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2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-07-15Fix T66860 Crash on opening .blend file from 2.79Clément Foucault
This was caused by the preview render of the material property panel being 1px wide. The computed half buffers width were rounded to 0.
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-05-30DRW: Refactor to use object pointer for drawcall by defaultClément Foucault
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-22DrawEngines: Depth Of Field UnitsJeroen Bakker
The unit system is designed for displaying and editing and not for rendering. Eevee, Workbench and GPencil used these settings to convert the focal length and sensor size to world units. Making depth of field render differently with Cycles. For now we will remove the scale in the draw engines to match cycles, until we implemented a camera parameters specific scale. Reviewed By: brecht, fclem Maniphest Tasks: T64988 Differential Revision: https://developer.blender.org/D4925
2019-05-17Cleanup: Eevee: Use DRW_PASS_CREATE macro when possibleClément Foucault
2019-05-17Cycles/Eevee: unify depth of field settings for camerasJeroen Bakker
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-14Eevee: Replace DRW_shgroup_empty_tri_batch_create by procedural callsClément Foucault
2019-05-01Eevee: Add support for alpha background in viewportClément Foucault
Viewport now displays alpha checkerboard pattern like Cycles does when film alpha is set to "Transparent". Some small workarounds were necessary for Depth of Field and correct TAA support.
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-16Eevee: DOF: Optimization: Move some operations out of the shaderClément Foucault
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-16DNA: rename near/far -> clip_start/clip_endCampbell Barton
Rename for Camera, View3D (also CameraParams & Render not DNA)
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-04EEVEE DoF: Fix runtime error: division by zero when blades was 0Dalai Felinto
Even though the fragment shader was already discarding all members of dof_bokeh_sides when blades was zero, the C code was still trying to use this for a few divisions leading to runtime asserts. Those are harmless yet can lead some to waste time while pursuiting other bugs (namely a near freeze when blades aspect ratio is too low).
2018-10-19Cleanup: compiler warningsCampbell Barton
2018-10-15Eevee: Fix Missing alpha when rendering with DOFClément Foucault
NOTE: There is a float imprecision near the focus plane due to the current technique used for DOF. This makes the alpha channel transparent on nearly in focus objects even when they should not. This artifact should be fixed when the DOF will use scatter as gather for low brightness areas. Fix T57042 : Eevee does not render alpha when DOF is turned on
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-08Cleanup: rename 'ct' to 'len' for size varsCampbell Barton
2018-05-25Fix eevee render settings not workingDalai Felinto
This was no longer working since 15c2801aac33.
2018-05-17Move EEVEE properties into sceneDalai Felinto
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.
2018-05-13Eevee: Depht Of Field: Merge Scatter passes together.Clément Foucault
This means only one texture to draw to and only one sprite per pixel. The texture is twice as large and near and far planes are side by side. The sprite choose the biggest coc to expand to and is redirected to the area (layer) it belongs to. The fragment shader discard every pixel that does not belong to the correct layer.
2018-05-13Eevee: Depth of field: Smooth out bokeh shape.Clément Foucault
Due to the scatter operation being done at half resolution, undersampling is visible at bokeh shape edges (because of the hard cut). This commit adds a smoothing function to minimize the problem. Also optimize the bokeh shape parametrization by precomputing a lot of constants.
2018-05-13Eevee: Depth of field: Change final blending.Clément Foucault
This new blending allows background to fill the gaps left by forground objects. However this has a drawback, background objects that should be partially occluded in this case can be seen through the blurred objects. This does not fix the problem of blurred foreground over sharp background. Also cleanup code to be simpler and remove unused geometry shader.
2018-05-053D Viewport: move overlay settings from collections to 3D viewport.Brecht Van Lommel
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.
2018-04-30DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.Clément Foucault
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.
2018-03-25DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_refClément Foucault
This is in order to not mix it with the incomming buffer textures.
2018-03-25GPUFramebuffer: Refactor (Part 2)Clément Foucault
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.
2018-02-07Merge branch 'master' into blender2.8Campbell Barton
2018-01-30Eevee: Initial Final Render support.Clément Foucault
TAA / multiple samples is not working at the moment.
2018-01-19Fix T53788: Camera animation not workingSergey Sharybin
Both object level and camera datablock properties animation did not work with copy on write enabled. The root of the issue is going to the fact, that all interface elements are referencing original datablock. For example, View3D has pointer to camera it's using, and all areas which does access v3d->camera should in fact query for the evaluated version of that camera, within the current context. Annoying part of this change is that we now need to pass depsgraph in lots of places. Which is rather annoying. Alternative would be to cache evaluated camera in viewport itself, but then it makes it annoying to keep things in sync. Not sure if there is nicer solution here. Reviewers: dfelinto, campbellbarton, mont29 Subscribers: dragoneex Differential Revision: https://developer.blender.org/D3007
2018-01-11Eevee: DoF: Fix most color artifacts in render.Clément Foucault
Use full 32bit floats buffers. This increase render time but also color fidelity.
2018-01-11Eevee: Fix Depth of Field.Clément Foucault
It was using a wrong blending function.
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-20Cleanup: line length, right shiftCampbell Barton
2017-11-20Cleanup: BLI headers firstCampbell Barton
Also move descriptions into doxy header
2017-11-01Eevee: Effects: Split each effect in it's own file.Clément Foucault
This also: - make sure to only compile the shader needed by the active effects. - same thing for the shading groups. - disable TAA if motion blur is active (avoid infinite refresh).