Commit Graph

34 Commits

Author SHA1 Message Date
c838dd9de6 Clay Engine: Improve sampling of SSAO
Replace completly random noise by Blue noisen, giving a better aspect.
Also randomize the distance in the sample direction to cover the whole distance even with 1 sample. Using another blue noise for this.
Replace spiral samples (that had tendency to align if the number of samples was near the chosen constant) with Hammersley samples that have good coverage even for low number of samples.
Use a UBO instead of Texture (a bit less latency) making things a tiny bit faster.
Move the noise data to the SceneLayerData, because each render layer can have a different sample count.
2017-06-04 23:11:48 +02:00
f75ca733ed Fix indentation in clay_engine.c 2017-05-26 12:55:50 +02:00
b5426b50fb Rename/move particle shaders 2017-05-23 14:20:10 +02:00
cedebeb5de Minor cleanup of previous hair commits 2017-05-22 16:42:08 +02:00
02cc4d8cec Cleanup: line length 2017-05-22 16:25:27 +10:00
985574c010 Move particle drawing to object mode 2017-05-19 19:18:34 +02:00
42804d49b5 Implement particle drawing with draw manager
This still has a couple of issues:
* Instancing is not working when multiple particle systems use the same
primitive. Only the last particle system to be drawn with a particular
primitive shows up.

* Because of colors being passed as uniforms with static variables, the
color of the collection of the last object to be evauluated is used for
all particles being displayed.

Also, note that while this is being drawn in the clay engine, this might
be moved to the object mode later intead.

Part of T51378
2017-05-19 17:23:19 +02:00
Dalai Felinto
3af8f52752 Fix crash when changing Clay "Edge Strength"
This was introduced by a removed line in
rB0eb32ab22809d9c0c41bfff5082f58b1a7aa9965

If we want to change the value to a differen default, it should be done
in a separated commit.
2017-05-19 15:50:30 +02:00
dad10ab118 DwM: Support flat-shaded w/ clay & eevee engines
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18 20:43:53 +10:00
3900b7b1e7 Cleanup: simplify material checks w/ clay engine
Instead of manipulating args when checking for duplicates,
just convert the material and memcmp.
2017-05-18 13:06:51 +10:00
4047715af3 Cleanup: use pre-defined STRINGIFY macro 2017-05-18 11:22:24 +10:00
e074ac65a6 DWM: don't use engine drawing for paint modes
Also only use sculpt-mode drawing with the active object.
2017-05-17 17:06:55 +10:00
90aff807ab Draw Manager: Texture Memory usage improvement.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
2e8cb8d836 Draw Manager: Make use of texture reuse. 2017-05-16 20:30:17 +02:00
95547bd750 Minor cleanup in clay_engine.c 2017-05-16 16:43:48 +02:00
Dalai Felinto
3826e77593 Draw Manager: Small cleanup on bool and bitwise
We should avoid casting from an int to a flag.

In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.

(also adding explicit parenthesis to a flag check)
2017-05-16 16:26:00 +02:00
Dalai Felinto
b11168c8f1 Clay/Hair: Only show hair when in object mode 2017-05-16 16:18:17 +02:00
c6da3c2655 Fix hair drawing with collection clay settings overrides 2017-05-16 16:07:45 +02:00
Dalai Felinto
e43597446e Fix hair width changing 2017-05-16 14:55:36 +02:00
9035aa9cee Use better prng algo and fix randomness UI 2017-05-15 17:27:15 +02:00
392b5b8212 Implement matcaps for hair 2017-05-15 17:27:14 +02:00
7d12d8956d Sculpt: Move sculpt drawing to engines.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
 - Shaded meshes don't have correct tangents or uvs.
 - Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
 - It only uses the first material slot of the mesh.
2017-05-12 17:54:14 +02:00
0eb32ab228 Implement hair drawing with Draw Manager in Clay engine
Part of T51378
2017-05-12 16:14:55 +02:00
bd31b1f182 Clay: Use switch statement instead of if-else chain 2017-05-12 15:47:33 +02:00
3a5501d168 Use static assert in Clay engine to ensure struct alignment 2017-05-12 12:02:45 +02:00
707756d277 Draw Manager: Extend simplification to UBOs & fix a context error. 2017-05-09 23:55:19 +02:00
e32ec677c3 Draw Manager: Simplify usage and check for errors. 2017-05-09 23:55:19 +02:00
d2bd9195d4 Cleanup: naming 2017-05-08 13:00:43 +10:00
Dalai Felinto
8d9c484152 Implement overridable scene render settings
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.

Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.

An example of this setting is "samples", as implemented now for the clay
engine.
2017-05-05 18:08:24 +02:00
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
Dalai Felinto
8c660c7801 Cycles integration with Draw Manager
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
2017-05-02 15:13:50 +02:00
8f028ec840 Cleanup: rename struct for private engine data
Also remove from pass list (there were some duplicate unused entries).
2017-04-29 16:52:12 +10:00
edd1512741 Draw Manager: cleanup, use doxy categories
Also add DRW_state for accessing current draw state.
2017-04-27 02:04:56 +10:00
3f91567052 Cleanup: draw engine
- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)
2017-04-26 17:42:39 +10:00