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2021-05-22Cleanup: Move curve draw cache implementation to C++Hans Goudey
I'd like to use this file to draw curves from geometry nodes, which would otherwise require implementing a C API. The changes in this commit are minimal, mostly just casts and changing to nullptr. Differential Revision: https://developer.blender.org/D11350
2021-05-14Draw: Put DrawTest in its own compile unit.Jeroen Bakker
DrawTest will be used by other tests as well.
2021-03-13Cleanup: EEVEE: Split effect_ssr.glslClément Foucault
This split is to make code easier to manage and rename the files to `effect_reflection_*` to avoid confusion. Also this cleans up a bit of the branching mess in the trace shader.
2021-03-13Cleanup: EEVEE: Remove hammersley texture and split hammersley codeClément Foucault
2021-02-13EEVEE: Update LUT GGX generation shaderClément Foucault
This modifies the principled BSDF and the Glass BSDF which now have better fit to multiscatter GGX. Code to generate the LUT have been updated and can run at runtime. The refraction LUT has been changed to have the critical angle always centered around one pixel so that interpolation can be mitigated. Offline LUT data will be updated in another commit This simplify the BTDF retreival removing the manual clean cut at low roughness. This maximize the precision of the LUT by scalling the sides by the critical angle. I also touched the ior > 1.0 approximation to be smoother. Also incluse some cleanup of bsdf_sampling.glsl
2021-02-13EEVEE: Refactor closure_lit_lib.glslClément Foucault
This refactor was needed for some reasons: - closure_lit_lib.glsl was unreadable and could not be easily extended to use new features. - It was generating ~5K LOC for any shader. Slowing down compilation. - Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks. What this refactor does: - Add some macros to define the light object loops / eval. - Clear separation between each closures which now have separate files. Each closure implements the eval functions. - Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque). - The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before). - Make light iteration last to avoid carrying more data than needed. - Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals). - Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers. - Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks. - Separate transmission roughness is now working on Principled BSDF. - Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`. - SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated. - SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way). - Principle fully black specular tint now returns black instead of white. - This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables). - This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch. - Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot. Render tests needs to be updated after this. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D10390 # Conflicts: # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13EEVEE: Depth of field: New implementationClément Foucault
This is a complete refactor over the old system. The goal was to increase quality first and then have something more flexible and optimised. |{F9603145} | {F9603142}|{F9603147}| This fixes issues we had with the old system which were: - Too much overdraw (low performance). - Not enough precision in render targets (hugly color banding/drifting). - Poor resolution near in-focus regions. - Wrong support of orthographic views. - Missing alpha support in viewport. - Missing bokeh shape inversion on foreground field. - Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...) - Fix T81092 I chose Unreal's Diaphragm DOF as a reference / goal implementation. It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie. You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04 Along side the main implementation we provide a way to increase the quality by jittering the camera position for each sample (the ones specified under the Sampling tab). The jittering is dividing the actual post processing dof radius so that it fills the undersampling. The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness. Effect of overblur (left without, right with): | {F9603122} | {F9603123}| The actual implementation differs a bit: - Foreground gather implementation uses the same "ring binning" accumulator as background but uses a custom occlusion method. This gives the problem of inflating the foreground elements when they are over background or in-focus regions. This is was a hard decision but this was preferable to the other method that was giving poor opacity masks for foreground and had other more noticeable issues. Do note it is possible to improve this part in the future if a better alternative is found. - Use occlusion texture for foreground. Presentation says it wasn't really needed for them. - The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy stage for simplicity. - We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force pass during resolve. Using the separate pass could be a future optimization if needed but might give less precise results. - We don't use compute shaders at all so shader branching might not be optimal. But performance is still way better than our previous implementation. - We mainly rely on density change to fix all undersampling issues even for foreground (which is something the reference implementation is not doing strangely). Remaining issues (not considered blocking for me): - Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color, highlights are dilated and make convergence quite slow or imposible when using jittered DOF (or gives ) - ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus convolution compared to the half resolution. This is not really noticeable if using jittered camera.~~ Fixed - Foreground occlusion approximation is a bit glitchy and gives incorrect result if the a defocus foreground element overlaps a farther foreground element. Note that this is easily mitigated using the jittered camera position. |{F9603114}|{F9603115}|{F9603116}| - Foreground is inflating, not revealing background. However this avoids some other bugs too as discussed previously. Also mitigated with jittered camera position. |{F9603130}|{F9603129}| - Sensor vertical fit is still broken (does not match cycles). - Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the shape does not rotate. - ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better stability and overall coverage. - Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of bleeding. But at this size it is preferable to use jittered camera position. Codewise the changes are pretty much self contained and each pass are well documented. However the whole pipeline is quite complex to understand from bird's-eye view. Notes: - There is the possibility of using arbitrary bokeh texture with this implementation. However implementation is a bit involved. - Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual max sample count is already quite high but samples are not evenly distributed due to the ring binning method. - While this implementation does not need 32bit/channel textures to render correctly it does use many other textures so actual VRAM usage is higher than previous method for viewport but less for render. Textures are reused to avoid many allocations. - Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the texture can be shared with other viewport with different camera settings.
