Commit Graph

7612 Commits

Author SHA1 Message Date
Miguel Pozo
7ca46bb25d Merge branch 'blender-v4.1-release' 2024-02-12 18:35:31 +01:00
Miguel Pozo
7821cf068c Fix: Workbench: Shadows
Broken shadows after c0c3565714
GPU_ARB_gpu_shader5 is never defined,
since gl_InvocationID is always available.
2024-02-12 18:34:12 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
29fe777445 Cleanup: Make BKE_report.h a full Cpp header. 2024-02-10 18:34:29 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Campbell Barton
3dbbc013de Cleanup: spelling in comments 2024-02-10 22:35:35 +11:00
Campbell Barton
2df863287f Cleanup: use UV instead of Uv in code-comments 2024-02-10 22:35:33 +11:00
Bastien Montagne
e71ae3b16c Cleanup: Move BKE_collection.h to CPP header. 2024-02-09 19:42:38 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Miguel Pozo
a1ceeef2f9 Merge branch 'blender-v4.1-release' 2024-02-08 19:58:07 +01:00
Miguel Pozo
bf0ac755e2 Fix: EEVEE: Volumes don't render
OrcoTexCoFactors were wrong.
Regression from
fa3bd17ae8
2024-02-08 19:57:18 +01:00
Clément Foucault
63a4c03b09 Refactor: EEVEE-Next: Light-probe management and structure
This cleanup and centralize lightprobe object management
into the LightProbeModule as it was always intended.
The other modules are kept for data / rendering management.

A few logic were simplified along the way.

Rename a lot of defines and classes for more consistency.

No functional change expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/117941
2024-02-08 19:48:28 +01:00
Miguel Pozo
01fbca876d Revert "Disable EEVEE-Next"
This reverts commit a8f29e8e36.
2024-02-08 17:38:18 +01:00
Miguel Pozo
cf27e0f3e1 Merge branch 'blender-v4.1-release' 2024-02-08 17:38:09 +01:00
Miguel Pozo
a8f29e8e36 Disable EEVEE-Next 2024-02-08 17:37:53 +01:00
Hans Goudey
a39e8a4ab9 Cleanup: Use StringRef instead of C strings in CustomData API
This simplifies some code. It may improve performance slightly too,
because of faster string comparisons with a known length.

Pull Request: https://projects.blender.org/blender/blender/pulls/117996
2024-02-08 16:56:42 +01:00
Miguel Pozo
74b8f99b43 Render: Merge EEVEE and Cycles motion blur settings
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`

On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117913
2024-02-08 16:49:18 +01:00
Clément Foucault
763b3b3b12 EEVEE-Next: Change light_attenuation_facing
Take light shape into consideration and do a small
fade to avoid abrupt lighting changes.
This fixes quite a lot of light leak but doesn't
fix all of them since light can still leak
during the fade. We could do this fade on the
lit side but then it break the working cases.
This does however fix the appearant sharp shadowing
that was visible on big light source.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
2024-02-08 11:36:22 +01:00
Brecht Van Lommel
680b9a9c35 Merge branch 'blender-v4.1-release' into main 2024-02-07 19:32:39 +01:00
Brecht Van Lommel
bd8a44e169 Lights: Option to use old point light falloff
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.

This option is enabled by default on new lights.

Fix #114241

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
2024-02-07 19:07:11 +01:00
Falk David
bd22059752 GPv3: Add initial weight paint mode support
This makes it possible to enter and exit weight paint mode in Grease Pencil 3.
No other functionality is added for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/117945
2024-02-07 17:19:43 +01:00
Falk David
0a45acbe3b GPv3: Layer Parenting/Transforms
This implements layer parenting and layer transforms.

* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.

Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117247
2024-02-07 16:28:14 +01:00
Christoph Lendenfeld
79f84775f2 Anim: Motion Paths in camera space
Animators (especially for film and TV) often need
to track the movement of things in screenspace.
At the end of the day, the pixel motion is what counts.
But motion paths were always in world space,
which made it hard to use when the camera
is also animated (during action scenes e.g.)

This PR introduces the feature of projecting a motion path into the screen space of the active scene camera.

Limitations
This makes the motion path only useful when looking through the active scene camera.
Switching the scene camera using markers is not yet supported.

