Commit Graph

734 Commits

Author SHA1 Message Date
880b0f981d Cleanup: more renaming in the render/ module for consistency 2020-11-09 16:19:49 +01:00
16732def37 Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code.

No functional changes.
2020-11-06 18:08:25 +01:00
aa3a4973a3 Cleanup: use ELEM macro 2020-11-06 12:32:54 +11:00
7cb20d841d Cleanup: follow our code style for float literals 2020-11-06 12:32:54 +11:00
7a8c8ec5e9 Merge branch 'blender-v2.91-release' 2020-11-04 18:13:57 +01:00
96e8dadda0 Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadows
The shadow path was not using the alpha threshold.
2020-11-04 17:16:20 +01:00
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
9bc177d8de Materials: support true float4 attributes in the Attribute node.
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

The Cycles code is already refactored and committed by Brecht.

Ref D2057
2020-11-03 16:35:43 +03:00
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
a78130c610 Cleanup: spelling 2020-09-19 14:26:40 +10:00
7b9e47a35e EEVEE: Fix Missing GGX multi-scattering on Glass BSDF
Oversight that should have been in rB6f3c279d9e70
2020-09-19 00:24:43 +02:00
6f3c279d9e EEVEE: Add support for GGX Multi-scatter
Based on http://jcgt.org/published/0008/01/03/

This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).

However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.

This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights

This does not handle area light differently than the IBL case but that's
already an issue in current implementation.

This is related to T68460.

Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
2020-09-19 00:09:51 +02:00
Alex Strand
b248ec9776 Shaders: add emission strength input to Principled BSDF node
This impacts I/O add-ons. OBJ, FBX and Collada have been updated, glTF not yet.

Differential Revision: https://developer.blender.org/D4971
2020-09-17 18:54:04 +02:00
f0c376a52a Fix T80332: principle volume shader not working for world in Eevee
The handling of missing volume grids for the principled volume shader was
incomplete, different inputs need different default values.
2020-09-03 15:49:41 +02:00
7edd8a7738 GPUUniformBuf: Rename struct and change API a bit
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
2020-08-21 14:16:42 +02:00
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
44b7354742 Cleanup: Nodes, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/nodes` module.

No functional changes.
2020-08-07 13:38:06 +02:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
93f4f96818 Merge branch 'blender-v2.90-release' 2020-08-05 20:21:08 +03:00
a316d3b6c6 Eevee: do not rely on the SOCK_HIDE_VALUE flag for node group sockets.
When disconnecting links for defaulted node group inputs, recurse
into the nested node group nodes, instead of checking the socket
flag. Otherwise the behavior is confusing and differs from Cycles.

Differential Revision: https://developer.blender.org/D8455
2020-08-05 20:20:48 +03:00
901ee66ea1 Cleanup: use term init instead of initialize/initialise
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
2020-08-01 13:51:05 +10:00
da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00
486c7b87fb Cleanup: GPU: Remove GPU_draw.h and move fluid gpu function to DRW 2020-07-29 23:21:33 +02:00
e749643793 GPU: Refactor gpu_texture_image to not use GL calls
This is also a bit of code cleanup, reorganisation.

Tried to be DRYed but avoid too much code change to (hopefully) minimize
breakage.

- GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase.
- GPUTexture: Move compressed texture upload to gpu_texture.cc
- GPUTexture: Add per texture Anisotropic filtering switch
2020-07-29 15:03:02 +02:00
9a53d4a882 Particles: support Clamp node 2020-07-27 17:12:15 +02:00
d40c39fca0 Cycles: adjust Sky texture intensity to follow physical units
The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.

Patch contributed by Marco with the help of Ryan Jones.

Differential Revision: https://developer.blender.org/D8285
2020-07-20 19:31:42 +02:00
8cbbdedaf4 Refactor: Update integer type usage
This updates the usage of integer types in code I wrote according to our new style guides.

Major changes:
* Use signed instead of unsigned integers in many places.
* C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`).
* Hash values for C++ containers are 64 bit wide now (instead of 32 bit).

I do hope that I broke no builds, but it is quite likely that some compiler reports
slightly different errors. Please let me know when there are any errors. If the fix
is small, feel free to commit it yourself.
I compiled successfully on linux with gcc and on windows.
2020-07-20 12:16:20 +02:00
5910dbdbf7 Nodes: move some code from blenkernel directory to nodes
This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.

The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
2020-07-17 11:36:59 +02:00
4249d6f58e Particles: support Separate/Combine RGB nodes 2020-07-16 16:09:19 +02:00
ada173ebfd Particles: simplify Combine XYZ node 2020-07-16 16:09:19 +02:00
72df7c23c4 Particles: support Color Ramp node 2020-07-16 16:09:19 +02:00
83955d6769 Particles: support Map Range node
Only linear interpolation mode is supported for now.
2020-07-16 13:26:20 +02:00
f3ea6a5b28 Particles: implement more vector math operations 2020-07-16 14:15:24 +02:00
b882f89fe3 Particles: support for most math node operations 2020-07-16 13:41:47 +02:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
41e6f9bd43 Cycles: Add control for sun intensity in Sky Texture and change altitude to km
Differential Revision: https://developer.blender.org/D8091
2020-07-13 03:08:11 +02:00
77cd8182f8 Cycles: Remove Vector input on Sky texture when using the included sun
When using the sun, we need to sun sampling logic to avoid excessive
sampling map resolution, but that logic assumes that the Vector input
comes from the view direction.
That is the case in the vast majority of cases anyways, so the easiest
solution is to just remove the input for that case.

Differential Revision: https://developer.blender.org/D8091
2020-07-13 02:00:38 +02:00
46b79b3d4a Nodes: support vector math node in simulation node tree 2020-07-11 16:55:57 +02:00
b920875893 Nodes: support math node in simulation node tree 2020-07-11 16:47:53 +02:00
8fae58ce0b Nodes: support Value node in simulation node tree 2020-07-11 16:39:17 +02:00
16d4373158 Nodes: move Math, Vector Math and Value shader nodes to c++ files
This required a little bit of refactoring, because we were using c-only
syntax for the gpu shader names. All tests are still passing.
2020-07-11 16:24:53 +02:00
03a00bda2b Sculpt: Make Sculpt Vertex Colors features experimental
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8239
2020-07-09 18:24:50 +02:00
Szymon Ulatowski
9de09220fc EEVEE: Implement the missing Sky texture
I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.

There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D7108
2020-07-09 17:31:36 +02:00
8713109212 Cleanup: fix typo 2020-07-07 20:27:34 +02:00
4990e4dd01 Nodes: Generate multi-function network from node tree
This adds new callbacks to `bNodeSocketType` and `bNodeType`.
Those are used to generate a multi-function network from a node
tree. Later, this network is evaluated on e.g. particle data.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8169
2020-07-07 18:23:33 +02:00
2a1af5fa48 Cleanup: add missing extern "C" 2020-06-30 14:01:46 +02:00
eacdcb2dd8 Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.

By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.

This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.

Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).

Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.

In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.

This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).

More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view

Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.

Differential Revision: https://developer.blender.org/D7896
2020-06-17 21:06:41 +02:00
15a24f3d7f GPUMaterial: Fix shader compilation when using UDIM textures 2020-06-03 16:42:54 +02:00