depsgraph iterator API now includes information about which part of the
object is visible, and this is used by Cycles to replace the old custom logic.
Cycles and EEVEE visibility should now be consistent, which unfortunately does
means some subtle compatibility breakage for both.

Fixes T58956, T58202, T59284.

Differential Revision: https://developer.blender.org/D4109
2018-12-21 16:05:48 +01:00
1f458895f8 Fix crash when rendering a scene first and then goes to eevee preview modes and cleanup
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-16 13:46:13 -02:00
4f11441913 Eevee: Add partial support for the Light Path Node
This makes it possible to tweak indirect lighting in the shader.

Only a subset of the outputs is supported and the ray depth has not exactly
the same meaning:

Is Camera : Supported.
Is Shadow : Supported.
Is Diffuse : Supported.
Is Glossy : Supported.
Is Singular : Not supported. Same as Is Glossy.
Is Reflection : Not supported. Same as Is Glossy.
Is Transmission : Not supported. Same as Is Glossy.
Ray Length : Not supported. Defaults to 1.0.
Ray Depth : Indicate the current bounce when baking the light cache.
Diffuse Depth : Same as Ray Depth but only when baking diffuse light.
Glossy Depth : Same as Ray Depth but only when baking specular light.
Transparent Depth : Not supported. Defaults to 0.
Transmission Depth : Not supported. Same as Glossy Depth.

Caveat: Is Glossy does not work with Screen Space Reflections but does work
with reflection planes (when used with SSR or not).
We have to render the world twice for that to work.
2018-11-08 19:20:40 +01:00
b8331b79e6 Eevee: Implement jittered soft shadowmap
This new option is located in the shadows options in the render settings.
This approach is simple and just randomize the shadow map position (not
the lamp itself) and just let the temporal supersampling do the average of
all the shadowing. The downside is that is needs quite a large number of
samples to give smooth results and individual sample position can remain
visible.

Enabling this option will make the viewport refresh all shadow maps every
redraw so it has a serious performance impact.

This approach is not physicaly based at all and will not match cycles.

----

The sampling for point lamps (spheres) is not
2018-10-28 21:48:22 +01:00
ee8e866a0e Eevee: Fix crash when baking
Was caused by the normal pass being enbaled in the renderlayer settings.

Fix T57344
2018-10-23 18:04:45 +02:00
04064fb186 Cleanup: use DRW_object_is_* for object checks
Also use const qualifier for object's.
2018-10-08 10:43:34 +11:00
9f6978a1ba Eevee: Don't render meshes in hidden wire mode 2018-09-25 22:51:54 +02:00
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
6b551c0b8c Eevee: Depth of Feild: Fix ringing issue of background objects
There was an issue caused by Antialiasing being done after DoF. Move TAA
after DOF and Motion Blur.

Also certain pixel with lower CoC would be spread all over the background
because the neighbooring pixel have higher CoC. So we need to apply some
bilateral filtering when downsampling. Currently we limit the influence of
neighbor pixels with a CoC inside the range [MaxCoC-2, MaxCoC].
2018-09-09 23:26:14 +02:00
32e57fe4e7 GPUFramebuffer: Fix wrong stencil clearing 2018-08-16 23:57:59 +02:00
c86b5fa820 Viewport: use Filmic without scene exposure/gamma/curves for workbench.
This ignores the scene color managment view settings for solid mode and
lookdev when not using scene lights and world. The scene settings are
intended for tweaking renders and should not affect studio lighting and
matcaps.

There may be cases where a simple sRGB transform is better than Filmic
and we could add configuration for this. Not sure if it really matters
and it may be better if we just assume matcaps and studiolights are all
created for one view transform.

Differential Revision: https://developer.blender.org/D3569
2018-07-30 18:51:15 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
873d7f7e14 DrawData: Change drawdata to a generic struct shared accross ID types
This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
2018-07-10 15:31:34 +02:00
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00
a67cc72232 MetaBall support for Workbench + EEVEE
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
2018-06-11 11:52:41 +02:00
f25e459f8f DRW: Make the Procedural hair update part of the drawmanager.
Instead of relying on the engine integration which is redundant.
2018-06-02 21:16:40 +02:00
1de73fc6c3 Eevee: Hair: Make hairs visible even if the show emitter option is disabled. 2018-06-02 21:16:40 +02:00
d0d2fc9819 Cleanup: whitespace 2018-05-30 15:26:57 +02:00
acaf46db0e Workbench: Specular Highlights
Added specular highlights for:
 - Solid studio shading
 - Texture studio shading
2018-05-30 14:42:07 +02:00
8ed723745e Fix unnecessary Cycles render updates when selecting objects. 2018-05-30 14:07:22 +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
a0b08e7b66 EEVEE: LookDev use_scene_light draw option
Scene lights are rendered when
 - v3d is not available
 - or shading type is other then OB_MATERIAL
 - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-29 11:01:25 +02:00
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
Dalai Felinto
e51bf11b15 Remove ViewLayer settings - cleanup 1/2 2018-05-16 23:13:28 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +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
20c1edf592 Eevee: Shadows: Only tag as shadow caster if a shadow is cast.
This leads to great improvement if the scene have moving objects without
shadows (shadows disabled in the material panel).
2018-05-01 19:39:18 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
122d0d1504 Cleanup: style 2018-04-21 20:42:27 +02:00