Commit Graph

4434 Commits

Author SHA1 Message Date
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Miguel Pozo
5a76a4190d Fix: Workbench: Wrong volume shader
Regression from
2a2effc0c2
2024-02-19 15:37:14 +01:00
Jeroen Bakker
06dd75ebd0 EEVEE-Next: Fix Metal Shading Warning
Implicit conversion between int and uint should be made explicit
accourding to our style guide.

Pull Request: https://projects.blender.org/blender/blender/pulls/118450
2024-02-19 09:53:53 +01:00
Iliya Katueshenock
1dfd94a8d3 Cleanup: EEVEE: Fix compile warning
Pull Request: https://projects.blender.org/blender/blender/pulls/118322
2024-02-16 20:01:06 +01:00
Omar Emara
49faea5f36 Fix #111345: Compositor uses entire viewport in camera view
The compositor assumes the entire viewport as its compositing space even
in camera view. The current design decision was to limit the compositing
space by the camera region only if the camera passepartout is opaque,
that is, areas outside of the camera are not visible.

This patch changes that behavior to always limit the compositing space
by the camera region. The downside is that areas outside of the camera
will be left uncomposited.

This is useful to match viewport compositing to final render compositing
in terms of maintaining the same space, but not necessarily the same
resolution. However, this still has the limitation that space will be
different when the camera region intersects the viewport, since we only
composite their intersection in that case.

Pull Request: https://projects.blender.org/blender/blender/pulls/118241
2024-02-15 15:46:34 +01:00
Campbell Barton
5c87dfd269 Cleanup: use BLI_time_ prefix for time functions
Also use the term "now" instead of "check" for clarity.
2024-02-15 13:15:56 +11:00
Clément Foucault
7b328390f4 Cleanup: EEVEE-Next: Remove unused mip level in remap shader 2024-02-14 18:52:58 +01:00
Clément Foucault
da72cdee5e EEVEE-Next: Add compute shader to downsample sphere probe
This has no functional change except that it might speed
up probe updates since only updated pixels are processed.

Ref #118256
2024-02-14 18:52:58 +01:00
Hans Goudey
a52323d711 Cleanup: Move BKE_duplilist.hh to C++ 2024-02-14 10:51:46 -05:00
Clément Foucault
f20425bc4c Fix: EEVEE-Next: Missing Volume Probe update after world update 2024-02-14 16:24:02 +01:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Clément Foucault
bdd15e827f Fix: EEVEE-Next: Crash in bake caused by motion blur
Motion blur needs to be disabled for volume probe baking.
2024-02-14 15:55:36 +01:00
Clément Foucault
2d08e16601 Cleanup: EEVEE-Next: Split display sync function 2024-02-14 15:09:31 +01:00
Clément Foucault
ee6c7d8eea Fix: EEVEE-Next: Sphere Probe: Wrong world probe index 2024-02-14 15:09:31 +01:00
Campbell Barton
aa6ab9caf9 Cleanup: various non-functional changes for C++ 2024-02-14 13:56:58 +11:00
Miguel Pozo
2a2effc0c2 Workbench: Share shader cache across instances
Improve instance creation performance by sharing compiled shaders
across instances. (See #114990)

Pull Request: https://projects.blender.org/blender/blender/pulls/118062
2024-02-13 20:56:54 +01:00
Clément Foucault
88228a84d1 Fix: EEVEE-Next: Another uninitialized variable in volume probe loading
The spherical_harmonics_triple_product was not working as
expected and produced NaNs.

Cleanup to avoid more confusion.
2024-02-13 19:05:15 +01:00
Clément Foucault
13f0d7bd47 Fix: EEVEE-Next: Uninitialized variable in volume probe loading
The spherical_harmonics_triple_product was not working as
expected and produced NaNs.
2024-02-13 18:59:53 +01:00
Clément Foucault
65d42af3e3 Fix: EEVEE-Next: Broken light capture on emission only materials
This was cause by uninitialized fragment output.
2024-02-13 18:59:53 +01:00
Clément Foucault
6802d87329 EEVEE-Next: Remove DeferredProbeLayer intermediate class
This class is redundant as it is never instanced more
than once.
2024-02-13 18:59:53 +01:00
Clément Foucault
ba6e6e96ed EEVEE-Next: Move ray type change out of view loop
Avoid needlessly pushing the uniform_data to the GPU.
2024-02-13 18:59:53 +01:00
Clément Foucault
0bab7b59a1 EEVEE-Next: Use same GBuffer binding logic for every pipeline 2024-02-13 18:59:53 +01:00
Miguel Pozo
9fb17c1ca4 Workbench: Skip per-sample sync in image renders
Use the same method as viewport image renders.
2024-02-13 16:31:06 +01:00
Clément Foucault
778945a2cd Fix: EEVEE-Next: NaN in surfel lighting with area lights
This fix broken lighting in volume probe baking if
any area light is present in the scene.
2024-02-13 16:29:06 +01:00
Campbell Barton
680701e915 Cleanup: spelling in comments 2024-02-13 14:20:00 +11:00
Hans Goudey
d691ed2f3b GPU: Use std::string instead of C strings for code gen output
The benefits are removing unnecessary reallocations of the string data
and unnecessary recalculations of the size, better type safety, and more
automatic memory management.

Pull Request: https://projects.blender.org/blender/blender/pulls/118045
2024-02-12 19:33:44 +01:00
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
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
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
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
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
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
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
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
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