Commit Graph

7153 Commits

Author SHA1 Message Date
Miguel Pozo
b3bf8a4e05 EEVEE-Next: Add back data passes UI and missing passes
The `VIEWLAYER_PT_eevee_next_layer_passes_data` class name was
re-used by mistake for Workbench Next in ba982119cd,
and the actual EEVEE Next class was then removed in 678dc456e3.

This adds back the UI as it was, and the missing passes (Vector and
Position) it referenced.

Pull Request: https://projects.blender.org/blender/blender/pulls/112162
2023-09-11 20:14:04 +02:00
Miguel Pozo
f25418b730 Fix #112242: Workbench: Allow xray in render mode 2023-09-11 19:52:03 +02:00
Miguel Pozo
efb74555fd Fix: EEVEE-Next: Velocity do_deform detection
In image renders, after the first motion blur step,
non deformed geometry was being marked as deformed,
since all their geometry lengths are 0.

This caused velocity_local_pos_get to read wrong/unitialized values.
2023-09-11 19:16:32 +02:00
Miguel Pozo
967d49dba4 Cleanup: Formatting
Fix formatting after e5f6c57f8c
2023-09-08 21:35:13 +02:00
Miguel Pozo
e5f6c57f8c EEVEE-Next: Merge UBOs
Merge all the small UBOs used by the engine to save binding slots.
Each module is still responsible for filling its own data (by storing a
reference to it at construction) and this data is still private for other
modules.
The engine instance pushes the data to the GPU at the end of
`end_sync`, so only the modules that modify their data outside of the
sync functions need to manually call `Instance::push_uniform_data()`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112046
2023-09-08 21:03:37 +02:00
Miguel Pozo
1faa522880 Fix: EEVEE-Next: Motion blur on image renders
overscan_changed is always true the first frame.
2023-09-08 20:29:29 +02:00
Campbell Barton
468198a6df License header: add SPDX header 2023-09-08 22:33:32 +10:00
Hans Goudey
006104645a Cleanup: Remove unnecessary struct keyword in C++ code 2023-09-08 08:27:28 -04:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00
Campbell Barton
4fc5d287ac Cleanup: doxygen parameters, blank comment lines 2023-09-08 16:53:30 +10:00
Campbell Barton
5ab2f61d44 Cleanup: remove use of 'auto' 2023-09-08 16:53:27 +10:00
Hans Goudey
9f998c3e3a Cleanup: Change mesh face triangle count macro to C++ inline function 2023-09-07 08:36:43 -04:00
Hans Goudey
9db02c8617 Cleanup: Change OffsetsIndices::data() to return Span instead of pointer
Accessing the span should be possible. `Span` already allows pointer
access itself.
2023-09-06 22:27:39 -04:00
Miguel Pozo
e850df06ee Workbench: Remove next postfix
Pull Request: https://projects.blender.org/blender/blender/pulls/111993
2023-09-06 15:54:50 +02:00
Miguel Pozo
2aa7961e6f Workbench: Remove old implementation 2023-09-06 15:54:48 +02:00
Miguel Pozo
fc08f220bf EEVEE Next: Volumes: Lighting integration improvements
Add the features missing from #107176

* Irradiance integration.
* Self-shadows.
* Receive shadows from shadow maps.

Shadow tagging works by iterating all the froxels in a
compute shader and tagging the exact same position
that will be sampled by the volume scatter shader.
Froxels that are fully transmissive, have no scattering,
or are behind opaque geometry, are skipped.

It also adds a LoD bias parameter for shadow tagging,
driven by the volumetric tile size.
This works for punctual shadows, but directional lights
would need a way to support re-direction between levels
at sampling time, which is out of the scope of this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/110809
2023-09-06 14:35:57 +02:00
Miguel Pozo
fdda220a64 FIx: Workbench: Texture-less materials in texture mode
Fallback to material color if there's no texture.
2023-09-05 19:47:28 +02:00
Campbell Barton
0c26c84704 Cleanup: spelling in comments 2023-09-05 11:04:27 +10:00
Clément Foucault
4f3b224141 EEVEE-Next: Irradiance Volume: Add clamp options
This allows to clamp the lighting components
during the baking phase.

Also add back intensity option.

