Commit Graph

1365 Commits

Author SHA1 Message Date
006c66b1ff Refactor object engine data storage
Main idea is to make specific engine types be a subclass of generic
ObjectEngineData structure.

This required following changes:

- Have extra size argument to engine data allocation function.

  Not sure whether there is less error-prone way of doing this.

- Add init() callback to engine data allocation function.

Additionally, added some extra checks to Eevee's engine data getters, so we do
not silently cast lamp data to lightprobe data.

Reviewers: dfelinto, fclem

Differential Revision: https://developer.blender.org/D3027
2018-01-29 17:53:51 +01:00
Dalai Felinto
6743308e59 Fix Eevee error message
That said, this should be informed to the user, not printed in the console.
2018-01-25 10:59:41 -02:00
1686baa7f2 Fix "GPUTexture: texture alloc failed. Not enough Video Memory." in area resizing
`gpu_texture_try_alloc` invalidates zero-sized textures.
The message in the console is not correct in this case (because it is not due to lack of memory).
2018-01-23 22:50:05 -02:00
777e1d358a Eevee: Probes: Add support for intensity tweak.
This works for grid and cubemaps.

The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
2018-01-21 23:16:59 +01:00
73a1bf1a80 Eevee: Fix grid lighting disappearing when adding a new cubemap probe. 2018-01-21 23:16:59 +01:00
e82616aea6 Eevee: SSR: Optimize the AO out when not enabled. 2018-01-21 23:16:59 +01:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
e46c49ff3d Fix T53788: Camera animation not working
Both object level and camera datablock properties animation did not work with
copy on write enabled.

The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.

Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.

Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.

Not sure if there is nicer solution here.

Reviewers: dfelinto, campbellbarton, mont29

Subscribers: dragoneex

Differential Revision: https://developer.blender.org/D3007
2018-01-19 11:12:22 +01:00
4d3d002b65 Eevee: Fix translucency light powers. 2018-01-18 22:43:05 +01:00
59989fd4e0 Eevee: Volumetrics: Update/fix the lamp power convertion.
Include a better fit for area lights.
2018-01-18 21:52:36 +01:00
03e432bcdb Eevee: Implement Sun area lighting and few fixes/opti.
Sun is treated as a unit distant disk like in cycles.

Opti: Since computing the diffuse contribution via LTC is the same as not using the Linear Transformation, we can bypass most of the LTC code.
This replaces the sphere analytical diffuse computation as it gives a more pleasing result very close to cycles' AND cheaper.

Lights power have been retweaked to be coherent with cycles (except sun lamp with large radius where cycles has a non-uniform light distribution).
2018-01-18 21:52:36 +01:00
0cec092eca Eevee: Optimize rectangle area light.
Use the latest LTC optimisation techniques. That said, the final output is a bit more biased (and a bit further away from cycles).
2018-01-18 21:52:36 +01:00
220f1ad67e Eevee: Use inversesqrt() when possible. 2018-01-18 21:52:36 +01:00
8ed0161aa7 Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center.
This might be a bit heavier but it's worth it.
2018-01-18 21:52:36 +01:00
8e35a9e4c7 Eevee: Perf: Update noises (in utilTex) via GPU drawing.
This leads to a ~3ms improvement of CPU time during drawing.
This prevent the rendering from being stalled waiting for the texture data to be transfered.
2018-01-17 14:02:48 +01:00
ca5987c8a5 Cleanup: replace BLI_dynstr w/ BLI_string_joinN
Use in place of recently reverted 'DRW_shader_create_lib'
2018-01-17 21:42:14 +11:00
10ce5af2dd Revert "Fix use-after free in DRW_shader_create_with_lib"
Caused an error entering edit-mode.

d60f26f37a & 2659500835
2018-01-17 20:39:42 +11:00
c02d428147 Eevee: Update lightprobes when deleting or linking a new world datablock 2018-01-17 00:23:31 +01:00
d7acabdef5 Eevee: SSS: Fix OpenGL error when enabling TRANSLUCENCY but not SSSS.
This was causing this error:
"Different sampler types for same sample texture unit in fragment shader"
2018-01-17 00:01:17 +01:00
2659500835 DRW: Codestyle refactor: Use macro to create shader libs.
This clears up the code from many DynStr usage. Easier to read.
2018-01-16 23:40:15 +01:00
96138daa2b Eevee: SSR: Fix artifacts at object/background limits.
This should have a very small perf impact but it's needed.
2018-01-16 22:18:35 +01:00
213e34a6c3 Eevee: Fix Hashed Alpha.
Now hashed alpha materials are stable when moving the camera/not using TAA.
It also converge to a noise free image when using TAA. No more numerical imprecision.

