Age | Commit message (Collapse) | Author |
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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
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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.
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This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
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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
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Was caused by the normal pass being enbaled in the renderlayer settings.
Fix T57344
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Encountered on Nvidia + Linux, it seems that doing everything all at once
can make the driver give up the whole command list and return nothing as
the output of the render.
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Fix T57102
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Also use const qualifier for object's.
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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.
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Seem to be cause by the lack of proper FBO bound.
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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.
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Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
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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.
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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.
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This leads to great improvement if the scene have moving objects without
shadows (shadows disabled in the material panel).
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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.
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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.
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This fixes problems with the planar reflections.
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You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
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World probe is tagged to refresh when it it's shader is updated.
Probes are recomputed only after all meshes shaders have been compiled.
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Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.
This will makes multi layer rendering more efficient.
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Technically the original issue is that xof/yof in render result is calculated
for drawing border render. So a simpler patch could be:
```
- rr->xof = re->disprect.xmin;
+ rr->xof = re->disprect.xmin + BLI_rcti_cent_x(&re->disprect) - (re->winx / 2);
```
However everywhere in the code we are getting border directly from re->disprect
which we may as well do here too.
Besides I'm taking this as a chance to get rid of RenderResult in the internal
loop of eevee, to help prepare the code to the upcoming rendering pipeline
changes.
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We need to move the render result logic outside the render engine code.
It makes no sense for Eevee/Clay/... to have to re-implement the render resilt
creation logic. Beside the original implementation really got it wrong, by
ignoring the different render layers needed for the final render.
Finally, there is no need to re-create the logic for views. So this was also
fixed.
Note 1: This will break still if the depsgraph of the needed view layers is not
updated / created. We need to address this separately. For now if users want
to test this, just show each view layer in the viewport at least once.
Note 2: We are still getting depsgraph from scene and creating if needed.
`BKE_scene_get_depsgraph(scene, view_layer, true);` according to Sergey we need
to move the render depsgraph for the Render struct instead. I will do it
separately as well.
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This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.
This is in prevision of the VAO manager patch.
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