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Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c178
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c11
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c7
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl3
6 files changed, 110 insertions, 97 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 32de4266c82..bea7d000181 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -137,7 +137,7 @@ void EEVEE_cache_populate(void *vedata, Object *ob)
}
if (DRW_object_is_renderable(ob) &&
- DRW_check_object_visible_within_active_context(ob))
+ DRW_object_is_visible_in_active_context(ob))
{
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index a458be040fc..7319572d7eb 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -628,12 +628,12 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
evli->radius = max_ff(0.001f, la->area_size);
}
else if (la->type == LA_AREA) {
- evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f);
+ evli->sizex = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
- evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f);
+ evli->sizey = max_ff(0.003f, la->area_sizey * scale[1] * 0.5f);
}
else {
- evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f);
+ evli->sizey = max_ff(0.003f, la->area_size * scale[1] * 0.5f);
}
}
else {
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 2d27bb8e705..38c2fb50f81 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1080,23 +1080,23 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
+#define ADD_SHGROUP_CALL(shgrp, ob, ma, geom, oedata) do { \
if (is_sculpt_mode_draw) { \
DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
} \
else { \
if (oedata) { \
- DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, EEVEE_lightprobes_obj_visibility_cb, oedata); \
+ DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, ma, EEVEE_lightprobes_obj_visibility_cb, oedata); \
} \
else { \
- DRW_shgroup_call_object_add(shgrp, geom, ob); \
+ DRW_shgroup_call_object_add_ex(shgrp, geom, ob, ma, false); \
} \
} \
} while (0)
-#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom, oedata) do { \
+#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, ma, geom, oedata) do { \
if (shgrp) { \
- ADD_SHGROUP_CALL(shgrp, ob, geom, oedata); \
+ ADD_SHGROUP_CALL(shgrp, ob, ma, geom, oedata); \
} \
} while (0)
@@ -1498,95 +1498,97 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
*/
bool use_volume_material = (gpumat_array[0] && GPU_material_use_domain_volume(gpumat_array[0]));
- /* Get per-material split surface */
- char *auto_layer_names;
- int *auto_layer_is_srgb;
- int auto_layer_count;
- struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
- ob, gpumat_array, materials_len,
- &auto_layer_names,
- &auto_layer_is_srgb,
- &auto_layer_count);
- if (mat_geom) {
- for (int i = 0; i < materials_len; ++i) {
- if (mat_geom[i] == NULL) {
- continue;
- }
- EEVEE_ObjectEngineData *oedata = NULL;
- Material *ma = give_current_material(ob, i + 1);
-
- if (ma == NULL)
- ma = &defmaterial;
-
- /* Do not render surface if we are rendering a volume object
- * and do not have a surface closure. */
- if (use_volume_material &&
- (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i])))
- {
- continue;
- }
+ if (ob->dt >= OB_SOLID) {
+ /* Get per-material split surface */
+ char *auto_layer_names;
+ int *auto_layer_is_srgb;
+ int auto_layer_count;
+ struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len,
+ &auto_layer_names,
+ &auto_layer_is_srgb,
+ &auto_layer_count);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ if (mat_geom[i] == NULL) {
+ continue;
+ }
+ EEVEE_ObjectEngineData *oedata = NULL;
+ Material *ma = give_current_material(ob, i + 1);
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ /* Do not render surface if we are rendering a volume object
+ * and do not have a surface closure. */
+ if (use_volume_material &&
+ (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i])))
+ {
+ continue;
+ }
- /* XXX TODO rewrite this to include the dupli objects.
- * This means we cannot exclude dupli objects from reflections!!! */
- if ((ob->base_flag & BASE_FROMDUPLI) == 0) {
- oedata = EEVEE_object_data_ensure(ob);
- oedata->ob = ob;
- oedata->test_data = &sldata->probes->vis_data;
- }
+ /* XXX TODO rewrite this to include the dupli objects.
