diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-19 19:19:49 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-19 19:20:50 +0300 |
commit | 6b433f4eb3da0acf092fb4e5417b10f9b304d073 (patch) | |
tree | 17d66beede9df8d8b43f9db39265649c2d72e732 /source/blender/draw/engines/eevee | |
parent | a7d43eb1c6e1679d4bdf15a9f558f2dbf0fb5b24 (diff) | |
parent | a4f2ebc78da4e10e65e864a16d2e621c7c79103d (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/draw/engines/eevee')
17 files changed, 30 insertions, 30 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index cb54ad3a164..e51fb2fd1d7 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -95,7 +95,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v const float *viewport_size = DRW_viewport_size_get(); Camera *cam = (Camera *)camera->data; - /* Retreive Near and Far distance */ + /* Retrieve Near and Far distance */ effects->dof_near_far[0] = -cam->clipsta; effects->dof_near_far[1] = -cam->clipend; diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0a93db1453d..bb3938fe2c3 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -220,7 +220,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object } /** - * Compute Mipmap texel alignement. + * Compute Mipmap texel alignment. */ for (int i = 0; i < 10; ++i) { int mip_size[2]; diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index a5661581a1a..c5531ba96ef 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -323,7 +323,7 @@ static void eevee_draw_background(void *vedata) GPU_framebuffer_bind(dfbl->default_fb); DRW_transform_to_display(stl->effects->final_tx, use_view_settings); - /* Debug : Ouput buffer to view. */ + /* Debug : Output buffer to view. */ switch (G.debug_value) { case 1: if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 5ac2257e01a..d399e48c298 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -469,7 +469,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake) * by the DRW mutex. */ lbake->lcache = eevee->light_cache; - /* TODO validate irradiance and reflection cache independantly... */ + /* TODO validate irradiance and reflection cache independently... */ if (lbake->lcache != NULL && !EEVEE_lightcache_validate(lbake->lcache, lbake->cube_len, lbake->ref_cube_res, lbake->grid_len, lbake->irr_size)) { @@ -720,7 +720,7 @@ static void eevee_lightbake_render_world_sample(void *ved, void *user_data) Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph); LightCache *lcache = scene_eval->eevee.light_cache; - /* TODO do this once for the whole bake when we have independant DRWManagers. */ + /* TODO do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); EEVEE_lightbake_render_world(sldata, vedata, lbake->rt_fb); @@ -826,7 +826,7 @@ static void eevee_lightbake_render_grid_sample(void *ved, void *user_data) /* Use the previous bounce for rendering this bounce. */ SWAP(GPUTexture *, lbake->grid_prev, lcache->grid_tx.tex); - /* TODO do this once for the whole bake when we have independant DRWManagers. + /* TODO do this once for the whole bake when we have independent DRWManagers. * Warning: Some of the things above require this. */ eevee_lightbake_cache_create(vedata, lbake); @@ -892,7 +892,7 @@ static void eevee_lightbake_render_probe_sample(void *ved, void *user_data) EEVEE_LightProbe *eprobe = lbake->cube; LightProbe *prb = *lbake->probe; - /* TODO do this once for the whole bake when we have independant DRWManagers. */ + /* TODO do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 87f90f37913..d318dea518c 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -357,7 +357,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } -/* Only init the passes usefull for rendering the light cache. */ +/* Only init the passes useful for rendering the light cache. */ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth) { EEVEE_PassList *psl = vedata->psl; @@ -480,7 +480,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->probe_background); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); @@ -519,7 +519,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f); - /* TODO (fclem) get rid of thoses UBO. */ + /* TODO (fclem) get rid of those UBO. */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); } @@ -538,7 +538,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex); DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f); - /* TODO (fclem) get rid of thoses UBO. */ + /* TODO (fclem) get rid of those UBO. */ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo); @@ -907,7 +907,7 @@ static void render_cubemap( /* 1 - Render to each cubeface individually. * We do this instead of using geometry shader because a) it's faster, - * b) it's easier than fixing the nodetree shaders (for view dependant effects). */ + * b) it's easier than fixing the nodetree shaders (for view dependent effects). */ for (int i = 0; i < 6; ++i) { /* Setup custom matrices */ mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat); diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index b8a7789fb46..a458be040fc 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -649,7 +649,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) 80.0f; /* XXX : Empirical, Fit cycles power */ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { evli->lamptype = LAMPTYPE_AREA_ELLIPSE; - /* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */ + /* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */ power *= 4.0f / M_PI; } } @@ -1112,7 +1112,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl) /* Render shadow cube */ /* Render 6 faces separately: seems to be faster for the general case. * The only time it's more beneficial is when the CPU culling overhead - * outweight the instancing overhead. which is rarelly the case. */ + * outweigh the instancing overhead. which is rarely the case. */ for (int j = 0; j < 6; j++) { /* TODO optimize */ float tmp[4][4]; @@ -1219,7 +1219,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl) /* Render shadow cascades */ /* Render cascade separately: seems to be faster for the general case. * The only time it's more beneficial is when the CPU culling overhead - * outweight the instancing overhead. which is rarelly the case. */ + * outweigh the instancing overhead. which is rarely the case. */ for (int j = 0; j < la->cascade_count; j++) { copy_m4_m4(winmat, evscd->projmat[j]); copy_m4_m4(persmat, evscd->viewprojmat[j]); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 