Technical Implementation
This is achieved by baking the motion path points into the
camera space on creation. For every point calculated,
the camera is evaluated through the depsgraph and
the resulting world matrix is used.
Then I pass in the current frame's world matrix of the
camera into the shader to make sure the points follow it.
As can be seen in the video, it looks quite odd when
viewed at another angle but this is expected.
I mentioned that in the tooltip, so it shouldn't be an issue

Pull Request: https://projects.blender.org/blender/blender/pulls/117593
2024-02-06 23:14:17 +01:00
Clément Foucault
30f2db21d7 EEVEE-Next: Implement viewlayer filters
Implementation is straightforward.
Filter the components at the sync module
level to avoid uncovered cases.

Fixes the render_layer tests.
2024-02-06 14:34:13 +01:00
Campbell Barton
9996d95ab9 Cleanup: spelling in comments 2024-02-06 22:28:10 +11:00
Clément Foucault
c2ef2daa2c Fix: DRW: Out of bound index in PassSortable
This was caused by hair subpass growing the subpass
vector but not adding anything to the sorting_values_
vector. This means the indices that was return by
`sub_passes_.append_and_get_index` were dereferencing
the `sorting_values_` vector out of bounds on this line:
`float a_val = sorting_values_[a.index];`
2024-02-06 11:15:23 +01:00
Clément Foucault
b351638008 Fix: EEVEE-Next: Broken Normal and AO pass for emissive materials
The deferred combine pass was not rendered for these pixels
since they would not output any BSDF.

The check in pipeline sync have to be removed in order to
support emission only passes.
2024-02-05 18:15:09 +01:00
Lukas Tönne
d7127dea02 Fix crashes when connecting cyclic grease pencil curves
Curves draw buffer updates and operations like resampling access the
evaluated lengths cache of curves. However, when the curve has only one
point the evaluated lengths will be empty. This is not a problem for
open curves, because they skip calculation of the last point, but cyclic
curves expect to have as many length entries as there are points.

This crashes in certain cases:
- Grease Pencil v3 edit mode "Toggle Cyclic" operator
- Geometry nodes resampling of cyclic, single-vertex curves

Checking for the single-point case when building draw buffers handles
these corner cases.

Fixes #117833
Fixes #117838

Pull Request: https://projects.blender.org/blender/blender/pulls/117842
2024-02-05 14:47:05 +01:00
Clément Foucault
77ef7d102b Fix: EEVEE-Next: Artifacts caused by volumes and Motion blur
There seems to be a driver bug on Linux + Mesa + AMD

The bug only appears in renderdoc if looking at the film pass
but not in the motion blur pass nor the volume pass.

Adding a clear event seems to fix the issue.
2024-02-05 11:18:22 +01:00
Clément Foucault
5ee72e812c Fix: DRW: Missing pointcloud dummy binding
Fixes a GPU error on opengl.
2024-02-02 19:35:22 +01:00
Clément Foucault
9e015f703c Fix: EEVEE-Next: Shadow: Fix infinite loop in shadow rendering
The render shadow loop would always tag new casters to update
the tiles that were already rendered. This patch split the
caster tagging into it's own pass and move it out of the loop.

Also adds a needed `async_flush_to_host` to make sure the
statistic buffer is up to date.
2024-02-02 19:04:55 +01:00
Clément Foucault
046f2ac206 Cleanup: EEVEE-Next: Shadow: Wrap loop condition in function 2024-02-02 15:38:48 +01:00
Clément Foucault
18a04965fd Fix: EEVEE-Next: Artifacts with volume + motion blur
The root cause is still unknown. But replacing the
use of the depth texture by the hiz buffer fixes the
issue.

The issue was apparent on Linux + Mesa + AMD.
2024-02-02 15:14:41 +01:00
Brecht Van Lommel
abf4c4d9ef Refactor: Change functions to retrieve GPU textures from images
* For materials with UDIM tiles support, get array and mapping in one call
* For viewers that can use render results, add a dedicated function
* Fix potential use of render results in stencil overlay and grease pencil

Pull Request: https://projects.blender.org/blender/blender/pulls/117563
2024-02-01 20:32:24 +01:00
Miguel Pozo
5d132ac0c6 GPU: Optimize OpenGL indirect drawing overhead
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).

