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2019-11-28EEVEE: Viewport RenderpassesJeroen Bakker
This patch will allow the user to select the EEVEE renderpass to be shown in the viewport by default the combined pass will be shown. Limitations: * Viewport rendering stores the result in a `RenderResult`. RenderResult is not aware of the type of data it holds. In many places where RenderResult is used it is assumed that it stores a combined pass and the display+view transform are applied. I will propose to fix this in a future patch. But that is still being designed and discussed. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6319
2019-11-27EEVEE: GLSL RenderpassesJeroen Bakker
Most of the renderpasses in EEVEE used post-processing on the CPU. For final image rendering this is sufficient, but when we want to display the data to the user we don't want to transfer to the CPU to do post processing to then upload it back to the GPU to display the result. This patch moves the renderpass postprocessing to a GLSL shader. This is the first step to do, before we will enable the renderpasses in the viewport. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6206
2019-11-27EEVEE: Renderlayer artifactsJeroen Bakker
When rendering the Subsurface scattering lighting render layer with high sample count render artifacts can appear. This patch will remove these render artifacts by using a more precise texture format when samples will be larger than 128. As with the new eevee-shadows it is more common to use higher number of samples. The reason why it was visible in the subsurface scattering is that every sample could change the color. Adding different values will reduce precision over the number of samples. The subsurface color render layer also has this issue, but it is not noticeable as the colors tend to be close to each other so the colors would most of the time just shift the precision and hold up better. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6245
2019-10-29Fix T69468 EEVEE: Collections Holdout Button in Outliner Is IgnoredClément Foucault
Not the cleanest implementation but the simplest. This doubles the number of default shader variations.
2019-10-29Fix T71050 EEVEE: Light Path Node broken in 2.81Clément Foucault
Also fixes the sampling of hashed shadows.
2019-09-06Viewport Shading: StudioLight IntensityJeroen Bakker
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5674
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-09-04Shading Modes: Material and Render PreviewJeroen Bakker
This change implements the basics as described in {T68312} for the shading modes. * LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup. * Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles. * Renderers will be able to customize the shading settings panel and add additional settings. Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5612
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
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.
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
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
2019-07-09Fix T65761 Eevee: SSRefraction not working on first sampleClément Foucault
There is no reason to disable the refraction on the first sample like SSR does. This was caussing issues when rendering.
2019-07-01Fix T66292: Alpha Blend transparency glitches with volumeClément Foucault
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.
2019-06-04Eevee: 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
2019-05-30GPU: Enforce Uniform buffer alignment to 16bytesClément Foucault
This seems to be a requirement and remove some errors in renderdoc.
2019-05-22Eevee: Make lightprobes work with new DRWView systemClément Foucault
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
2019-05-14DRW: Refactor: Use DRWCall to accumulate per instance attributesClément Foucault
This is a big change that cleanup a lot of confusing code. - The instancing/batching data buffer distribution in draw_instance_data.c. - The selection & drawing code in draw_manager_exec.c - Prety much every non-meshes object drawing (object_mode.c). Most of the changes are just renaming but there still a chance a typo might have sneek through. The Batching/Instancing Shading groups are replace by DRWCallBuffers. This is cleaner and conceptually more in line with what a DRWShadingGroup should be. There is still some little confusion in draw_common.c where some function takes shgroup as input and some don't.
2019-05-09UI: rename Look Dev 'Ball' to 'Sphere'Campbell Barton
D4813 by @Gvgeo
2019-05-04Cleanup: Eevee: Remove Flat normal shader variationClément Foucault
Was use by sculpt mode but that's not used anymore.
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
2019-04-16ClangFormat: add comments to ignore formattingCampbell Barton
2019-04-04Fix T63198 Eevee: Indirect lighting settings arent not updating in LookdevClément Foucault
This was caused by a missing check for those option.
2019-03-22Fix T57617 Volumetrics doesn't work on the Orthographic CameraClément Foucault
common_data.view_vecs were not updated before use.
2019-03-20Fix T60190 Z-fighting with (Culled) BackfaceClément Foucault
Create a separate pass for backface culled objects.
2019-03-19EEVEE/LookDev: Fix Cache In Quad ViewJeroen Bakker
When using LookDev in Quad view the cache was only updated for the first Q-view. The evaluation data of the last cache was not stored with the lightprobe textures. As the evaluation data was reused between the Q-views only the lightprobe textures of the first view was updated. With this patch the evaluated data is stored amongside the actual lightprobe textures. Fix T59046 Reviewed By: fclem Maniphest Tasks: T59046
2019-03-16Eevee: DOF: Optimization: Move some operations out of the shaderClément Foucault
2019-03-14Fix T58610: EEVEE: camera motion blur renders only one viewport sampleClément Foucault
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.
2019-03-13Fix T60902 Eevee: Environment texture partially visible on transp. renderClément Foucault
This was due to environement not being rendered with alpha blending. So color was still written and contributed to the final render color. Now we multiply by background alpha so that it removes any background pixels intensity. For this reason this made the (incorrect) final premult unecessary.
2019-03-05Cleanup: rename RENDER_OVERRIDE -> HIDE_OVERLAYSCampbell Barton
Match the UI naming (changed since 2.7x).
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.
2019-02-01Color 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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-08Cleanup: comments causing bad clang-format outputCampbell Barton
2018-12-30Cleanup: remove non-existing function declarationsCampbell Barton