6ec20b2d7c5..2d27bb8e705 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -972,7 +972,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->background_pass); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 08745850bd4..d2309d20abb 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -71,7 +71,7 @@ static void eevee_motion_blur_camera_get_matrix_at_time( /* Past matrix */ /* FIXME : This is a temporal solution that does not take care of parent animations */ - /* Recalc Anim manualy */ + /* Recalc Anim manually */ BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL); BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL); BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 14b3e8a5540..62db134a117 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -431,7 +431,7 @@ typedef struct EEVEE_LampsInfo { struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE]; /* Lights tracking */ int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */ - struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */ + struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */ /* Pointers only. */ struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer; struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer; diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 46229c2dc9b..13bedc34e05 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -210,12 +210,12 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v * * Following Frostbite stochastic SSR. * - * - First pass Trace rays accross the depth buffer. The hit position and pdf are + * - First pass Trace rays across the depth buffer. The hit position and pdf are * recorded in a RGBA16F render target for each ray (sample). * * - We downsample the previous frame color buffer. * - * - For each final pixel, we gather neighboors rays and choose a color buffer + * - For each final pixel, we gather neighbors rays and choose a color buffer * mipmap for each ray using its pdf. (filtered importance sampling) * We then evaluate the lighting from the probes and mix the results together. */ diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index cccd51bbaa0..256838609a6 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -397,7 +397,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (grp) { DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + /* TODO (fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); @@ -483,7 +483,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize); - /* TODO(fclem) remove thoses "unecessary" UBOs */ + /* TODO(fclem) remove those "unnecessary" UBOs */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 286f00783d9..1bd9410314b 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -598,7 +598,7 @@ float G1_Smith_GGX(float NX, float a2) /* Using Brian Karis approach and refactoring by NX/NX * this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV * Rcp is done on the whole G later - * Note that this is not convenient for the transmition formula */ + * Note that this is not convenient for the transmission formula */ return NX + sqrt(NX * (NX - NX * a2) + a2); /* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */ } @@ -626,7 +626,7 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum) accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a)); } -/* ----------- Cone Apperture Approximation --------- */ +/* ----------- Cone Aperture Approximation --------- */ /* Return a fitted cone angle given the input roughness */ float cone_cosine(float r) diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index e9f05cfe0ff..edfd0f307e9 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -29,7 +29,7 @@ uniform sampler2D depthBuffer; #define minmax4(a, b, c, d) max(max(max(a, b), c), d) #endif -/* On some AMD card / driver conbination, it is needed otherwise, +/* On some AMD card / driver combination, it is needed otherwise, * the shader does not write anything. */ #if defined(GPU_INTEL) || defined(GPU_ATI) out vec4 fragColor; diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index 7281eb4cf2d..b1a94fa4379 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -223,7 +223,7 @@ float light_visibility(LightData ld, vec3 W, vec3 ray_ori = viewPosition; float bias = 0.5; /* Constant Bias */ - bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependant bias */ + bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */ bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset; vec3 nor_bias = viewNormal * bias; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index c31fa166634..d19773aec05 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -249,7 +249,7 @@ void CLOSURE_NAME( /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */ /* ---------------------------------------------------------------- */ - /* Accumulate incomming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ + /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ #ifdef CLOSURE_GLOSSY vec4 spec_accum = vec4(0.0); #endif @@ -409,7 +409,7 @@ void CLOSURE_NAME( vec2 uv = lut_coords(NV, roughness); vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; - /* This factor is outputed to be used by SSR in order + /* This factor is outputted to be used by SSR in order * to match the intensity of the regular reflections. */ ssr_spec = F_ibl(f0, brdf_lut); float spec_occlu = specular_occlusion(NV, final_ao, roughness); diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 7dd460004ae..c9f2d64f30b 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -119,7 +119,7 @@ void prepare_raycast( #define prev_delta times_and_deltas.w // #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */ -/* Return the hit position, and negate the z component (making it positive) if not hit occured. */ +/* Return the hit position, and negate the z component (making it positive) if not hit occurred. */ /* __ray_dir__ is the ray direction premultiplied by it's maximum length */ vec3 raycast( int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index c5c97b97734..827d774b290 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -3,7 +3,7 @@ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ /* Step 3 : Integrate for each froxel the final amount of light - * scattered back to the viewer and the amout of transmittance. */ + * scattered back to the viewer and the amount of transmittance. */ uniform sampler3D volumeScattering; /* Result of the scatter step */ uniform sampler3D volumeExtinction; |