Pull Request: https://projects.blender.org/blender/blender/pulls/110858
2023-09-04 23:27:30 +02:00
Clément Foucault
715eb4d88e Fix: EEVEE-Next: Fix shader compilation on Metal 2023-09-04 19:40:36 +02:00
Jason Fielder
5cf7089e43 GPU: Ensure usage of gpu_Layer is specified
Some shaders using gl_Layer/gpu_Layer were missing
the correct usage bit in the shader create info. Shaders
also need to inherit feature usage bits from included
additional_info.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/111751
2023-09-04 15:06:20 +02:00
Jason Fielder
5fb952a1a6 EEVEE Next: Resolve out of bounds reads in shadows
Resource IDs and tile shfits often meant buffers were
accessed outside of their valid range. Patch ensures
resource IDs are unpacked and shift ranges are
shifted into the positive range to avoid inconsistent
behaviour with negative modulo operations.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/111808
2023-09-04 15:03:54 +02:00
Clément Foucault
938d43c317 Fix: EEVEE-Next: Fix LUT translation unit hanging debug build 2023-09-04 11:43:02 +02:00
Clément Foucault
102bdfaed7 Fix: EEVEE-Next: Ambiguous cast compilation error 2023-09-04 09:46:45 +02:00
Clément Foucault
30de3d7c1a EEVEE-Next: Move LUT to C++ and eevee-next folder 2023-09-03 17:22:31 +02:00
Clément Foucault
760aa0e917 Cleanup: EEVEE-Next: Rename LookUpTable to Precompute 2023-09-03 16:42:53 +02:00
Clément Foucault
ad71a04de0 EEVEE-Next: Fix G1_V term used to compute the GGX pdf
Thanks goes to @weizhen for spotting the mistake.
2023-09-03 16:42:53 +02:00
Clément Foucault
2aebfb596e Cleanup: EEVEE-Next: Rename G1 to G1_V to avoid confusion 2023-09-03 16:42:53 +02:00
Clément Foucault
2637bbf016 EEVEE-Next: Add LUT test
This avoid the generation code to become desync with
the precomputed tabled.

This is also a good way to test any changes to them.
2023-09-03 16:42:53 +02:00
Clément Foucault
7b54fce723 EEVEE-Next: Port LUT generation code
This ports the LUT using compute shader.
All LUT are computed by the same compute shader
to avoid boiler plate code to add new LUTs.

As for the generation code itself it is mostly the
same except for the use of `hammersley_2d` instead of
regular grid sampling. Regular grid did not improve
anything and was a bit more cumbersome.

This also bumps the number of samples very high
for more precision.

The new utility class for computing the LUT has
methods to write the content to a PFM image file
or as C++ array header.
2023-09-03 16:42:53 +02:00
Campbell Barton
e8c812a307 Cleanup: spelling in comments, update dictionary 2023-09-03 21:35:07 +10:00
Campbell Barton
3082037743 Cleanup: spelling in comments 2023-09-03 16:15:01 +10:00
Clément Foucault
5ad7d81549 Cleanup: EEVEE-Next: Fix compilation warning and errors on Metal 2023-09-02 23:17:36 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Miguel Pozo
619f38514e Fix: Compilation error after 7e33c405fb 2023-09-01 17:36:30 +02:00
Miguel Pozo
7e33c405fb Fix: EEVEE-Next: Render Region
Fix render regions and make them work with overscan:
- Clarify and improve the naming used by the Film module.
- Convert Display texel coordinates to Film texel coordinates before
  calling `film_process_data`, and convert from Film texel coordinates to
  Render texel coordinates in `film_sample_get`.
- Returns the actual display extent (and not the film extent) in
 `Film::display_extent_get` so the overscan camera matrix is computed
  correctly when using render regions.

Regression caused by 567a2e5a6f.

Pull Request: https://projects.blender.org/blender/blender/pulls/111691
2023-09-01 17:15:38 +02:00
Miguel Pozo
fc0f2bd73e Workbench-Next: Support multiple samples for Viewport Image Render
Allow rendering multiple samples from a single draw callback.

Pull Request: https://projects.blender.org/blender/blender/pulls/111661
2023-09-01 15:57:21 +02:00
Miguel Pozo
3d7db929a4 Draw: draw_debug improvements
Allow using the drw_debug API in any shader file.
Remove the drw_debug API from Release builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/111710
2023-09-01 15:40:42 +02:00
Weizhen Huang
b45dd4cfac EEVEE: change Principled BSDF to match Cycles
Ref: #99447

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111754
2023-09-01 11:28:12 +02:00
Weizhen Huang
be9555d118 EEVEE: change Glass BSDF to match Cycles
changes include:
* Use microfacet normal instead of macronormal. Previously Cycles used
macronormal for Glass BSDF and Transmission component in Principeld
BSDF, leading to artefacts at grazing angles. This has been corrected
in 5f9b518a8b and 89218b66c2. Now change EEVEE to match this behaviour.
* GGX distribution is now darker due to the shadowing-masking term,
while Multiscatter GGX preserves energy. This now matches Cycles too.

Pull Request: https://projects.blender.org/blender/blender/pulls/111687
2023-09-01 10:59:20 +02:00
Miguel Pozo
8ea2364e36 Fix: Workbench-Next: Image Render crash 2023-08-31 18:07:18 +02:00
Hans Goudey
4e94db97e2 Mesh: Add three cached topology maps
Add three cached topology maps to `Mesh`, to avoid computations when
mesh data isn't changed. Choosing the right maps to cache is a bit
arbitrary, but generally we have to start somewhere. The limiting
factor is memory usage (all the new caches combined have a
comparable footprint to a UV map).

For now, the caches added are:
- Vertex to face corner
- Vertex to face
- Face corner to face

These caches are used in quite a few places already;
- Face corner normal calculation
- UV value merging
- Setting sharp edges from face angles
- Data transfer modifier
- Voxel remesh attribute remapping
- Sculpt mode painting
- Sculpt mode normal calculation
- Vertex paint mode
- Split edges geometry node
- Mesh topology geometry nodes

Caching topology maps means they don't have to be rebuilt every time
they're used. Meshes copied but without topology changes can share
the cache, further reducing re-computations. For example, FPS with a
large mesh using the "Corners of Vertex" node went from 1.8 to 2.3.
Entering sculpt mode is slightly faster too.

There is some obvious work for future commits:
- Use caches in attribute domain interpolation
- More multithreading of second phase of map building
- Update/build caches eagerly in some geometry nodes

Pull Request: https://projects.blender.org/blender/blender/pulls/107816
2023-08-30 23:41:59 +02:00
Campbell Barton
cbc14782ff Fix mistaken revert of EEVEE fix in recent commit
[0] unintentionally reverted [1], correcting.

[0]: 3d607be572
[1]: 068e117a8b
2023-08-30 21:23:36 +10:00
Campbell Barton
3d607be572 Cleanup: spelling in comments 2023-08-30 10:57:12 +10:00
Hans Goudey
69c498084a Cleanup: Remove unnecessary Mesh C API functions 2023-08-29 11:47:29 -04:00
Hans Goudey
425b871607 Mesh: Replace EdgeHash and EdgeSet with C++ classes
The `EdgeHash` and `EdgeSet` data structures are designed specifically
as a hash of an order agnostic pair of integers. This specialization can
be achieved much more easily with the templated C++ data structures,
which gives improved performance, readability, and type safety.

This PR removes the older data structures and replaces their use with
`Map`, `Set`, or `VectorSet` depending on the situation. The changes
are mostly straightforward, but there are a few places where the old
API made the goals of the code confusing.

The last time these removed data structures were significantly changed,
they were already moving closer to the implementation of the newer
C++ data structures (aa63a87d37).

Pull Request: https://projects.blender.org/blender/blender/pulls/111391
2023-08-29 17:00:33 +02:00
Miguel Pozo
639a74d236 Fix: EEVEE-Next: Subsurface Scattering regression
Regression caused by 17db856686
Subsurface Scattering uses an additive pass over the radiance output,
so it's always needed even if the deferred pass is not the last one.

Pull Request: https://projects.blender.org/blender/blender/pulls/111534
2023-08-29 15:55:02 +02:00
Weizhen Huang
9fba9f418d Fix: EEVEE: runtime-generated BSDF LUT does not match the precomputed LUT
* `RUNTIME_LUT_CREATION` is disabled by default, but if set to `true`,
the new `bxdf_lut_frag.glsl` should generate the LUT that is submitted
in this commit. This new LUT is very close to the previously stored one.
* Generate the LUT by Monte-Carlo sampling with \(I = 1/N\sum\frac{f}{p}\),
except that the samples are not random, but mapped from a regular grid,
following previous approach to avoid interpolation artefacts caused by
noise.
* Added comments to make the computed quantities and the LUT usage more
clear.
* Glass with `IOR < 1` is now slightly darker due to single-scattering.
The lost energy will be recovered in a future commit.
* The special cases of `IOR == 0`, `roughness == 0` and `roughness == 1`
are handled well during microfacet sampling and evaluation, no need to
clamp.
* When `IOR == 1`, in theory BRDF is zero and BTDF is one, but we do not
make it a special case to allow smooth transition.

Pull Request: https://projects.blender.org/blender/blender/pulls/111632
2023-08-29 15:22:37 +02:00
Weizhen Huang
068e117a8b Fix shader compile error due to saturate() not available
use `clamp()` instead
2023-08-29 15:02:42 +02:00
Sybren A. Stüvel
042c5347f4 Anim: move bone colors from bone groups to individual bones
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:

- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
  `ob.pose.bones['bone_name'].color`).

When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.

Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.

The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.

This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00