Commit Graph

210 Commits

Author SHA1 Message Date
d5002f007e Eevee: Improve Transparent BSDF behavior
Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.

Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
2019-08-14 13:36:56 +02:00
484794ce67 Eevee: Fix first sample being accumulated without SSR
We check if the previous iteration (sample) was using a valid double buffer.
If it wasn't, we request another iteration.

This fix the issue for viewport,viewport render and image render.

Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
2019-07-09 14:34:56 +02:00
0707177ab8 Fix T64913 Eevee: shader compilation does not reset TAA
This tracks the number of compiling shaders and just reset the TAA
if previous number mismatch.
2019-06-14 19:17:06 +02:00
095df1ac21 Python API: allow external render engines to use Eevee for LookDev shading
This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.

Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.

Also adds descriptions for some RenderEngine settings.
2019-06-06 15:07:09 +02:00
08dd51a7bb Eevee: Ignore COW tag when deciding on auto-bake
This is too generic flag, and it might be used by anything, starting from
changes in transform ending with changes in ID properties.

The check here is to be as specific as possible. If that is not possible
the decision must be documented.

Related on T63111.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4923
2019-05-23 16:45:58 +02:00
800641a77f Eevee: Make Planar reflections work with the new DRWView system
Also get rid of clip_block which did the same as clipplanes inside
common_view_lib.glsl.
2019-05-22 13:29:05 +02:00
925b5823cc Eevee: Use DRW_view_* API instead of DRW_viewport_matrix_* 2019-05-22 13:29:05 +02:00
52669dda80 Eevee: Remove the Volumetric Render checkbox
This is to simplify the usage of Volumetrics.

Now it automatically detect if there is any Volumetric material in the
view and allocate the needed buffer if any.
2019-05-17 13:38:42 +02:00
b526221315 Eevee: Remove the Subsurface Render checkbox
This is to simplify the usage of SSS.

Now it automatically detect if there is any SSS material in the view and
allocate the needed buffer if any.
2019-05-17 13:38:42 +02:00
d93a47b7bb EEVEE: Viewport Rendering TAA
EEVEE assumed that the OGL renderer did FSAA, as the FSAA was removed we
needed to revalidate this assumption. The temporal sampling only inited
the matrices during init phase. As now we need to update the matrices
for every sample rendered the code for updating the matrices was
isolated in a new function `EEVEE_temporal_sampling_update_matrices`.

Reviewed By: fclem

Maniphest Tasks: T64646

Differential Revision: https://developer.blender.org/D4871
2019-05-16 16:02:56 +02:00
b52a0c78af Workbench,EEVEE: Viewport Render Samples
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
   samples means no AA, 1 sample uses FXAA and more samples will use
   TAA.
   The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
   method.
 - Use TAA when rendering images. (this used to be CPU based FSAA)
 - Removed `R_OSA` related settings.

Reviewers: fclem, brecht

Maniphest Tasks: T60847

Differential Revision: https://developer.blender.org/D4773
2019-05-02 16:19:12 +02:00
e66629c128 Eevee: Lookdev: Cleanup implementation & support for Bloom and TAA
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.

Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
2019-05-01 12:09:18 +02:00
b581f19292 Eevee: Add support for alpha background in viewport
Viewport now displays alpha checkerboard pattern like Cycles does when
film alpha is set to "Transparent".

Some small workarounds were necessary for Depth of Field and correct TAA
support.
2019-05-01 12:09:18 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
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