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2021-02-21Cleanup: EEVEE: change cameraVec macro to cameraVec(P)Clément Foucault
This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
2021-02-21GPU: Add RGB10_A2 format supportClément Foucault
Nice format to output high definition normals or normalized colors.
2021-02-21EEVEE: Ambient Occlusion: RefactorClément Foucault
- 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.
2021-02-20Cleanup: doxygen sectionsCampbell Barton
2021-02-17Cleanup: Abbreviate enums with 'UNSIGNED_' in the nameGermano Cavalcante
2021-02-17Cleanup: use edituv prefix for stretch area/angle dataCampbell Barton
2021-02-17Merge branch 'blender-v2.92-release'Campbell Barton
2021-02-17Fix T85680: Crash displaying UV stretch/area with modifiersCampbell Barton
This uses the same logic as drawing UV's, where non-bmesh defaults to mesh.
2021-02-17Cleanup: pass scene as constCampbell Barton
2021-02-14Cleanup: spellingCampbell Barton
2021-02-13EEVEE: Refactor closure_lit_lib.glslClément Foucault
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
2021-02-13Cleanup: macro hygiene, use parenthesis around operatorsCampbell Barton
2021-02-13EEVEE: Depth of field: New implementationClément Foucault
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.
2021-02-09Cleanup: spellingCampbell Barton
2021-02-06UI: Fix Typos in Comments and Docsluzpaz
Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
2021-02-05Merge branch 'blender-v2.92-release'Jeroen Bakker
2021-02-05Fix T85260: Viewport render does not draw backgroundJeroen Bakker
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.
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-02-04Cleanup: replace '_imp' function suffix with '_impl'Campbell Barton
Use the more common abbreviation for `implementation`.
2021-02-02Merge branch 'blender-v2.92-release'Philipp Oeser
2021-02-02Fix T85301: Eevee does not respect collection instance offset for hairPhilipp Oeser
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
2021-01-26Merge remote-tracking branch 'origin/blender-v2.92-release'Sybren A. Stüvel
2021-01-26Viewport Rendering: Don't clamp when overlays are disabled.Jeroen Bakker
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}
2021-01-24Cleanup: email address formattingCampbell Barton
Match git style email addresses, ignored by the spell checker.
2021-01-21Cleanup: spellingCampbell Barton
2021-01-16GPencil: Add new parameteres to transform layersAntonio Vazquez
When using grease pencil for drawing Storyboards, it's very common to require a transform of the layers. This transform can be done using the offset modifier, but in some cases, the scene requires a lot of modifiers and makes the file hard to work. This new feature adds a transforms Location, Rotation and Scale at Layer level, and allows to transform the layer without using a modifier, keeping the scene more clean. {F9480695} This feature was suggested by @pepeland after receiving feedback from several artists. Also, done some code cleanup and rename some functions to get a better naming. Maniphest Tasks: T83660 Differential Revision: https://developer.blender.org/D9761
2021-01-11Fix T84459: Face normals not displaying (AMD GPU)Jeroen Bakker
This is part two of the fix for T84459. Issue appears to be caused by AMD graphics driver later than 20.11.1 and affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode uses the same OpenGL data type for storing normals that is known to be faulty. This change fixes the face dot normals by using GPU_COMP_I16.
2021-01-11Cleanup: Incorrect commentJeroen Bakker
2021-01-11Fix T84459: Wireframe not displaying with AMD GPUJeroen Bakker
Issue appears to be caused by AMD graphics driver later than 20.11.1 and affects older GPUs (Polaris/FIJI cards). Wireframe drawing uses the same OpenGL data type for storing normals what is known to be faulty. This patch enabled storing the normals using GPU_COMP_I16. It also solves the normals drawing in edit mode for vertex and loop normals.
2021-01-08Fix T83942: improve error checking when trying to render high resolution volumeJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D10032
2021-01-06Fix T82952: Crash changing mesh data block and switching scenesCampbell Barton
Regression in 33ac3582bbd5551bdfbc7ef8856640b5e61888f8.
