Commit Graph

2426 Commits

Author SHA1 Message Date
7bb512594c Workbench: Use non-negative lighting evaluation
This makes the lighting a bit more diffuse but don't produce negative
values.

Add a bias of 1.5f to make the lighting a bit more directionnal.

The implementation is based on:
https://github.com/kayru/Probulator/blob/master/Source/Probulator/SphericalHarmonics.h#L136
which is derived from:
http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf

The shader implementation is optimized and has the same runtime cost
as previous method:
* no sh eval : 0.13ms
* prev sh eval : 0.14ms
* new sh eval : 0.22ms
* new sh eval opti : 0.14ms
2018-11-19 18:05:15 +01:00
2b56d21839 Workbench: Performance: Fix performance drop caused by specular lighting
In my test, the composite pass went from 1.52ms to 0.24ms when specular
lighting is enabled.
2018-11-19 18:05:15 +01:00
6ffb0a0ee7 DRW: Make profiling more precise on certain drivers.
This makes the whole rendering slower (because of sync point) but the
numbers displayed by the draw manager profiler is more precise on some
buggy drivers. They seems to issue the query before the last one ends.
2018-11-19 15:48:17 +01:00
ee44dd1b2b Studio Lights: Big Cleanups
* Less Lengthy enum/macro names.
* Optimize computation of Spherical Harmonics.
* Reduce radiance cubemap size a bit. Higher resolution is not necessary.
* Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used).
* Do windowing on each component separately instead of using luminance.
* Use ITER_PIXELS to iterate on each pixels, using pixel center coords.
* Remove gpu_matcap_3components as it is only needed when creating the gputex.
* Fix a lot of confusion in axis denomination/swizzle.

These changes should not affect functionallity.
2018-11-19 15:48:17 +01:00
6647e2c71e EEVEE: Cleanup: default_world_frag.glsl 2018-11-19 09:05:22 -02:00
80499bcc52 EEVEE: Cleanup remove unused shader. 2018-11-19 09:05:20 -02:00
740adf2a4b Cleanup: style 2018-11-19 13:37:18 +11:00
1b7b1d60c5 Fix T57835: Textured-fill layer opacity not working
This was an unsupported feature.
2018-11-18 16:28:57 +01:00
735ad525a6 Fix T53750: Mirrored UV have bad tangent space
I feel silly because it was my fault all along! (see the WATCH IT warning)
2018-11-17 14:56:18 +01:00
b4640ea020 DRW: Fix object wire appearing when object is drawn as bounds 2018-11-17 14:56:17 +01:00
93cd8e2494 Cleanup: style 2018-11-17 22:23:25 +11:00
dab0bc7bf8 Cleanup: correct const usage 2018-11-17 22:23:24 +11:00
92d1e6606c Draw Manager: Fix memory leak 2018-11-17 00:23:17 -02:00
b24b1ec74b Eevee: SSR: Only fade based on reflected pixel position
Not on reflector pixel position. This improve the feel of SSRs and the
final render quality.
2018-11-16 18:49:45 +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
0d5b291b74 Cleanup: removes unused varyings 2018-11-16 12:43:46 -02:00
f6c2fb0eb6 Minor edits in effect_ssr_frag.glsl 2018-11-16 12:43:45 -02:00
e9eb80055b Cleanup: remove unused variable 2018-11-16 12:43:44 -02:00
a915da221f Edit Mesh: Fixes display of custom normals
Should fix T57620
2018-11-16 00:45:22 +01:00
23c3124b56 Edit Mesh: Improve mesh cage drawing / fix errors and cleanup
* Fixes vertices with bad coloring. Now vertices draw with depth write so
they occlude the underlying face geom overlay, avoiding double drawing the
vertex.

* Decrease the z_offset of edges so they don't poke too much through
geometry. Also delete this offset in ortho view.

* Add zoffset to active and selected vertices so they always draw on top
if they overlap a non selected vertex.

* Fix alpha of edge_fix in vertex selection mode
2018-11-16 00:13:06 +01:00
ffa461f13c Eevee: Add Filter Quality setting
This setting can be tweaked to improve glossy reflection cubemaps.

