Commit Graph

1365 Commits

Author SHA1 Message Date
91a155833e Cleanup: comments causing bad clang-format output 2019-01-08 10:37:43 +11:00
e305560f13 Cleanup: add trailing commas to structs
Needed for clang formatting to workaround bug/limit, see: T53211
2019-01-07 00:34:48 +11:00
Dalai Felinto
bdbe484428 EEVEE DoF: Fix runtime error: division by zero when blades was 0
Even though the fragment shader was already discarding all members of
dof_bokeh_sides when blades was zero, the C code was still trying to
use this for a few divisions leading to runtime asserts.

Those are harmless yet can lead some to waste time while pursuiting
other bugs (namely a near freeze when blades aspect ratio is too low).
2019-01-04 10:26:03 -02:00
670b2944f4 Cleanup: indentation (right shift) 2019-01-04 19:08:09 +11:00
53d655a0b3 Cleanup: use typed unsigned ints 2019-01-04 11:06:44 +11:00
9200dc0eb1 Cleanup: preprocessor indentation 2019-01-03 15:52:07 +11:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
543ddbe6bf Cleanup: warnings (clang) 2018-12-30 15:15:05 +11:00
1ac311cedc Fix/cleanup another bunch of UI messages issues.
Also (mostly in comments): behaviour -> behavior (we use American English).
2018-12-24 12:32:43 +01:00
1158b9f73a Cleanup: First batch of UI messages fixes (typos, final points...).
Also contains some code typo fixes (mostly, adtaptative -> adaptive,
former is nearly innexistant in English, let's stick to simple valid
words ;) ).
2018-12-23 22:03:43 +01:00
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
a72220ecf0 DNA: move back-face culling to shading popover
Overlay options shouldn't be used when overlays are disabled.

Move to shading popover, reported as T58070.
2018-12-19 10:55:53 +11:00
4cd558b711 Mesh Batch Cache: Port Texture paint wires to new batch request 2018-12-17 17:11:45 +01:00
36cc42e796 Mesh Batch Cache: Optimization & Refactor shaded surface support
This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.

Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.

This commits breaks texture paint batches. It will be added back in another
commit.
2018-12-17 17:05:57 +01:00
b253fe4d1b Eevee: Change Bent normal calculation
This changes the bent normal effect to be a bit more subtle.
I also tuned down the bent normal blending factor so mesh faceted look may
appear more in occluded regions. this is to increase the fidelity of the
indirect lighting. This blending might be a parameter in the future.

Based the calculation on "Bent Normals and Cones in Screen-space"
by O. Klehm, T. Ritschel, E. Eisemann, H.-P. Seidel
2018-12-17 09:54:24 +01:00
d72d2d4133 DNA: clear / remove deprecated flags
- Clear deprecated flags for ID's:
  Scene, Sequence, World, Object & Mesh.
- Clear deprecated flags for Spaces: outliner, 3D view & image.
- Remove unused `Mesh.drawflag`
- Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`.
- Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas.
- Flip `Object.empty_image_visibility_flag`
  (avoids do-version on each new flag)
- Rename 'Backside' -> 'Back' in context of drawing - showing 'Back'
  makes sense.
2018-12-17 13:55:06 +11:00
2a6bc4a82c Fix T58266 : Bottom half of meshes are transparent with eevee render 2018-12-11 16:21:17 +01:00
79312c1912 Depsgraph: Remove duplicated sets of recalc/update flags
There were at least three copies of those:

- OB_RECALC* family of flags, which are rudiment of an old
  dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
  as a separate set since the graph itself did not handle
  particle systems.
- DEG_TAG_* which was used to tag IDs.

Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.

Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.

Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.

Fixes T58632: Particle don't update rotation settings
2018-12-07 11:37:38 +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
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
3d77517ad5 Eevee: Reflection Plane: Small UI fix and invert facing fading 2018-11-22 16:15:14 +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
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
93cd8e2494 Cleanup: style 2018-11-17 22:23:25 +11:00
dab0bc7bf8 Cleanup: correct const usage 2018-11-17 22:23:24 +11:00
92d1e6606c Draw Manager: Fix memory leak 2018-11-17 00:23:17 -02:00
b24b1ec74b Eevee: SSR: Only fade based on reflected pixel position
Not on reflector pixel position. This improve the feel of SSRs and the
final render quality.
2018-11-16 18:49:45 +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
0d5b291b74 Cleanup: removes unused varyings 2018-11-16 12:43:46 -02:00
f6c2fb0eb6 Minor edits in effect_ssr_frag.glsl 2018-11-16 12:43:45 -02:00
e9eb80055b Cleanup: remove unused variable 2018-11-16 12:43:44 -02:00
ffa461f13c Eevee: Add Filter Quality setting
This setting can be tweaked to improve glossy reflection cubemaps.

It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
2018-11-15 20:04:47 +01:00
1b321048a7 Eevee: Add Glossy Reflection clamping
This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.

The lost energy may be replaced manually by a sunlight that compensate the
this loss.

This clamping only concerns Reflection Cubmaps and is done on all on all
of them.

Setting to 0.0 disables it (default).
2018-11-15 20:04:47 +01:00
c2164e579c Eevee: Add irradiance smoothing
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.

It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
2018-11-15 18:16:30 +01:00
11b3954346 Eevee: Irradiance Grid: Make the influence shape corners round
This makes it easier to add corrective light grids without having ugly
blending corners revealing the shape of the grid bounds.
2018-11-15 18:16:30 +01:00
7ced0d3cc0 Eevee: Cleanup & small optimization 2018-11-15 18:16:30 +01:00
516e000aa9 Eevee: Add Light Threshold value
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).

In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.

This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).

The influence distance is also used as shadow far clip distance.

This influence distance does not concerns sun lights that still have a
far clip distance.

---

This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
2018-11-15 18:16:30 +01:00
d082b18d87 Eevee: Optimisation: Bypass light power calculation when not needed
This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
2018-11-15 18:16:30 +01:00
d0b0e7efed Eevee: Cleanup: Fix wrong sun area light power calculation 2018-11-15 18:16:30 +01:00
f3074b96d6 Eevee: Make sun power match cycles better.
I made an empirical test with a 100% diffuse sphere and manually tweak the
lighting power of a sun lamp trying to fit cycles and eevee the best I can.

Then I plotted the result and found a rough fit to the equation and that
seems to work pretty well.
2018-11-15 18:16:22 +01:00
d546269de8 Cleanup: Double semicolon at the end of line 2018-11-15 16:32:18 +01:00
c39d5a6c88 Fix T57708: Crash on Eevee rendering with SSR enabled.
Intel does not like dead code.
The driver for `Intel HD Graphics 4000` crashes in these cases.
2018-11-13 15:19:10 -02:00
36a3a40033 Eevee: Fix ESM not working after a certain distance
This was caused by overflow caused by the background and precision during
filtering.
2018-11-12 13:50:22 +01:00
e51dae4af8 Eevee: Fix lamps shadows not updating correctly
This was visible if the lamps was out of frustum.
2018-11-12 13:50:22 +01:00
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
1250ace641 Eevee: Fix refraction materials
Fix refraction depth not working without ScreenSpace Refraction.
Fix ScreenSpace Refraction masking reflections.
2018-11-08 19:20:40 +01:00