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2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- 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
2020-06-24Fix T78215 EEVEE: incorrect Render Passes results when using motion blurClément Foucault
This was caused by a missing DRWPass initialization. Now we create the passes for every timestep but avoid clearing the buffer after the first sample.
2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-11EEVEE: Replace octahedron reflection probe by cubemap arrayClément Foucault
We implement cubemap array support for EEVEE's lightcache reflection probes. This removes stretched texels and bottom hemisphere seams artifacts caused by the octahedral projection previously used. This introduce versioning code for the lightcache which will discard any lightcache version that is not compatible. Differential Revision: https://developer.blender.org/D7066
2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2019-10-03Cleanup: unused structs, struct membersCampbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-15Fix T66860 Crash on opening .blend file from 2.79Clément Foucault
This was caused by the preview render of the material property panel being 1px wide. The computed half buffers width were rounded to 0.
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
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-22DRW: DRWView: Finish refactorClément Foucault
2019-05-17Cleanup: Eevee: Use DRW_PASS_CREATE macro when possibleClément Foucault
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell 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
2019-03-24Cleanup: redundant use of string formatting functionsCampbell Barton
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
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.
2019-02-01Cleanup: 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.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-08-02Eevee: Fix missing UBO binds.Clément Foucault
Some of them are unecessary and should be removed from the shader instead. But for now we need a quick fix for the crashes happening on some platforms. See T55475.
2018-07-20Eevee: Fix wrong SSR reprojection when switching orthographic viewClément Foucault
We just reset the temporal sampling and avoid using the previous frame for SSR at all.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
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.
2018-05-17Move EEVEE properties into sceneDalai Felinto
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.
2018-05-16Shader Node Editor: Add Closure to RGB convertion node.Clément Foucault
Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented.
2018-05-053D Viewport: move overlay settings from collections to 3D viewport.Brecht Van Lommel
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.
2018-04-30DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.Clément Foucault
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.
2018-03-25DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_refClément Foucault
This is in order to not mix it with the incomming buffer textures.
2018-03-25GPUFramebuffer: Refactor (Part 2)Clément Foucault
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.
2018-03-16Code cleanup: fix various compiler warnings on clang/macOS.Brecht Van Lommel
2018-03-10Eevee: Make use of the new view matrix UBO.Clément Foucault
2018-01-22Eevee: SSR: Optimize the AO out when not enabled.Clément Foucault
2018-01-22Eevee: Put all constant uniforms in a global UBO.Clément Foucault
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
2018-01-17Cleanup: replace BLI_dynstr w/ BLI_string_joinNCampbell Barton
Use in place of recently reverted 'DRW_shader_create_lib'
2018-01-17Revert "Fix use-after free in DRW_shader_create_with_lib"Campbell Barton
Caused an error entering edit-mode. d60f26f37a & 2659500835
2018-01-17DRW: Codestyle refactor: Use macro to create shader libs.Clément Foucault
This clears up the code from many DynStr usage. Easier to read.
2018-01-16Eevee: AO: Removes samples and denoise options.Clément Foucault
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16Eevee: SSR: Derive the brdf bias from the trace quality.Clément Foucault
Also change the range of the trace quality so that the trace actually covers the screen most of the time.
2018-01-16Eevee: SSR: Enhance the halfres raytrace.Clément Foucault
This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel.
2018-01-16Eevee: SSR: Optimise Texture fetches and solve noise issue.Clément Foucault
There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
2018-01-16Eevee: SSR: Remove ray count and use integer texture for hit coord.Clément Foucault
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit. The sign of the integer is used to 2 flags (has_hit and is_planar). We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px). The PDF is stored into another GL_R16F texture. We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927