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The GPU evaluation for curves will have to change significantly from the
current particle hair drawing code, due to its more general use cases
and support for more curve types. To simplify that process and avoid
introducing regressions for the rendering of hair particle systems,
this commit splits drawing functions for the curves object and
particle hair.
The changes are just inlining of functions and copying code
where necessary.
Differential Revision: https://developer.blender.org/D14576
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Previously, objects and geometries were mapped between frames
using different hash tables in a way that is incompatible with
geometry instances. That is because the geometry mapping happened
without looking at the `persistent_id` of instances, which is not possible
anymore. Now, there is just one mapping that identifies the same
object at multiple points in time.
There are also two new caches for duplicated vbos and textures used for
motion blur. This data has to be duplicated, otherwise it would be freed
when another time step is evaluated. This caching existed before, but is
now a bit more explicit and works for geometry instances as well.
Differential Revision: https://developer.blender.org/D13497
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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This disables motion blur for geometry instances in eevee, which did
not work correctly anyway. See code comment for more details.
Differential Revision: https://developer.blender.org/D13334
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Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
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Approximately 91 spelling corrections, almost all in comments.
Differential Revision: https://developer.blender.org/D10288
Reviewed by Harley Acheson
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This was caused by a use after free. The issue was that the motion steps
were successfully gathered but failling the last vertex count check,
discarding the copied VBOs but not removing the reference of the first
VBO which was passing the test.
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This was caused by the same VBO being remapped twice by
`EEVEE_motion_blur_cache_finish`. Leading to memory corruption.
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This was due to improper calculation of velocity factor and an
error in the camera data swapping between two steps.
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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This will add the remaining static shaders to the eevee shader test suite.
- Downsampling
- GGX LUT generation
- Mist
- Motion Blur
- Ambient Occlusion
- Render Passes
- Screen Raytracing
- Shadows
- Subsurface
- Volumes
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8779
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This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
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This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
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# Conflicts:
# source/blender/draw/engines/eevee/eevee_motion_blur.c
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This change how motion data are indexed inside the ghash.
We follow cycles closely now and use evaluated ID pointers.
By removing the hack, it fixes T78561 (No Motion Blur on linked objects)
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This fix issues with instanced geometry and modifiers. Since the
depsgraph will duplicate the objects when they have different modifiers,
the evaluated object are garanteed to be unique.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
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Follow path seems to not be catched by `BKE_object_moves_in_time`.
For this reason, we cache all transforms for all object and check
ourselves if an animation occurs. This is almost what cycles does.
We also fix the rigid body case if the rigid body use deformation.
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The cache key for particle system was the original Object data. But this
is incorrect for particle systems as modifiers are not shared.
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- 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
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This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
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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
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Use explicit boolean flag to indicate whether flush to original data
is needed or not. Makes it possible to avoid confusion on whether an
evaluated or any depsgraph can be passed to the API.
Allows to remove depsgraph from bAnimContext as well.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5379
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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
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The issue is that Eevee directly evaluates animation on a datablock which
is a part of active dependency graph.
This is a broken logic by design and requires a complete revamp to support
more real life cases when camera is parented to a camera rig, but it is
beyond of what i can do with a simple bugfix.
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This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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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.
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This removes a bunch of animation/driver evaluations and recalc flags that
should be redundant in the new depsgraph, and were incorrectly affecting
the evaluated scene in a permanent way.
Still two cases that could be removed if the depsgraph is improved, in
BKE_object_handle_data_update and BKE_cachefile_update_frame.
For physics subframe interpolation there are also still calls to
BKE_object_where_is_calc that should ideally be removed as well, though
they are not known to cause keyframing bugs.
Differential Revision: https://developer.blender.org/D4274
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