+ * This means we cannot exclude dupli objects from reflections!!! */
+ if ((ob->base_flag & BASE_FROMDUPLI) == 0) {
+ oedata = EEVEE_object_data_ensure(ob);
+ oedata->ob = ob;
+ oedata->test_data = &sldata->probes->vis_data;
+ }
- /* Shading pass */
- ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i], oedata);
+ /* Shading pass */
+ ADD_SHGROUP_CALL(shgrp_array[i], ob, ma, mat_geom[i], oedata);
- /* Depth Prepass */
- ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i], oedata);
- ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
+ /* Depth Prepass */
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, ma, mat_geom[i], oedata);
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, ma, mat_geom[i], oedata);
- char *name = auto_layer_names;
- for (int j = 0; j < auto_layer_count; ++j) {
- /* TODO don't add these uniform when not needed (default pass shaders). */
- if (shgrp_array[i]) {
- DRW_shgroup_uniform_bool(shgrp_array[i], name, &auto_layer_is_srgb[j], 1);
- }
- if (shgrp_depth_array[i]) {
- DRW_shgroup_uniform_bool(shgrp_depth_array[i], name, &auto_layer_is_srgb[j], 1);
- }
- if (shgrp_depth_clip_array[i]) {
- DRW_shgroup_uniform_bool(shgrp_depth_clip_array[i], name, &auto_layer_is_srgb[j], 1);
+ char *name = auto_layer_names;
+ for (int j = 0; j < auto_layer_count; ++j) {
+ /* TODO don't add these uniform when not needed (default pass shaders). */
+ if (shgrp_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_clip_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_clip_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ /* Go to next layer name. */
+ while (*name != '\0') { name++; }
+ name += 1;
}
- /* Go to next layer name. */
- while (*name != '\0') { name++; }
- name += 1;
- }
- /* Shadow Pass */
- if (ma->use_nodes && ma->nodetree && (ma->blend_method != MA_BM_SOLID)) {
- struct GPUMaterial *gpumat;
- switch (ma->blend_shadow) {
- case MA_BS_SOLID:
- EEVEE_lights_cache_shcaster_add(
- sldata, stl, mat_geom[i], ob);
- *cast_shadow = true;
- break;
- case MA_BS_CLIP:
- gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
- EEVEE_lights_cache_shcaster_material_add(
- sldata, psl, gpumat, mat_geom[i], ob, &ma->alpha_threshold);
- *cast_shadow = true;
- break;
- case MA_BS_HASHED:
- gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
- EEVEE_lights_cache_shcaster_material_add(
- sldata, psl, gpumat, mat_geom[i], ob, NULL);
- *cast_shadow = true;
- break;
- case MA_BS_NONE:
- default:
- break;
+ /* Shadow Pass */
+ if (ma->use_nodes && ma->nodetree && (ma->blend_method != MA_BM_SOLID)) {
+ struct GPUMaterial *gpumat;
+ switch (ma->blend_shadow) {
+ case MA_BS_SOLID:
+ EEVEE_lights_cache_shcaster_add(
+ sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
+ break;
+ case MA_BS_CLIP:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, &ma->alpha_threshold);
+ *cast_shadow = true;
+ break;
+ case MA_BS_HASHED:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, NULL);
+ *cast_shadow = true;
+ break;
+ case MA_BS_NONE:
+ default:
+ break;
+ }
+ }
+ else {
+ EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
}
- }
- else {
- EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
- *cast_shadow = true;
}
}
}
@@ -1617,7 +1619,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
- if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 80d8c066a44..e24142e3f71 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -163,7 +163,7 @@ void EEVEE_render_cache(
EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
- if (DRW_check_object_visible_within_active_context(ob)) {
+ if (DRW_object_is_visible_in_active_context(ob)) {
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
@@ -191,6 +191,12 @@ static void eevee_render_result_combined(
rect->xmin, rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
4, 0, rp->rect);
+
+ /* Premult alpha */
+ int pixels_len = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
+ for (int i = 0; i < pixels_len * 4; i += 4) {
+ mul_v3_fl(rp->rect + i, rp->rect[i + 3]);
+ }
}
static void eevee_render_result_subsurface(
@@ -543,6 +549,9 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
/* Post Process */
EEVEE_draw_effects(sldata, vedata);
+ /* XXX Seems to fix TDR issue with NVidia drivers on linux. */
+ glFinish();
+
RE_engine_update_progress(engine, (float)(render_samples++) / (float)tot_sample);
}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 256838609a6..4fffa3f285c 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -46,6 +46,7 @@
#include "eevee_private.h"
#include "GPU_draw.h"
#include "GPU_texture.h"
+#include "GPU_material.h"
static struct {
char *volumetric_common_lib;
@@ -471,13 +472,13 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
- DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]);
-
/* If shader failed to compile or is currently compiling. */
- if (grp == NULL) {
+ if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
return;
}
+ DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]);
+
/* Making sure it's updated. */
invert_m4_m4(ob->imat, ob->obmat);
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index 5f641c5d490..36c4562e137 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -75,10 +75,11 @@ vec3 light_volume(LightData ld, vec4 l_vector)
}
else if (ld.l_type == SUN) {
power = (4.0f * ld.l_radius * ld.l_radius * M_2PI) * (1.0 / 12.5); /* Removing area light power*/
- power *= M_2PI * 0.78; /* Matching cycles with point light. */
+ power *= M_PI * 0.5; /* Matching cycles. */
}
else {
power = (4.0 * ld.l_radius * ld.l_radius) * (1.0 /10.0);
+ power *= M_2PI; /* Matching cycles with point light. */
}
/* OPTI: find a better way than calculating this on the fly */