Age | Commit message (Collapse) | Author |
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Instead of doing a lot of alpha blended drawing with jittering, use the
fragment shader to do the masking using a circle mask.
This is much simpler and requires much less resources.
Hopefully this may solve the issue we have with the Intels UHD Graphics 620
on linux.
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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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Also minor cleanup for the Bump node.
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This does not work with the box projection mode. Implementing for box
projection mode would be difficult, slow, and produce a lot of code
duplication. Also i'm not sure this is worth it, as it's not a common use
case.
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Take the full derivative and compute its length instead of using fwidth.
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Before it was triggering shader recompilation. Include small cleanup/opti.
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Although the normal was normalized when evaluating the lighting, the normal
is often used for other purpose. In this case using the non normalized
normal maybe the source of errors.
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This fits Cycles better even if it is only for grey scale values. This only
work if the blend mode is Alpha Blend or Alpha Hashed.
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With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.
To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.
Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.
In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.
Reviewers: brecht, aligorith, billreynish
Differential Revision: https://developer.blender.org/D3788
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Apparently the registry is not large enough and the compiler does something bad in indexing the array.
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Reviewers: fclem
Differential Revision: https://developer.blender.org/D3767
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NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
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This scale value only must affect the interface, but never the stroke.
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Differential Revision: https://developer.blender.org/D3719
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Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
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This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
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It was not respecting the clamp to edge texture param because we use
texelFetch directly in this case.
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Differential Revision: https://developer.blender.org/D3680
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Could overlap icons.
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It is was not really a bottleneck but it was triggering my OCD when 1/3rd
of the drawcalls in a normal scene were basically only caused by this.
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This make the workbench draw everything in the background routine just like
eevee. This is because the workbench uses floating point buffers too and
rendering background to this buffer makes it incorrect without proper
color management.
This could be improved because in xray the background is not blended but
dithered as it's drawn after the main pass.
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This supports meshes and hairs too. Matches cycles output.
This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
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keeping GPU_SHADER_SMOKE until other occurences are removed.
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Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
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This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
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This is a rough (but fast) approximation that still match cycles reference
in common case.
In practice, it's just adding more of the diffuse light computed for the
diffuse contribution.
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This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
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The remaining ones are from the attributes linear/srgb switches and from
nodes that should be pruned before running their _gpu function.
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This means tweaking parameter is now interactive and does not need to
recompile the shaders.
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texelFetch return vec4(0.0) if the target pixel is outside the texture
rect. So we mimic the default repeate mode that we have for linear
interpolation.
Fix T56156 Mapping-Node doesn't work
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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Match Cycles behaviour of scalling the SSS radius and don't interpolate
between diffuse and SSS result.
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Like in cycles it's a bit more slower than linear but it's smoother.
Works for all projection type.
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Add placeholder for cubic and smart filtering for now.
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