It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
2018-11-15 20:04:47 +01:00
1b321048a7 Eevee: Add Glossy Reflection clamping
This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.

The lost energy may be replaced manually by a sunlight that compensate the
this loss.

This clamping only concerns Reflection Cubmaps and is done on all on all
of them.

Setting to 0.0 disables it (default).
2018-11-15 20:04:47 +01:00
c2164e579c Eevee: Add irradiance smoothing
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.

It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
2018-11-15 18:16:30 +01:00
11b3954346 Eevee: Irradiance Grid: Make the influence shape corners round
This makes it easier to add corrective light grids without having ugly
blending corners revealing the shape of the grid bounds.
2018-11-15 18:16:30 +01:00
7ced0d3cc0 Eevee: Cleanup & small optimization 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
d082b18d87 Eevee: Optimisation: Bypass light power calculation when not needed
This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
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
d546269de8 Cleanup: Double semicolon at the end of line 2018-11-15 16:32:18 +01:00
69a04c6140 Cleanup: correct flag comparisons
Also use smaller types for shading data.
2018-11-14 23:31:06 +11:00
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
c39d5a6c88 Fix T57708: Crash on Eevee rendering with SSR enabled.
Intel does not like dead code.
The driver for `Intel HD Graphics 4000` crashes in these cases.
2018-11-13 15:19:10 -02:00
445d813c87 GP: Don't calculate fast drawing when playing 2018-11-13 18:53:42 +01:00
4e1057780b GP: Remove redundant texture attachment 2018-11-13 13:44:56 +01:00
647a798076 Workbench: Volume: Fix slice display opacity 2018-11-13 11:22:29 +01:00
6ba7345ca5 Workbench: Volumes: Fix volumetrics step length calculation
Step size is now one voxel diagonal.
Fix T57678 Culling of smoke depending on view direction
2018-11-12 21:15:58 +01:00
3eb7928406 Workbench: Volumes: Fix volumetrics rendering twices 2018-11-12 21:12:34 +01:00
d941f40c21 Fix T57571: Blender crashes on UV transformation
That was caused by a thread safety issue on gpu_batch_presets_unregister()
which was not designed to be used for this kind of situation (managing 3D
meshes batches).
2018-11-12 18:07:01 +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
fb70ee0bb5 Cleanup: minor gpencil changes
- Replace BKE_brush_getactive_gpencil -> BKE_paint_brush
  (no need for per-paint-type brush access).
- Rename TOT_GP_EDITBRUSH_TYPES -> GP_EDITBRUSH_TYPE_MAX
  (avoid sharing prefix w/ unrelated constants).
- Rename instances of `GP_EditBrush_Data` to 'gp_brush'
  (`Brush` is typically called 'brush').
2018-11-12 09:59:16 +11:00
Dalai Felinto
221d078641 Multi-Objects Metaball: Selection refactor - fix pick and box selection
This is inspired/based on the code we use for armature bone selection.
Both pick selection, and box selection should be working now.
2018-11-09 16:40:43 -02:00
1ed31bef1a Draw manager: Expose grease pencil helper function 2018-11-09 17:53:02 +01:00
36e6a41f6f Object Mode: Grid: Make antialiasing more grounded
Went a bit anal on this but at least we will have a decent AA reference
for lines in the future.
2018-11-09 15:35:31 +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
1250ace641 Eevee: Fix refraction materials
Fix refraction depth not working without ScreenSpace Refraction.
Fix ScreenSpace Refraction masking reflections.
2018-11-08 19:20:40 +01:00
c39f34def9 Fix Cycles viewport render info overlapping other text.
Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
2018-11-08 18:31:33 +01:00
c018cea680 GP: Show all objects sharing data in edit modes
Only need hide particle objects
2018-11-07 16:13:49 +01:00
13944c3dda Workbench: Scale shadowing based on density
This makes previewing thick smoke a bit more plausible with better shadows.

The shadowing is clamped so that nothing is completely black. That said the
lower bound is pretty low.

This is not an option but could become one if users do not like it in
all situations.
2018-11-07 13:25:28 +01:00