There still can be situations with multiple overlapping transparent surfaces that can lead to residual noise.
2018-01-16 19:40:17 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
c372113489 Eevee: Add macro to sample noise in utilTex.
Avoid future coding error.
2018-01-16 18:22:25 +01:00
5f569378d2 Eevee: SSR: Derive the brdf bias from the trace quality.
Also change the range of the trace quality so that the trace actually covers the screen most of the time.
2018-01-16 18:22:25 +01:00
9afeba330f Eevee: Fix SSRefraction noise. 2018-01-16 18:22:24 +01:00
9365e966b4 Eevee: SSR: Enhance the halfres raytrace.
This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel.
2018-01-16 18:22:24 +01:00
2221cdb517 Eevee: SSR: Optimise Texture fetches and solve noise issue.
There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
2018-01-16 18:22:24 +01:00
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
84c91be0a4 Eevee: Fix noise correlation in the blue noise update. 2018-01-16 18:22:24 +01:00
7183d15d97 Fix unreported: Eevee Principled Shader: Crash because Intel does not like dead code
The reason for the crash is still a bit confusing, but on Windows with Intel HD Graphics 4000 it always happens when you enable `Use Nodes` or when you try to connect the Pricipled Shader node to the output without the `Subsurface Scattering` and `Subsurface Translucency` options enabled.
2018-01-15 13:49:50 -02:00
49d51a1e62 Eevee: Fix motion blur alpha being > 1.0 2018-01-12 15:57:41 +01:00
2bbc287af1 Eevee: Fix Motion blur not working in OGL render.
Thanks to @sergey for the patch.

Also include some sexy line breaks.
2018-01-12 15:57:41 +01:00
5ef2be5f59 Eevee: DoF: Fix most color artifacts in render.
Use full 32bit floats buffers. This increase render time but also color fidelity.
2018-01-11 16:50:55 +01:00
494e4c0977 Eevee: Fix Depth of Field.
It was using a wrong blending function.
2018-01-11 16:50:55 +01:00
0142264508 Eevee: Lamps: Optimize lamps CPU/Memory usage.
Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms)
With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms.

This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters.
The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation).

We replaced the linked list system used to track shadow casters by a huge bitflag.
We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly.

Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection.

We use a double buffer system for the shadow casters arrays to detect deleted shadow casters.
Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking.
This needs further investigation.
2018-01-11 16:50:54 +01:00
a0655ed487 Eevee: Fix AO in planar reflections. 2018-01-09 19:01:24 +01:00
8aaf7bc438 Eevee: Fix Planar probe refresh. 2018-01-09 18:59:13 +01:00
9135530f79 Eevee: Support for dupli lamps without shadows. 2018-01-09 18:01:56 +01:00
d73f74793e Eevee: Make Ogl render sampling more correct
Result is less noisy ogl renders.

What this patch does:
- the draw loops gets accumulated into the output buffer.
- disable TXAA persmat jittering in ogl render since ogl render already does that.
- make noise texture update correct accross all draw loops. Previously it was reset between each FSAA samples.
2018-01-05 10:25:28 +01:00
205978a489 Eevee: Fix AO applied twice on glossy shader when using OGL render
Seems to be a compiler bug. This is really strange.
I just rephrased the whole thing and it appears to work.
2018-01-04 10:43:54 +01:00
4df11e3c70 Eevee: SSR: Fix ssr nor working in ogl render. 2018-01-04 10:43:54 +01:00
5ab2fc65c6 DRW: Fix boolean uniform lenght.
Boolean uniform needs to be 4bytes long for opengl.
Use "int" for every bool you want to pass as a uniform.
2018-01-04 10:43:54 +01:00
b4ad0151c3 Eevee: Fix issues with alpha blending
- Hashed Alpha materials were outputing their alpha values even if the final pixel has no blending and thus no transparency.
- Opacity was not clamped when using "add closure" nodes.
2018-01-04 10:43:54 +01:00
2b678db3fe Eevee: Make the background black when rendering without sky.
This prevent some bad blending when using transparent materials.
2018-01-04 10:43:54 +01:00
6b2989ae75 DRW: Fix small changes to transparent background.
Fix changes introduced e3ef782af5

Eevee is in charge of rendering so it should be its task to have it's buffer initialized
2018-01-04 10:43:54 +01:00
Dalai Felinto
b89f2276e5 Implement duplicator viewport/render visibility options
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.

An object that is a particle emitter is also considered a duplicator.

Many thanks for the reviewers for the extense feedback.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D2966
2017-12-21 13:43:24 -02:00
Dalai Felinto
e3ef782af5 Fix for T53599: OpenGL render with transparent background
I had to make Eevee draw its scene in the scene pass (before it was doing it
in the background pass). This is not ideal since reference images require
a separation between scene and background.

But it's the best way to solve it now. Clay is working fine.
2017-12-20 16:05:47 -02:00
6cbdde1ba1 Fix T53400: DEG tagging is freeing Irradiance Grid when selecting objects
Ignore selection related recalc in Eevee ID update callback.
2017-12-19 11:46:53 +01:00
Dalai Felinto
1f5106de61 Group collection viewport/render options and remove collection visibility
Users can change the group collection visibility in the outliner
when looking at groups.

Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.

This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.

Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.

Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
2017-12-15 08:56:48 -02:00