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2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-08-14Eevee: Improve Transparent BSDF behaviorClément Foucault
Alpha blended Transparency is now using dual source blending making it fully compatible with cycles Transparent BSDF. Multiply and additive blend mode can be achieved using some nodes and are going to be removed.
2019-07-09Eevee: Fix first sample being accumulated without SSRClément Foucault
We check if the previous iteration (sample) was using a valid double buffer. If it wasn't, we request another iteration. This fix the issue for viewport,viewport render and image render. Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
2019-06-14Fix T64913 Eevee: shader compilation does not reset TAAClément Foucault
This tracks the number of compiling shaders and just reset the TAA if previous number mismatch.
2019-06-06Python API: allow external render engines to use Eevee for LookDev shadingBrecht Van Lommel
This is enabled with bl_use_eevee_viewport = True. It allows external engines to generate an Cycles/Eevee shader node setup to emulate their materials in the realtime viewport, or to leave it to users to do manually. Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing anymore. This should not break API compatibility, any scripts setting those should continue to work the same as before. Also adds descriptions for some RenderEngine settings.
2019-05-23Eevee: Ignore COW tag when deciding on auto-bakeSergey Sharybin
This is too generic flag, and it might be used by anything, starting from changes in transform ending with changes in ID properties. The check here is to be as specific as possible. If that is not possible the decision must be documented. Related on T63111. Reviewers: brecht Differential Revision: https://developer.blender.org/D4923
2019-05-22Eevee: Make Planar reflections work with the new DRWView systemClément Foucault
Also get rid of clip_block which did the same as clipplanes inside common_view_lib.glsl.
2019-05-22Eevee: Use DRW_view_* API instead of DRW_viewport_matrix_*Clément Foucault
2019-05-17Eevee: Remove the Volumetric Render checkboxClément Foucault
This is to simplify the usage of Volumetrics. Now it automatically detect if there is any Volumetric material in the view and allocate the needed buffer if any.
2019-05-17Eevee: Remove the Subsurface Render checkboxClément Foucault
This is to simplify the usage of SSS. Now it automatically detect if there is any SSS material in the view and allocate the needed buffer if any.
2019-05-16EEVEE: Viewport Rendering TAAJeroen Bakker
EEVEE assumed that the OGL renderer did FSAA, as the FSAA was removed we needed to revalidate this assumption. The temporal sampling only inited the matrices during init phase. As now we need to update the matrices for every sample rendered the code for updating the matrices was isolated in a new function `EEVEE_temporal_sampling_update_matrices`. Reviewed By: fclem Maniphest Tasks: T64646 Differential Revision: https://developer.blender.org/D4871
2019-05-02Workbench,EEVEE: Viewport Render SamplesJeroen Bakker
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0 samples means no AA, 1 sample uses FXAA and more samples will use TAA. The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing method. - Use TAA when rendering images. (this used to be CPU based FSAA) - Removed `R_OSA` related settings. Reviewers: fclem, brecht Maniphest Tasks: T60847 Differential Revision: https://developer.blender.org/D4773
2019-05-01Eevee: Lookdev: Cleanup implementation & support for Bloom and TAAClément Foucault
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing the motion vectors of the lookdev balls. Rework Lookdev to remove much of its complexity. Use simpler matrices with more understandable setup code.
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.
2019-04-17ClangFormat: 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
2019-03-27Cleanup: style, use braces for drawCampbell Barton
2019-03-22EEVEE: Memleak Volumetrics RenderingJeroen Bakker
Volumetric textures were not freed when doing final rendering. Maniphest Tasks: T62356 Differential Revision: https://developer.blender.org/D4573
2019-03-20Fix T60190 Z-fighting with (Culled) BackfaceClément Foucault
Create a separate pass for backface culled objects.
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-20Fix T59719 Bake Indirect Lighting doesn't update env map reflectionClément Foucault
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-23Cleanup: quiet undeclared variable warningCampbell Barton
Also move view_ubo into G_draw.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: 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.
2019-02-01Color management: change view transform for color pickers and display modes.Brecht Van Lommel
* Use simple default view transform for color pickers, as Filmic does not work well for all types of colors. We better handle this with an option and tagging of colors as emissive or albedo like. * For solid/workbench we also no longer use Filmic, as there is not enough contrast and it's not really needed since this is not physically based lighting. * For lookdev always take into account the view transform and look. Other view settings like exposure are only taken into account if scene lighting is used, since these are often dependent on scene light intensity. Fixes T61022, T57649, T59363.
