Age | Commit message (Collapse) | Author |
|
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
|
|
This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a.
does not compile against latest master.
|
|
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
|
|
I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.
Differential Revision: https://developer.blender.org/D11350
|
|
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`
The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.
Differential Revision: https://developer.blender.org/D11329
|
|
This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.
The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.
Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.
When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.
The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.
In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.
Differential Revision: https://developer.blender.org/D11236
|
|
|
|
Some discard of vertbuf were not correctly followed by discards of
the GPUBatches that were using them. This lead to a use-after-free
situation where GPUBatches would reuse old VBO information. This did
not crash immediatly because the VBO indices were cached by our VAO
caching system. It kept working on some implementation because VBO
reference in the VAO (probably) preventing the VBO from being freed
by reference counting.
This fixes T85977 NVidia: Random crashes in 'DrvPresentBuffers'
|
|
|
|
Logical error let this function to write one past the buffer bounds.
|
|
The UV factor of the last point of a cyclic stroke was using the factor of
the first point leading to unwanted scaling artifacts.
The fix sets the uv factor of the last point to the currect value (last UV
factor + length between last and first point).
Reviewed By: antoniov, fclem
Maniphest Tasks: T86968
Differential Revision: https://developer.blender.org/D10850
|
|
This was caused by some sort of degenerated normals.
|
|
It seems the pow result is unstable on some implementations.
Also avoid undefined behavior by clamping aoFactor to strict positive values.
|
|
Points are drawn as half octahedron (aligned to the camera).
Getting the appropriate matrix for facing the camera would fail in in
orthographic view, points were not facing the camera (revealing their
missing other half octahedron)
Maniphest Tasks: T87150
Differential Revision: https://developer.blender.org/D10923
|
|
The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.
Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.
The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.
Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.
Differential Revision: https://developer.blender.org/D10916
|
|
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10426
|
|
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.
This new function replaces `ED_view3d_autodist_init`.
Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.
Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.
Differential revision: https://developer.blender.org/D10678
|
|
Transforms in certain cases
This was caused by wrong flag checking in {rB278011e44d43}, which just
seems to be a copy-paste error.
For example, enabeling 'Auto-Offset' in the View menu would lead to CM
being ignored.
Maniphest Tasks: T86219
Differential Revision: https://developer.blender.org/D10751
|
|
|
|
This was cause by the change of some epsilon values for reflections.
This commit changes the planar reflection tracing to have correct
handling of parallel rays and discard any self intersection with normal
screen raytrace.
|
|
|
|
No functional changes.
This function replaces some of the logic in
`DRW_select_buffer_find_nearest_to_point` that traverses a buffer in a
spiral way to search for a closer pixel (not the closest).
Differential Revision: https://developer.blender.org/D10548
|
|
This removes the need for per mipmap scalling factor and trilinear interpolation
issues. We pad the texture so that all mipmaps have pixels in the next mip.
This simplifies the downsampling shader too.
This also change the SSR radiance buffer as well in the same fashion.
|
|
See comment in code for more details.
Differential Revision: https://developer.blender.org/D10615
|
|
Also use doxygen comments for sculpt functions.
|
|
The performance debug menu isn't used that often anymore as render doc
also show the timings. This patch will make sure that enabling the
performance debug view (21) does not crash blender.
|
|
This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.
|
|
Nice format to output high definition normals or normalized colors.
|
|
- Fix noise/banding artifact on distant geometry.
- Fix overshadowing on un-occluded surfaces at grazing angle producing "fresnel"
like shadowing. Some of it still appears but this is caused to the low number
of horizons per pixel.
- Improve performance by using a fixed number of samples and fixing the
sampling area size. A better sampling pattern is planned to recover
the lost precision on large AO radius.
- Improved normal reconstruction for the AO pass.
- Improve Bent Normal reconstruction resulting in less faceted look on
smoothed geometry.
- Add Thickness heuristic to avoid overshadowing of thin objects.
Factor is currently hardcoded.
- Add bent normal support to Glossy reflections.
- Change Glossy occlusion to give less light leaks from lightprobes.
It can overshadow on smooth surface but this should be mitigated by
using SSR.
- Use Bent Normal for rough Glossy surfaces.
- Occlusion is now correctly evaluated for each BSDF. However this does make
everything slower. This is mitigated by the fact the search is a lot faster
than before.
|
|
|
|
|
|
|
|
|
|
This uses the same logic as drawing UV's,
where non-bmesh defaults to mesh.
|
|
|
|
|
|
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.
What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.