2021-01-06Cleanup: CodeStyle formatJeroen Bakker
2021-01-05Eevee Cryptomatte: Store hashes in render result meta dataJeroen Bakker
Stores cryptomatte hashes as meta data to the render result. Compositors could use this for lookup on names in stead of hashes. Differential Revision: https://developer.blender.org/D9553
2021-01-05Cleanup: remove UNUSED(..) from public function declarationsCampbell Barton
This doesn't serve any purpose and can become out of sync with the function it's self without reporting warnings.
2021-01-05Cleanup: typos (repeated words)Campbell Barton
2021-01-04Fix T84260: NURBS edit mode lines not showingFalk David
When in edit mode, the edit lines for de-selected surfaces did not show up. The bug was caused by the is_gpencil bool which reused another flag. Both grease pencil and nurbs surfaces use the edit_curve_handle shader. A dedicated flag was added to make sure the is_gpencil bool is set correctly. Reviewed By: fclem Maniphest Tasks: T84260 Differential Revision: https://developer.blender.org/D9985
2021-01-04GPU: Add HQ normals workaround.Jeroen Bakker
This change makes it possible for platforms to only support high quality normal rendering. This is part of {T82856} where current AMD drivers running on the polaris architecture does not support the low quality setting due to a driver bug. In a next commit the work around will be enabled.
2021-01-04DrawManager: High quality normals for non meshesJeroen Bakker
This adds high quality normals for non meshes. These include * Volumetric Object Wireframe * Metaballs * Extracted Curves * Curves in edit mode This is in preparation to fix a regression in recent AMD drivers where the `GL_INT_2_10_10_10_REV` data type isn't working in Polaris cards.
2021-01-04Cleanup: docy comments beginning with '/**' don't end with '**/'Campbell Barton
2020-12-23Fix T84063: crash reading pointer properties in Attribute shader nodeBrecht Van Lommel
Path resolving can find e.g. a datablock rather than a float or integer, treat that as a failure to find a valid property.
2020-12-21Weight Paint: fix Multi-Paint weight display after rB5502517c3.Alexander Gavrilov
Weight Paint Multi-Paint definitely depends on the weight specific flag, and vertex group locking also involves group name symmetry via BKE_object_defgroup_mirror_selection. These two are also features implemented by me so I feel confident. The rest of object_vgroup.c possibly should be changed too, but that requires more consideration than these obvious cases.
2020-12-16Fix T83547: UV Editor stitching preview is gone.Jeroen Bakker
Issue was related that the draw manager didn't invoked the draw handlers for image editors.
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-12-15Cleanup: reduce indirect DNA header inclusionCampbell Barton
Remove DNA headers, using forward declarations where possible. Also removed duplicate header, header including it's self and unnecessary inclusion of libc system headers from BKE header.
2020-12-14Fix missing string escape for RNA path creationCampbell Barton
2020-11-30Cleanup: Use "region" for ARegion variable namesHans Goudey
As proposed in T74432 and already implemented in several commits, "region" is the preferred name for `ARegion` variables, rather than any variant of "ar". This commit changes a few "ar" variables that have popped up over time and also adjusted names of variants like "arnew".
2020-11-24Viewport: cannot select object by clicking on its instancesJacques Lucke
Selecting an object by clicking on its instances only worked, when the object itself is visible. However, it is possible to hide the object and still keep the instances visible. The solution is to give every object the correct `select_id` in the depsgraph object iterator right before rendering. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D9640
2020-11-24Fix T80748: Render Emissive Colors in Compositor BackdropJeroen Bakker
This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors. See differential for an example image. **Technical changes** As only the backdrop drawing is done using the draw manager there are some technical changes. 1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under. 2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space. 3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space. 4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added. NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9451
2020-11-19Cleanup: Grammar: "Allow to" vs gerundHans Goudey
In cases where "Allow" is followed by an infinitive, a noun needs to directly follow it. But it makes more sense to follow it with a gerund instead.
2020-11-18Merge branch 'blender-v2.91-release'Jeroen Bakker