This PR introduces the concept of primitive expansion draws.
This allows to create a drawcall that will generate N amount of new
primitive for an original primitive in a `gpu::Batch`. The intent is to
phase out the use of geometry shader for this purpose.
This adds a new `Frequency::GEOMETRY` only available for SSBOs.
The resources using this will be fed the current `gpu::Batch` VBOs
using name matching.
A dedicated slot is reserved for the index buffer, which has its own
internal lib to decode the index buffer content.
A new attribute lib is added to ease the loading of unaligned attribute.
This should be revisited and made obsolete once more refactor
lands.
It is similar to the Metal backend SSBO vertex fetch path but it is
defined on a different level. The main difference is that this PR is
backend independant and modify the draw module instead of the GPU
module. However, it doesn't cover all possible attribute conversion
cases. This will only be added if needed.
This system is less automatic than the Metal backend one and needs
more care to make sure the data matches what the shader expects.
The Metal system will be removed once all its usage have been
converted.
This PR only shows example usage for workbench shadows. Cleanup PRs
will follow this one.
Rel #105221
Pull Request: https://projects.blender.org/blender/blender/pulls/125782
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.
This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.
Pull Request: https://projects.blender.org/blender/blender/pulls/125688
Fixes a mismatch between Cycles and EEVEE when rendering a
Vector Math node in Refract mode with a normal vector of 0,0,0.
This mismatch first appeared after 8650068f0c which changed the
behaviour in Cycles, but not EEVEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/125644
VSE timeline widget drawing is done in "timeline space" (x: frames,
y: channels), but that can have precision issues at large frames,
when "pixel size features" (outlines, borders) need to get evaluated
inside a shader.
This can lead to inconsistent border sizes between neighboring strips,
e.g. sometimes it would be 2 pixels, but sometiems 3 pixels. I've seen
this mostly happen when frames get into 100'000+ range.
To address this, switch timeline widget drawing to be in window pixel
space. This avoids the issue since coordinates to draw the strip
widgets become "up to several thousand" range, not arbitrarily large.
Pull Request: https://projects.blender.org/blender/blender/pulls/125220
This allows much easier debugging of shader programs.
Usage is as simple as adding `printf` calls inside shaders.
example: `printf("Formating %d\n", my_var);`
Contrary to the `drw_print`, this is not limited
to draw manager shader dispatch/draws. It is compatible
with any shader inside blender.
Most notably, this doesn't need a viewport to display.
So this can be used to debug render pipeline.
Data formating is currently limited to only `%x`, `%d`,
`%u` and `%f`. This could be easily extended if this is
really needed.
There is no type checking, so values are directly reinterpreted
as specified by the printf format.
The current approach for making this work is to bind a
storage buffer inside `GPU_shader_bind`, making it
available to any shader that needs it. The storage buffer
is downloaded back to CPU after a frame or a render
step and the content printed to the console.
This scheduling means that you cannot rely on these printfs
to detect crashes. We could add a mode to force flushing
at shader binding to avoid this limitation.
The values are written from the shaders in binary form and
only formated on the CPU. This avoid issues with manual
printing like with `drw_print`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125071
color was not taken into consideration when picking a closure using
reservoir sampling, giving closures with dark color much higher weights
than they should have.
This fix multiplies the weight by the average color when picking the
closure, similar as what has been done in principled BSDF.
Pull Request: https://projects.blender.org/blender/blender/pulls/124730
Function `strip_data_outline_params_set()` was simplified, so setting
color and outline parameters are not mixed and overwriting as code flows
and so the function is better readable.
Shader code is changed, so that when strip overlaps other strip, it gets
2 px red outline regardless of whether it is active or selected. This
makes it more consistent when strip is not active or selected.
Pull Request: https://projects.blender.org/blender/blender/pulls/124442
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.
We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.
The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.
The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.
If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.
Backpropagation does not work for all nodes, although more nodes can be
supported over time.
This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.
In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.
All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.
The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.
Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.
The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
clicking the gizmo icon next to the value.
Pull Request: https://projects.blender.org/blender/blender/pulls/112677
Moving a strip retiming key at the end of a strip, so that a strip
overlaps another one would leave them overlapped. The expected
behavior is that it acts according to the Overlap Mode, like it does
when moving a strip.
Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/124424
The math render tests were not passing on the AMD hardware.
This was due to some compiler behavior not returning 1
on the `floor((a - c) / (b - c))` calculation even if
`a` and `b` were equal.
Instead of making the dark outline be bright for active but unselected
strips, make it have dark outline just like all other strips,
and a 1px inner bright line inside of that.
Pull Request: https://projects.blender.org/blender/blender/pulls/124210
Setting this option to a value above zero replaces the lambertian Diffuse term
with the modified energy-preserving Oren-Nayar BSDF, which matches the OpenPBR
behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/123616
* Better separation between drawing backdrop and main line.
* Pass u and v coordinates of line to fragment shader for further processing.
* Remove `colorGradient` which can also be computed from `lineUV`.
* Simplify drawing potentially more than one parallel line as is done in #112677.
With the new closure approach, the code can be simplified and cleaned up quite
a bit.
This also removes four parameters, which is helpful for future additions (!123616)
since the parameter limit appears to be reached.
Pull Request: https://projects.blender.org/blender/blender/pulls/123643
With selected strips, it is not clear where one of them begins and another
ends since their outlines are right next to each other.