Render tests needs to be updated after this.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390
# Conflicts:
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/intern/shaders/common_math_lib.glsl
|
|
|
|
This is a complete refactor over the old system. The goal was to increase quality
first and then have something more flexible and optimised.
|{F9603145} | {F9603142}|{F9603147}|
This fixes issues we had with the old system which were:
- Too much overdraw (low performance).
- Not enough precision in render targets (hugly color banding/drifting).
- Poor resolution near in-focus regions.
- Wrong support of orthographic views.
- Missing alpha support in viewport.
- Missing bokeh shape inversion on foreground field.
- Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...)
- Fix T81092
I chose Unreal's Diaphragm DOF as a reference / goal implementation.
It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie.
You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04
Along side the main implementation we provide a way to increase the quality by jittering the
camera position for each sample (the ones specified under the Sampling tab).
The jittering is dividing the actual post processing dof radius so that it fills the undersampling.
The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness.
Effect of overblur (left without, right with):
| {F9603122} | {F9603123}|
The actual implementation differs a bit:
- Foreground gather implementation uses the same "ring binning" accumulator as background
but uses a custom occlusion method. This gives the problem of inflating the foreground elements
when they are over background or in-focus regions.
This is was a hard decision but this was preferable to the other method that was giving poor
opacity masks for foreground and had other more noticeable issues. Do note it is possible
to improve this part in the future if a better alternative is found.
- Use occlusion texture for foreground. Presentation says it wasn't really needed for them.
- The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy
stage for simplicity.
- We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force
pass during resolve. Using the separate pass could be a future optimization if needed but
might give less precise results.
- We don't use compute shaders at all so shader branching might not be optimal. But performance
is still way better than our previous implementation.
- We mainly rely on density change to fix all undersampling issues even for foreground (which
is something the reference implementation is not doing strangely).
Remaining issues (not considered blocking for me):
- Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color,
highlights are dilated and make convergence quite slow or imposible when using jittered DOF
(or gives )
- ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus
convolution compared to the half resolution. This is not really noticeable if using jittered
camera.~~ Fixed
- Foreground occlusion approximation is a bit glitchy and gives incorrect result if the
a defocus foreground element overlaps a farther foreground element. Note that this is easily
mitigated using the jittered camera position.
|{F9603114}|{F9603115}|{F9603116}|
- Foreground is inflating, not revealing background. However this avoids some other bugs too
as discussed previously. Also mitigated with jittered camera position.
|{F9603130}|{F9603129}|
- Sensor vertical fit is still broken (does not match cycles).
- Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field
stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the
shape does not rotate.
- ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley
or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better
stability and overall coverage.
- Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of
bleeding. But at this size it is preferable to use jittered camera position.
Codewise the changes are pretty much self contained and each pass are well documented.
However the whole pipeline is quite complex to understand from bird's-eye view.
Notes:
- There is the possibility of using arbitrary bokeh texture with this implementation.
However implementation is a bit involved.
- Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual
max sample count is already quite high but samples are not evenly distributed due to the
ring binning method.
- While this implementation does not need 32bit/channel textures to render correctly it does use
many other textures so actual VRAM usage is higher than previous method for viewport but less
for render. Textures are reused to avoid many allocations.
- Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the
texture can be shared with other viewport with different camera settings.
|
|
|
|
Approximately 91 spelling corrections, almost all in comments.
Differential Revision: https://developer.blender.org/D10288
Reviewed by Harley Acheson
|
|
|
|
Regression introduced by {rBed809866b172} where overlays weren't drawn
when overlays are turned off. The background in wireframe, solid
(always) and material preview and render preview (when not using scene
world) are also part of the overlays.
|
|
|
|
Use the more common abbreviation for `implementation`.
|
|
|
|
This resulted in hair drawing with an offset if an instance_offset was
set.
note: Usually the instance_offset gets combined with the objects obmat
in 'make_duplis_collection' / 'make_dupli', see
> /* Combine collection offset and `obmat`. */
Using the resulting DupliObject->mat instead does include the
instance_offset, but this results in double-transforms (something that I
have not investigated further), so now reconstruct the correct matrix
from scratch.
Maniphest Tasks: T85301
Differential Revision: https://developer.blender.org/D10285
|
|
|
|
During viewport rendering the color values were clamped in order to
apply the overlay on top of it. This clamping would show the scene
colors washed out.
This patch adds a work around to skip the clamping when the overlays are
turned off.
Parial fix for {T77909}
|
|
Match git style email addresses, ignored by the spell checker.
|