2021-01-05Fix T84053: Mask overlay in image editor not workingJeroen Bakker
The mask overlay wasn't part of the overlay engine. The reasoning nehind this was that more editors used the mask overlay and most of them used old drawing code. This patch adds the mask overlay drawing to the draw overlay engine. This code path will only be used by the image editor VSE, Compositor and Movie Clip editor will still use the previous method. During this patch some alternatives have been researched: 1. `ED_mask_draw_region`: this would lead to different code paths when drawing in the image editor, and some hacks to retrieve the correct framebuffer. 2. Add mask drawing to image engine: Would lead to incorrect color management when viewing the mask. 3. Add mask drawing to image engine and overlay engine: Would lead to duplicated code. 4. Add mask drawing to overlay engine and for combined overlay select the correct framebuffer. Option 4 was chosen as the exception (switching framebuffers) can be done without hacks. The code stays clean.
2020-12-04EEVEE CryptomatteJeroen Bakker
Cryptomatte is a standard to efficiently create mattes for compositing. The renderer outputs the required render passes, which can then be used in the compositor to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, and mattes will be anti-aliased. Cryptomatte was already available in Cycles this patch adds it to the EEVEE render engine. Original specification can be found at https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf **Accurate mode** Following Cycles, there are two accuracy modes. The difference between the two modes is the number of render samples they take into account to create the render passes. When accurate mode is off the number of levels is used. When accuracy mode is active, the number of render samples is used. **Deviation from standard** Cryptomatte specification is based on a path trace approach where samples and coverage are calculated at the same time. In EEVEE a sample is an exact match on top of a prepared depth buffer. Coverage is at that moment always 1. By sampling multiple times the number of surface hits decides the actual surface coverage for a matte per pixel. **Implementation Overview** When drawing to the cryptomatte GPU buffer the depth of the fragment is matched to the active depth buffer. The hashes of each cryptomatte layer is written in the GPU buffer. The exact layout depends on the active cryptomatte layers. The GPU buffer is downloaded and integrated into an accumulation buffer (stored in CPU RAM). The accumulation buffer stores the hashes + weights for a number of levels, layers per pixel. When a hash already exists the weight will be increased. When the hash doesn't exists it will be added to the buffer. After all the samples have been calculated the accumulation buffer is processed. During this phase the total pixel weights of each layer is mapped to be in a range between 0 and 1. The hashes are also sorted (highest weight first). Blender Kernel now has a `BKE_cryptomatte` header that access to common functions for cryptomatte. This will in the future be used by the API. * Alpha blended materials aren't supported. Alpha blended materials support in render passes needs research how to implement it in a maintainable way for any render pass. This is a list of tasks that needs to be done for the same release that this patch lands on (Blender 2.92) * T82571 Add render tests. * T82572 Documentation. * T82573 Store hashes + Object names in the render result header. * T82574 Use threading to increase performance in accumulation and post processing. * T82575 Merge the cycles and EEVEE settings as they are identical. * T82576 Add RNA to extract the cryptomatte hashes to use in python scripts. Reviewed By: Clément Foucault Maniphest Tasks: T81058 Differential Revision: https://developer.blender.org/D9165
2020-11-17Merge branch 'blender-v2.91-release'Jeroen Bakker
2020-11-17Fix T82064: Add Image Clone tool to overlay engineJeroen Bakker
The clone tool in the image editor can show a second texture on top of the image. This wasn't ported and now results into alpha and depth issues. This fix adds the clone tool drawing to the overlay engine. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9352
2020-11-06Cleanup: Render Module: combine intern/ source & includeAaron Carlisle
2020-11-06Cleanup: Render Module: move header files to main directoryAaron Carlisle
Move headers files from `render/extern/` to `render/` Part of T73586
2020-11-06Fix compilation error of bf_drawSergey Sharybin
Similar to previous commit, missing build dependency.
2020-11-06Refactor: move LightCache .blend I/O to eevee_lightcache.cJacques Lucke
Ref T76372.