This changes strip look so that:
- All strips have consistent dark 1pt outline at the outer edge.
- Selected strips have 2pt highlight inside said outer edge.
- Selected strips also have a 1pt wide 33% opacity darker line inside the
selection highlight (and inside possible handles). To improve readability
in case strip content happens to be similar to selection/active color.
Images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/123431
Current look of VSE timeline view strip transformation handles makes them
somewhat "too narrow", especially after recent changes that made them
more narrow than before (handle tweaking feature) and a strip visual change
that made strip outline not go outside of strip bounds. They are now just
2px wide, effectively.
This changes their look as outlined in #123332 design task:
- The inset dark line is no longer over the handles, but rather "inside"
of them (except when handles are semitransparent, i.e. for strips that
are not selected).
- The handles themselves have rounded corners.
Pull Request: https://projects.blender.org/blender/blender/pulls/123391
Now the strip outline (1 point for unselected strips, 2 point outline +
1 pt dark inset) takes monitor DPI / user preference line width into
account, via the usual U.pixelsize machinery.
Pull Request: https://projects.blender.org/blender/blender/pulls/123369
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].
We compare with the most popular existing implementation, that of OSL,
from the user's point of view:
- This implementation produces C1 continuous noise as opposed to the
non continuous OSL implementation, so it can be used for bump
mapping and is generally smother. This is achieved by windowing the
Gabor kernel using a Hann window.
- The Bandwidth input of OSL was hard-coded to 1 and was replaced with
a frequency input, which OSL hard codes to 2, since frequency is
more natural to control. This is even more true now that that Gabor
kernel is windowed as opposed to truncated, which means increasing
the bandwidth will just turn the Gaussian component of the Gabor
into a Hann window. While decreasing the bandwidth will eliminate
the harmonic from the Gabor kernel, which is the point of Gabor
noise.
- OSL had three discrete modes of operation for orienting the kernel.
Anisotropic, Isotropic, and a hybrid mode. While this implementation
provides a continuous Anisotropy parameter which users are already
familiar with from the Glossy BSDF node.
- This implementation provides not just the Gabor noise value, but
also its phase and intensity components. The Gabor noise value is
basically sin(phase) * intensity, but the phase is arguably more
useful since it does not suffer from the low contrast issues that
Gabor suffers from. While the intensity is useful to hide the
singularities in the phase.
- This implementation converges faster that OSL's relative to the
impulse count, so we fix the impulses count to 8 for simplicitly.
- This implementation does not implement anisotropic filtering.
Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.
References:
[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.
[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.
[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.
Pull Request: https://projects.blender.org/blender/blender/pulls/121820
This was a missing block of the TAA implementation.
TAA jitter and reprojection have a tedency to soften
the texture. Add a 1.5 bias to make them a bit sharper.
Note that this is a bit different than the usual TAA
blurring. In final render we don't do reprojection
so it is only because the texture filter (box filter
from the LOD) is applied at the same time than our pixel
filter (blackmann-harris). It is less noticeable than
the normal TAA blur, but still blurs ~2px instead of
1.5px.
The previous code was using matrix multiplication to
get the local thickness to world thickness.
The correct way is to multiply the local thickness
by the scale of the object (length of each columns
of the object_to_world matrix).
Previous commit that made VSE strip controls not be blurry (91fa37fecb)
applied "snap to pixel grid" in a wrong place - the rectangle corners
should be snapped, not the center and half-size of it.
Pull Request: https://projects.blender.org/blender/blender/pulls/123065
Strips still have sharp corners when you're dragging them from file browser and
switch to rounded when dropped. Fix by using the same drawing code (and shader)
as regular timeline drawing path.
Pull Request: https://projects.blender.org/blender/blender/pulls/123013
Previously selected strips in VSE timeline were drawing their outline
1px outside of the strip boundaries. This makes outlines of the strips
overlap each other when neighboring strips are selected.
Now the selected outline is fully within regular strip shape.
Pull Request: https://projects.blender.org/blender/blender/pulls/122890
PR #122576 added rounded corners to VSE timeline strips, but they were not
"snapped" to pixel grid so the outline that is normally 1px was sometimes
falling in between pixels and was blurred out.
Fix by rounding all SDF related coordinates inside the shader to the pixel
grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/122764
VSE timeline strips now have rounded corners. Strip corner rounding radius is
4, 6 or 8px depending on strip height (if strip is too narrow to fit
rounding, then rounding is turned off).
This is achieved with a dedicated GPU shader for drawing most of VSE
strip widget, that it could do proper rounded corner masking.
More details and images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/122576
The direct lights are usually much smoother and with
higher dynamic range than indirect lighting. Using
the R11B11G10 float format exhibit color shifts and
banding even in simple setups without a way to mitigate
the issue.
Using RGB9_E5 encoding improve the quality while retaining
the storage benefit of 32bit formats. The added overhead
of the software encoding not perceptible in a full lighting
pass.
This affects direct lights and SSS convolution result.
Fix#121937
Pull Request: https://projects.blender.org/blender/blender/pulls/122515
Fix for #121890
The image shows testing results with "green" texture. It is expected that
all vectors are displaced along Y axis.
Cases are "no displacement", "tangent", "object" and "world" spaces.
Results are consistent with Cycles.
Pull Request: https://projects.blender.org/blender/blender/pulls/122376