Commit Graph

142 Commits

Author SHA1 Message Date
21b0f74a6f Eevee: Lights: Reduce default cascade distance 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
c3d03b4434 Lamps: Remove HEMI light type
This type is not supported by either Eevee or Cycles. If other types of
lamps are needed by external engines, we should support adding custom types.
2018-11-14 11:50:37 +01:00
eae9228a4d Eevee: Lamps: Fix RNA defaults and change defaults for contact shadows 2018-07-20 22:21:44 +02:00
9536f920e3 Cleanup: style 2018-07-10 09:29:30 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
2ca8230f67 Merge branch 'master' into blender2.8 2018-06-09 14:43:01 +02:00
fb565ddb68 Cleanup: trailing space in RNA 2018-06-09 14:40:09 +02:00
ce5e9b599c Fix Python UI error with Eevee and hemi lamps. 2018-06-04 17:36:02 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00
Dalai Felinto
08e4808318 Fix EEVEE lamps with shadows by default but wrong UI
Reported on T54788: Actually this was what BI was doing as well.
But anyways fixed for good now.

That includes a subversion bump.
2018-04-24 12:25:41 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
ec2bbc90e7 Merge branch 'master' into blender2.8 2017-10-18 17:09:41 +11:00
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
dfcdec914c Eevee: Shadows: Add Contact Shadows
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps.

Theses inherit of the same artifacts as other screenspace methods.
2017-10-06 23:44:22 +02:00
adeaf37e77 Eevee: Add Cascaded Shadow Map options. 2017-09-10 03:09:45 +02:00
cc6e97d426 Lamps: Remove uper limit of the buffer bias parameter. 2017-09-10 03:09:45 +02:00
d675415eef Replace all old DAG calls with direct calls to new DEG and remove BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
2017-06-08 10:17:04 +02:00
0d52f8daea Eevee: Polishing of Exponential Shadow mapping
Added exponent parameter to tweak light bleeding.
Added depth bias to the shadow test.
Added better blurring using 32 samples.
2017-06-03 00:54:01 +02:00
4bd2de2030 UI: Change shadow map bias tooltip 2017-06-03 00:54:01 +02:00
e97085778b Eevee: Update Light data panel 2017-06-03 00:54:01 +02:00
Julian Eisel
4ebfb700ba Fix missing viewport update changing BI lamp shadow method 2016-08-27 23:23:17 +02:00
0024768f88 Cleanup: style/spelling 2016-03-14 13:21:13 +11:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
676d790d29 Cleanup: use rna_enum_ prefix for RNA enums
Definitions could shadow local vars.
2015-11-23 17:40:09 +11:00
d5fb0e517c Cleanup: rename 'datablocks' -> 'data-blocks'
Similar to addons -> add-ons, for reading it fits better to hyphenate.
2015-10-24 02:44:43 +11:00
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
4d5446cea7 Usual UI messages fixes... 2015-04-20 14:46:09 +02:00
4f2657bf47 BGE: New Draw debug shadow box for sun lamp
New Check option "Show Shadow Box" in shadow panel of sun lamp to get
feedback about which objects project shadows.

Minor tweaks by Campbell Barton and Jorge Bernal

Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: sergey, lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1149
2015-04-18 12:30:02 +02:00
3824e0f124 Cleanup: style 2015-03-14 12:10:09 +11:00
6e17420548 BGE: Fix for T43788 Light casts shadow when use_shadow unchecked
Makes use_shadow usage consistent across supported lamp types (Spot and
Sun)

Differential D1148

Reviewers: Moguri, Brecht
2015-03-13 23:47:15 +01:00
185e301229 RNA: correct bool callbacks 2015-02-20 19:54:51 +11:00
d9dd29054f Style cleanup 2014-05-20 00:11:16 +10:00
57e1ec2308 Fix part of T39708, don't overupdate particles when changine active
particle texture slot
2014-05-16 01:23:25 +03:00
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
203c6effd5 code cleanup: quiet rna warnings, remove remove_strict_flags() for cmake/rna.
also set_source_files_properties() wasn't working for rna_*_gen.c files,
set dna.c and generated data files with generated property too.
2013-09-20 06:35:28 +00:00
2e2ea1ae21 set function args in BLI_math_rotation as const where possible. 2013-08-23 09:46:11 +00:00
ab1a0d6cf7 Fix #35879: missing 3D viewport redraws when changing lamp settings, after recent
changes to avoid unnecessary redraws.
2013-06-26 12:33:30 +00:00
3d21bf9688 Fix lamp size allowing negative values. 2013-06-11 21:58:43 +00:00
8f9150871c Fix part of #34233: bad alpha blending for 2D image painting. This is a very
old issue, the formulas here were never quite right, should all work ok now
with byte and float images.

Some differences:

* Colors with zero alpha from the background will never have an influence, so
  you don't get alpha fringes when painting over such areas. This does give
  hard edges when looking at the RGB channels alone, but there's no way to
  avoid that and fringes at the same time, same behavior as other painting apps.

* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
  and work only the RGB channels, again same behavior as many other apps.

* Erase/Add alpha now compensates for premultiplied float images to keep the
  straight RGB colors the same.

Next: fix projection painting.
2013-04-27 12:51:23 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
f57398568a More UI message i18n fixes and improvements... 2013-03-10 14:57:19 +00:00
dfa8540cdf use bool for rna funcs. 2013-03-07 02:44:55 +00:00
a418dfb98c BGE: Committing SolarLune's patch to allow a minimum shadow buffer size of 128 (down from 512). 2012-12-25 06:31:42 +00:00
9b32776be3 Fix #33282: missing GLSL update assigning a lamp texture. 2012-11-24 14:50:40 +00:00
931aeeb1f2 * Add RNA comment for Lamp icon defines. 2012-06-14 14:04:55 +00:00
82d1b699b5 remove unused enums (these are defined and used elsewhere) 2012-05-22 07:07:25 +00:00
a9f6e54384 style cleanup: mostly whitespace in rna 2012-05-12 11:01:29 +00:00
4bbcb7714e Some misc fixes to UI messages... 2012-05-07 15:50:57 +00:00