The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.

This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.

Pull Request: https://projects.blender.org/blender/blender/pulls/117561
2024-02-01 17:26:08 +01:00
Hans Goudey
dccf0e8699 Cleanup: Move GPU_material.h to C++ 2024-02-01 10:40:30 -05:00
Jeroen Bakker
2f30d220fb Draw: Fix 'draw_resource_id_gen' test
The test uses a none points shader to draw points, which is incorrect
and asserts when using Vulkan. It also didn't test the gpu part of the
pipeline (PassMain).

When using PassMain the order of the resources are expected to be
different as the draw calls are ordered based on the primitive type and
handles.

Pull Request: https://projects.blender.org/blender/blender/pulls/117714
2024-02-01 14:10:51 +01:00
Clément Foucault
4ea9d75b45 Fix: EEVEE-Next: Unitialized variable in denoise temporal
The wrong member was initialized.
Also fix the broken center sample initialization which
was in the wrong color-space.
2024-02-01 12:26:29 +01:00
Jeroen Bakker
97852056b2 Cleanup: Incorrect Parameter Order for Expect
The expect and actual parameters were switched in eevee_surfel_list.
2024-02-01 12:05:28 +01:00
Jeroen Bakker
9e0c78e783 Draw: Remove Unused Refine Shaders
When drawing curves or particle hair, the hair is refined using GPU
shaders. See eParticleRefineShaderType. OpenGL since Blender 4.0
always uses compute shaders. Metal since Blender 4.1 always uses
compute shaders. Vulkan will only uses compute shaders.

The transform feedback isn't used and not supported by our vulkan backend.
Transform feedback workaround was a Apple specific solution as they didn't
support transform feedback. Metal didn't use Compute shaders in
EEVEE-Legacy for performance reasons. Since EEVEE-Next/Workbench-Next
Metal uses compute shaders.

Fixes: #117497
Pull Request: https://projects.blender.org/blender/blender/pulls/117507
2024-02-01 07:48:30 +01:00
Hans Goudey
fac27b1b6b Cleanup: Replace most used of SWAP macro with std::swap
Also remove / replace use of the math vector double swapping functions.
2024-01-31 21:12:16 -05:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -05:00
Julian Plak
38e7b4e473 Geometry Nodes: Improve attribute text overlay readability
Improve readability for GN Viewer Node attribute text by adding text
shadow. Also adds similar shadow for bone names.

Pull Request: https://projects.blender.org/blender/blender/pulls/116528
2024-01-31 19:21:49 +01:00
Clément Foucault
749a3880de GL: Remove cube map array workaround 2024-01-31 18:12:59 +01:00
Clément Foucault
71904d7fb3 GL: Remove image load/store workaround
# Conflicts:
#	source/blender/gpu/opengl/gl_backend.cc
2024-01-31 18:12:59 +01:00
Miguel Pozo
f9a0e825c6 Fix #114691: EEVEE-Next: Dithered transparency closure weights
Remove transparency weight from other closure weights.
Since closure weights take transparency into account,
scaling closure colors by their weight applies alpha pre-multiplication to them,
causing dithered transparency materials to be darker than they should be.

Pull Request: https://projects.blender.org/blender/blender/pulls/117675
2024-01-31 17:22:36 +01:00
Clément Foucault
8c02b6eb24 EEVEE-Next: Add normal layer reuse
This allows to save some space in the gbuffer
and improve write performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/117131
2024-01-31 15:36:42 +01:00
Miguel Pozo
ebf9572330 Fix: EEVEE-Next: Remove duplicated translucent weight
It was first added in 5a2aceb671
and again on fdcc8dc689
2024-01-31 15:34:39 +01:00
Clément Foucault
1524dfa0ad DRW: Workaround Mesa shader compilation
This avoid the following error
`Unknown NIR alu instr: div 32    %17 = ineg %16`

This is a debug shader so cost isn't important.
A bug report will be done upstream.
2024-01-31 13:05:55 +01:00
Clément Foucault
58ceeee6f4 Fix: EEVEE-Next: Shader compilation of test shader 2024-01-31 10:40:23 +01:00