Commit Graph

119 Commits

Author SHA1 Message Date
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
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
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
35b888fbda Eevee: Fix compilation issue cause by cleanup 2018-10-31 21:14:32 +01:00
97a1561283 Eevee: Cleanup: Remove TODOs about MSM
Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.
2018-10-31 19:44:01 +01:00
8ee575867a Eevee: Fix Sun soft shadows not starting at first sample 2018-10-29 16:26:52 +01:00
26ed545276 Cleanup: style 2018-10-29 10:24:42 +11:00
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
944e22115d Eevee: Lights: Bump the minimum area light size
This is to avoid visible artifacts with default lamps intensity.
2018-10-09 19:08:25 +02:00
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
a01fe76ded Eevee: Fix assert when using transparent shadows
Was missing some UBO bindings.
2018-09-10 18:05:11 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
d5f048f883 Eevee: Add debug visual for Cascaded Shadow Maps 2018-07-16 20:08:09 +02:00
1f69ffd35b Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
2018-07-16 20:08:09 +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
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +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
39678442e1 Cleanup: typos 2018-07-03 09:22:02 +02:00
851829c1fb Eevee: Improve load time.
Only generate shadow store shaders on demand and create a simpler shader
for small blur radius.
2018-06-05 21:02:57 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +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
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
3b0475bc64 Eevee: Shadows: Don't allocate more CSM layer than we need. 2018-05-04 19:24:13 +02:00
3f6fac91ff Eevee: Fix Cascaded shadow map calculation.
The first one was done correctly but the second was wrong due to the matrix
being overwritten.
2018-05-04 19:09:12 +02:00
39050f6eee Eevee: Shadows: Compute Octahedron size from CubeMap size.
This was the otherway around before. But since we can have a different size*
for cube texture now, we can compute the correct-ish texture size.

This will give us on average the same texture appearance when we will add
support for real cubemap shadows.
2018-05-04 16:22:23 +02:00
e6ce78895d Eevee: Cap Shadow resolution to 4096px^2.
As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.

So limiting to 4096 for now, we may remove this limit in the future.
2018-05-04 16:22:23 +02:00
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
a06b0d29aa Eevee: Shadows: Perf: Do not update shadows that are not inside the view. 2018-05-03 16:08:14 +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
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +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
61a22262d1 Eevee: Cleanup remaining shadow geometry references. 2018-04-15 22:23:51 +02:00
d8d1f637b1 Eevee: Shadows: Transition to individual face rendering.
This gets rid of the need of a geom shader and instancing.

Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.

But even then, we could optimize the culling and minimize the overhead.
2018-04-15 22:23:51 +02:00
47cfdb3c0c Eevee: Reduce loading time.
Only compile the needed shadow shaders to reduce the startup time.

Theses shaders is taking forever to compile on intel (~5s each).
2018-04-08 15:57:24 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
70fa15d1b8 Eevee: Save and reset matrixstate for probe rendering. 2018-03-08 00:09:04 +01:00
d5ecadd643 Eevee: Fix Cascaded shadowmap setup.
It was getting the wrong matrice because of the point light override.
2018-03-06 16:45:23 +01:00
c43d51c1c2 Eevee: Make use of culling when rendering the shadowmaps. 2018-03-02 18:35:59 +01:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
c17042bc6d Eevee: Fix prev_persmat being used by multiple viewport. 2018-02-26 20:08:48 +01:00
b795f5eb7a Eevee: Cleanup cascaded shadowmap code. 2018-02-25 17:55:49 +01:00
b8b8669b28 Cleanup: style, warning 2018-02-15 18:03:55 +11:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.

This is in prevision of the VAO manager patch.
2018-02-14 18:59:42 +01:00