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.
2019-01-31Cleanup: add trailing commasCampbell Barton
Improve clang-format output.
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
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
2019-01-22Cleanp: use single global for draw managerCampbell Barton
Add 'G_draw' for all draw manager globals, avoids adding extern to each file. Connection between `ts` and `globals_ubo` wasn't obvious, now called `G_draw.block` & `G_draw.block_ubo`.
2019-01-15Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLICampbell Barton
Matches `BASE_FROM_SET`.
2018-12-21Fix inconsistent/broken Cycles object visibility for instances.Brecht Van Lommel
Object visibility is now handled by the depsgraph iterator, but this API was incomplete as it made no distinction for visibility of the object itself, particles and generated instances. The depsgraph iterator API now includes information about which part of the object is visible, and this is used by Cycles to replace the old custom logic. Cycles and EEVEE visibility should now be consistent, which unfortunately does means some subtle compatibility breakage for both. Fixes T58956, T58202, T59284. Differential Revision: https://developer.blender.org/D4109
2018-11-16Fix crash when rendering a scene first and then goes to eevee preview modes ↵mano-wii
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.
2018-11-08Eevee: Add partial support for the Light Path NodeClément Foucault
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.
2018-10-28Eevee: Implement jittered soft shadowmapClément Foucault
This new option is located in the shadows options in the render settings. This approach is simple and just randomize the shadow map position (not the lamp itself) and just let the temporal supersampling do the average of all the shadowing. The downside is that is needs quite a large number of samples to give smooth results and individual sample position can remain visible. Enabling this option will make the viewport refresh all shadow maps every redraw so it has a serious performance impact. This approach is not physicaly based at all and will not match cycles. ---- The sampling for point lamps (spheres) is not
2018-10-23Eevee: Fix crash when bakingClément Foucault
Was caused by the normal pass being enbaled in the renderlayer settings. Fix T57344
2018-10-08Cleanup: use DRW_object_is_* for object checksCampbell Barton
Also use const qualifier for object's.
2018-09-25Eevee: Don't render meshes in hidden wire modeClément Foucault
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-10Eevee: Depth of Feild: Fix ringing issue of background objectsClément Foucault
There was an issue caused by Antialiasing being done after DoF. Move TAA after DOF and Motion Blur. Also certain pixel with lower CoC would be spread all over the background because the neighbooring pixel have higher CoC. So we need to apply some bilateral filtering when downsampling. Currently we limit the influence of neighbor pixels with a CoC inside the range [MaxCoC-2, MaxCoC].
2018-08-17GPUFramebuffer: Fix wrong stencil clearingClément Foucault
2018-07-30Viewport: use Filmic without scene exposure/gamma/curves for workbench.Brecht Van Lommel
This ignores the scene color managment view settings for solid mode and lookdev when not using scene lights and world. The scene settings are intended for tweaking renders and should not affect studio lighting and matcaps. There may be cases where a simple sRGB transform is better than Filmic and we could add configuration for this. Not sure if it really matters and it may be better if we just assume matcaps and studiolights are all created for one view transform. Differential Revision: https://developer.blender.org/D3569
2018-07-10Eevee: LightCache: Initial ImplementationClément Foucault
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
2018-07-10DrawData: Change drawdata to a generic struct shared accross ID typesClément Foucault
This makes tagging much more generic and make the world updates more in line with the new tagging system (Depsgraph).
2018-07-08Cleanup: rename 'ct' to 'len' for size varsCampbell Barton
2018-06-25Cleanup: rename object base flags to be more clear.Brecht Van Lommel
2018-06-22PaintMode: Full Shading Boolean => SliderJeroen Bakker
There was a Full Shading bool that was shared across the WP, VP and TP modes. This commit makes some changes: - Replace the bool with a factor. This gives the user more control on the visibility. - Also draw it on top of the Material and Rendered mode so the user can control what he needs. In certain cases you don't want to see the final rendered material, but the actual texture. - Removed the skipping of objects when in paint modes. As now the paint modes are blended.
2018-06-11MetaBall support for Workbench + EEVEEJeroen Bakker
Note: Metaballs only support the first material slot. Splicing it per material would create empty Batches. In order to overcome this we set the batch for other materials to NULL. We added extra checks in EEVEE and Workbench to not draw when the geom is NULL.