2020-09-29Volumes: support selection and outlines in viewportJacques Lucke
Previously, one could only select a volume object in the outliner or by clicking on the object origin. This patch allows you to click on the actual volume. Furthermore, the generated (invisible) mesh that is used for selection is also used to draw an outline for the volume object now. Reviewers: brecht Differential Revision: https://developer.blender.org/D9022
2020-09-18Overlay: Fade Inactive GeometryPablo Dobarro
This implements a new overlay that blends the bakground color over the objects that are not in the same mode as the active object, making them fade with the background. This is especially needed for sculpt mode as there is no other overlay or indication in the viewport to display which object is active. This is intended to be used with D7510 in order to have a faster workflow when sculpting models with multiple objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8679
2020-09-15Liquid Simulation Display Options (GSoC 2020)Sriharsha Kotcharlakot
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch. **Major changes:** === Viewport Display === - //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly. - An option to display //gridlines// when the slicing method is //single//. ==== Grid Display ==== - Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI. ==== Vector Display ==== - //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces. - Made vector display options available for external forces. ==== Coloring options for //gridlines// ==== - Range highlighting and cell filtering options for displaying the simulation grid data more precisely. - Color gridlines with flags. - Also, made slicing and interpolation options available for Volume Object. Reviewed By: JacquesLucke, sebbas Differential Revision: https://developer.blender.org/D8705
2020-09-15Cleanup: add missing headers to CMake, formattingCampbell Barton
2020-09-12Cleanup: Remove GLEW dependencies outside of GL moduleClément Foucault
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-08GPU: Extract GPU Base Test caseJeroen Bakker
The draw manager test case initialized ghost, gpu and draw manager. This change splits the base test case to GPU specific and draw manager specific test case. The GPU test base test case will be used for low level GPU tests.
2020-09-07Cleanup: include missing header files in CMakeCampbell Barton
2020-08-28DrawEngine: Shader Test SuiteJeroen Bakker
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some of eevee. Compilation is still platform dependent, but when run on a test-farm with different hardware we will be able to detect GLSL compilation errors early on. The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS` are On. For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders located inside the submodule. They aren't accessible to the outside and aren't added to the test case. We should see how we want to add them. For the test cases it is better to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in the submodule. Keeping them in the submodule could lead to situations that is harder to test. as the shader could already have been initialized. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8667
2020-07-31Fluid: Fix missing WITH_FLUID in draw codeSebastián Barschkis
The new draw code from 486c7b87fb06 was just missing a WITH_FLUID flag.
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- 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
2020-07-30Cleanup: GPU: Remove GPU_draw.h and move fluid gpu function to DRWClément Foucault
2020-07-16Cleanup: missing CMake headers from source listsCampbell Barton
2020-07-15PointCloud: Initial rendering support for WorkbenchClément Foucault
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Using geometry instead of pseudo raytraced spheres is more scalable as we can render as low as 1 or 2 triangle to a full half sphere and can integrate easily in the render pipeline using a low amount of code. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8301
2020-07-15Cleanup: EEVEE: Remove concentric samples.Clément Foucault
2020-06-23Fix T77803: IK Degrees of freedom drawing glitchJeroen Bakker
Forgot to update the lineOutput what resulted in that the sphere was not rendered on all platforms. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8098
2020-06-19EEEVEE: Object Motion Blur: Initial ImplementationClément Foucault
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
2020-06-03Cleanup: DRW: Remove builtin 3D only shader usageClément Foucault
2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2020-05-19Fix: build error due to missing definitionsJacques Lucke
Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D7787
2020-05-14Sculpt: Render Face Sets always as flat shadingPablo Dobarro
This removes the smooth shading rendering from the face set overlay when smooth shading is enabled. Reviewed By: jbakker Maniphest Tasks: T74906, T74622, T75331, T76530 Differential Revision: https://developer.blender.org/D7105
2020-03-18Objects: Eevee and workbench rendering of new Volume, Hair, PointCloudBrecht Van Lommel
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
2020-03-17VR: Initial Virtual Reality support - Milestone 1, Scene InspectionJulian Eisel
NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-11EEVEE: Replace octahedron reflection probe by cubemap arrayClément Foucault
We implement cubemap array support for EEVEE's lightcache reflection probes. This removes stretched texels and bottom hemisphere seams artifacts caused by the octahedral projection previously used. This introduce versioning code for the lightcache which will discard any lightcache version that is not compatible. Differential Revision: https://developer.blender.org/D7066
2020-03-11Workbench Simplification RefactorClément Foucault
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-02-24Cleanup: Workbench: Remove checkerboard depthClément Foucault
This is not needed anymore with the new overlay xray fading.
2020-02-24Overlay: Remove Xray dithering noiseClément Foucault
We now use a better smoother technique that uses correct alpha blending. This is possible now that we render overlays in a separate buffer.
2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2020-02-04Selection: Add conservative rasterization to select really small objectsClément Foucault
The conservative depth shader is ~4.5x slower than the normal one as it uses geometry shader and fragment shader discard. This patch also includes a hack to also fix the view parallel planar geometry and the really small wire objects. For some reason, the conservative raster fix does not work with normal selection but does with box select. This is a fix for T63356. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D6714
2019-12-17Cleanup: sort file listsCampbell Barton
2019-12-05Overlay Engine: Armature: Use Wire AA on custom bone loose edgesClément Foucault
2019-12-05Overlay Engine: Fix bone outline antialiasingClément Foucault
2019-12-05Overlay Engine: LightProbe: Simplify drawing of irradiance grid dataClément Foucault
This separates it from the outline pass and fix a visibility bug when extras were off.