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2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-08-17Cleanup: spellingCampbell Barton
2019-08-14Cleanup: move trailing comments to avoid wrapping codeCampbell Barton
Some statements were split across multiple lines because of their trailing comments. In most cases it's clearer to put the comments above.
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-06-04Eevee: Merge shadow map processing into one drawcall per lightClément Foucault
This removes a lot of framebuffer configuration and binding.
2019-06-03Cleanup: use const argumentsCampbell 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.
2019-05-22DRW: Add view param to DRW_culling_* functionsClément Foucault
2019-05-22Eevee: Use DRW_view_* API instead of DRW_viewport_matrix_*Clément Foucault
2019-05-17Cleanup: Eevee: Use DRW_PASS_CREATE macro when possibleClément Foucault
2019-05-15Lights: change sun light size to be specified as angleTim Stullich
This is the angular diameter as seen from earth, which is between 0.526° and 0.545° in reality. Sharing the size with other light types did not make much sense and meant the unit was unclear. Differential Revision: https://developer.blender.org/D4819
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-13Cycles/Eevee: unify light strength and colorBrecht Van Lommel
Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588
2019-05-10Eevee: Update matrices operations to not use combined matricesClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-18Cleanup: comment blocksCampbell 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
2019-03-27Cleanup: style, use braces for drawCampbell Barton
2019-03-23Eevee: Opti: Don't consider lights that have no powerClément Foucault
This may be usefull if power is animated ans is to be activated at one particular point in time.
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-13Fix T59448: Eevee broken Area Light shadows for square and rectange shapeClément Foucault
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-27DNA: rename Lamp -> LightCampbell Barton
- BKE_lamp -> BKE_light - Main.lamp -> light
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.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
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
2019-01-24Cleanup: add missing braces to draw managerCampbell Barton
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-15Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLICampbell Barton
Matches `BASE_FROM_SET`.
2019-01-06Cleanup: add trailing commas to structsCampbell Barton
Needed for clang formatting to workaround bug/limit, see: T53211
2018-11-15Eevee: Add Light Threshold valueClément Foucault
This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future.
2018-11-15Eevee: Cleanup: Fix wrong sun area light power calculationClément Foucault
2018-11-15Eevee: Make sun power match cycles better.Clément Foucault
I made an empirical test with a 100% diffuse sphere and manually tweak the lighting power of a sun lamp trying to fit cycles and eevee the best I can. Then I plotted the result and found a rough fit to the equation and that seems to work pretty well.
2018-11-12Eevee: Fix ESM not working after a certain distanceClément Foucault
This was caused by overflow caused by the background and precision during filtering.
2018-11-12Eevee: Fix lamps shadows not updating correctlyClément Foucault
This was visible if the lamps was out of frustum.
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.
2018-10-31Eevee: Fix compilation issue cause by cleanupClément Foucault
2018-10-31Eevee: Cleanup: Remove TODOs about MSMClément Foucault
Soft shadows are supported in another manner, Multiple Shadow Maps are not needed anymore.
2018-10-29Eevee: Fix Sun soft shadows not starting at first sampleClément Foucault
2018-10-29Cleanup: styleCampbell Barton
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
2018-10-09Eevee: Lights: Bump the minimum area light sizeClément Foucault
This is to avoid visible artifacts with default lamps intensity.
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-10Eevee: Fix assert when using transparent shadowsClément Foucault
Was missing some UBO bindings.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault