Commit Graph

4709 Commits

Author SHA1 Message Date
Ivan Perevala
4efd87d56b UI: Adaptive HDRI preview resolution
HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.

Reviewed By: Jeroen Bakker

Differential Revision: https://developer.blender.org/D9382
2020-11-13 08:26:27 +01:00
Jun Mizutani
db7d8281c5 Add An Opacity Slider to Overlay Wireframe
This patch adds an opacity slider to the wireframe overlay. The previous
wireframe in dense geometry scenes could be too dark and sometimes the
user just wants an impression of the geometry during modelling.

Reviewed By: Jeroen Bakker

Differential Revision: https://developer.blender.org/D7622
2020-11-13 08:14:56 +01:00
Campbell Barton
e00bb5a4b7 Cleanup: spelling 2020-11-12 11:35:31 +11:00
Campbell Barton
9e1e9516a0 Cleanup: warnings 2020-11-12 11:23:21 +11:00
Antonio Vazquez
e47ea9fbc7 GPencil: Fix unreported crash when style is NULL 2020-11-11 12:16:22 +01:00
Brecht Van Lommel
cf751e3914 Merge branch 'blender-v2.91-release' 2020-11-09 18:50:56 +01:00
Brecht Van Lommel
60c4d0b5fb Fix T78028: crash with grease pencil and save buffers
Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
2020-11-09 18:49:28 +01:00
Philipp Oeser
f6ad56b1bc Merge branch 'blender-v2.91-release' into master 2020-11-06 16:58:06 +01:00
Clément Foucault
998ae29549 Fix T82220 Missing viewport update after manual "HDRI Preview Size" input
This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.

To fix this, we run the lookdev validation before TAA init.

Reviewed By: Jeroen Bakker

Differential Revision: https://developer.blender.org/D9452
2020-11-06 16:44:15 +01:00
Aaron Carlisle
580ff2cb93 Cleanup: Render Module: combine intern/ source & include 2020-11-06 10:37:40 -05:00
Aaron Carlisle
e15076b22f Cleanup: Render Module: move header files to main directory
Move headers files from `render/extern/` to `render/`

Part of T73586
2020-11-06 10:10:41 -05:00
Sergey Sharybin
cee5a41518 Fix compilation error of bf_draw
Similar to previous commit, missing build dependency.
2020-11-06 13:53:47 +01:00
Jacques Lucke
41db8f2fce Refactor: move LightCache .blend I/O to eevee_lightcache.c
Ref T76372.
2020-11-06 13:35:19 +01:00
Campbell Barton
2d803d3f6d Cleanup: use STR_ELEM macro 2020-11-06 15:42:03 +11:00
Campbell Barton
aa3a4973a3 Cleanup: use ELEM macro 2020-11-06 12:32:54 +11:00
Campbell Barton
7cb20d841d Cleanup: follow our code style for float literals 2020-11-06 12:32:54 +11:00
Campbell Barton
262eeb3e95 Cleanup: sort structs, files 2020-11-06 12:32:54 +11:00
Campbell Barton
c19e4b706e Cleanup: clang-format 2020-11-06 12:32:54 +11:00
Clément Foucault
d9dd408b42 Merge branch 'blender-v2.91-release' into master 2020-11-05 18:00:48 +01:00
Clément Foucault
aae60f0fec Fix T81752 EEVEE: Camera Motion Blur is not blending steps properly
This was due to improper calculation of velocity factor and an
error in the camera data swapping between two steps.
2020-11-05 18:00:27 +01:00
Hans Goudey
10914987a2 Merge branch 'blender-v2.91-release' 2020-11-04 13:27:13 -06:00
Clément Foucault
568dc2665e Fix T73126 Eevee: light probe baking ignores indirect bounces from SSS 2020-11-04 19:36:48 +01:00
Jeroen Bakker
5af9b9f45b Merge branch 'blender-v2.91-release' 2020-11-04 14:14:38 +01:00
Jeroen Bakker
3ffa0452af Fix T67832: Camera Background Images View Transform
This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7067
2020-11-04 14:13:24 +01:00
Jeroen Bakker
7a7f294940 Fix T81775: Object Disappears During Texture Painting
Issue was that the `tris_per_mat` are not created when the first batch is drawn
during select operator and then is not created when needed by the workbench pass
since they are not tracked by mesh_buffer_cache_create_requested.

This change will create the `tris_per_mat` just in case they are needed later.
Solution by Clément Foucault

Differential Revision: https://developer.blender.org/D9430
2020-11-04 14:08:03 +01:00
Hans Goudey
db7cf3652c Fix for previous cleanup commit 2020-11-03 15:26:23 -06:00
Hans Goudey
cabec08253 Cleanup: Clang tidy 2020-11-03 15:12:50 -06:00
Alexander Gavrilov
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
Sebastián Barschkis
c21ba10e0b Merge branch 'blender-v2.91-release' 2020-11-03 13:22:22 +01:00
Sebastián Barschkis
df2a0cd6f4 Fluid: Fix crash with viewport display options
Overlay extras should not be drawn outside of the fluid domain cache range.
2020-11-03 13:21:07 +01:00
Campbell Barton
e03575768f Merge branch 'blender-v2.91-release' 2020-11-03 20:54:22 +11:00
Jeroen Bakker
d93a6cdf00 DrawManager: Cleanup unneeded memory allocation
`tris_per_mat` is only valid for the final buffer cache. It was
allocated for every buffer cache.
2020-11-03 10:44:56 +01:00
Pablo Dobarro
492a9e4023 Fix crash when using multiple Sculpt Vertex Color layers for rendering
This line was probable left there after a bad merge.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D9367
2020-10-30 18:07:51 +01:00
Antonio Vazquez
e6f61a4a37 GPencil: New material parameter to rotate texture
Add a parameter to rotate the texture for Dots and Squares

Differential Revision: https://developer.blender.org/D9369
2020-10-30 15:45:00 +01:00
Campbell Barton
4b188bb08c Cleanup: use over-line for doxy comments
Follow our code style for doxygen sections.
2020-10-27 21:45:55 +11:00
Clément Foucault
3cc2dc40b3 Fix T81942 EEVEE: Reflection Plane glitch with low clip distances
This was happening because the raytrace was not even being performed
due to the tracing line being too small after frustum clipping.
2020-10-23 02:02:41 +02:00
Clément Foucault
cc3fdffbbe DRW: Fix custom engine not being BGL safe
This was caused by unprotected drawing callbacks.
As of 2.91, we require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
2020-10-22 01:19:10 +02:00
Clément Foucault
091b433677 Fix T77658 EEVEE: Reflection Plane partially missing reflections
The degenerate line workaround was ill defined.
2020-10-22 00:57:29 +02:00
Clément Foucault
27137c479c EEVEE: Screen Space Reflection: Improve contact reflections
This patch helps the case of intricate reflections where the
ray does not travel far before intersecting the geometry.

In these cases there could be false negative exclusion of the ray
caused by the backface rejection threshold.
2020-10-21 22:56:06 +02:00
Clément Foucault
0cbe6387e9 EEVEE: Screen Space Raytrace: Fix unreported banding artifacts
The artifact manifested as lines of different values caused by faillure to
trace the depth buffer correctly.

Adding a ad-hoc value to the step size to mitigate the issue.
2020-10-21 22:55:56 +02:00
Jeroen Bakker
e60bc528f0 DrawManager: Adding Custom Render Passes
Currently render passes in the draw manager (eevee) must be predefined
in the render result. This patch would ask the render engine for the
render passes it needs, and create these as a preparation step during
rendering. This allows any draw engine to define more complex render
passes setup.

Render passes can only be added before the call to `RE_engine_begin_result`.
`RE_engine_begin_result` makes a full copy of the render passes. During
rendering the render engines renders to the duplicated passes.
`RE_engine_end_result` syncs the data back to the original render passes,
but only if the passes existed in the original render result.
Currently we work-around this issue by registering the passes in
`render_result_new`. This is legacy blender internal structure and should
be avoided.

With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we
are extending legacy code to support new features. This patch allows us to
let each draw engine register their own render passes at render time
(similar to cycles and other render engines). In the future we could get
rid of legacy render passes registration in render_result_new.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9088
2020-10-21 08:14:21 +02:00
Clément Foucault
b55c44e3ed EEVEE: Screen Space Reflection: Improve self intersection cases.
This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).

Also add the same precision based bias we use for contact shadows.

This fix T81105 Eevee SSR quality regression in 2.91 alpha
2020-10-20 22:06:43 +02:00
Clément Foucault
65a3195781 EEVEE: Screen Space Reflection: Fix undefined behavior with invalid LOD
Some issues happened because the lod can become negative in some cases.
Also avoid sampling LOD with interpolation (floor).
2020-10-20 22:06:43 +02:00
Clément Foucault
45400b32d0 DRW: Disable anisotropic filtering on utility textures
Anisotropic filter may result in incorrect algorithm. This only
affects util textures (not Image datablocks gpu textures).
2020-10-20 14:55:18 +02:00
Jacques Lucke
63a9f24b55 Volumes: simplify volumes in modifiers or on load
This changes how the simplify volumes setting works. Before, it only
affeted viewport rendering. This was an issue, because all internal
computations would still have to happen on the high resolution volumes.
With this patch, the simplify setting already affects file loading and
procedural generation of volumes.

Rendering does not have to care about the simplify option anymore,
it just gets the correct simplified version from the depsgraph.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9176
2020-10-20 11:00:16 +02:00
Harley Acheson
c0a6bc1979 Spelling: Loose Versus Lose
Corrects incorrect usages of the word 'loose' when 'lose' was required.

Differential Revision: https://developer.blender.org/D9243

Reviewed by Campbell Barton
2020-10-19 09:15:34 -07:00
Harley Acheson
84ef3b80de Spelling: Miscellaneous
Corrects 34 miscellaneous misspelled words.

Differential Revision: https://developer.blender.org/D9248

Reviewed by Campbell Barton
2020-10-19 09:11:00 -07:00
Harley Acheson
d1eefc4215 Spelling: Then Versus Than
Corrects incorrect usages of the words 'then' and 'than'.

Differential Revision: https://developer.blender.org/D9246

Reviewed by Campbell Barton
2020-10-19 08:43:08 -07:00
Harley Acheson
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
Jeroen Bakker
1ceb91d1b3 Fix T81167: Texture Painting with Paint mask enabled, (de)selecting faces causes a mess with texture slots
Issue caused by {9582797d4b50} in b2.90. The surface per material used
an index buffer owned by the batch. These index buffers are created at
the same time the surface tris index buffer was created. When a material
per batch buffer was invalidated it used the surface tris index buffer
rendering all materials on all surfaces making the last draw command
render succeed.

This patch stores the surface tris per material in the cache so they can
be reused. There is also no need to use the `saved_elem_ranges` anymore as they are
now part of the cache.

The ugly bit of the implementation is that in `extract_tris_finish` the
MeshBufferCache is retrieved. But as this part was already documented as
a hack and it is something that is only used for final meshes. Other
solutions would impact performance or made the fix not condensed
(passing parameters that shouldn't be used).

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9136
2020-10-19 08:14:07 +02:00