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author | Clément Fukhaut <turjuque@gmail.com> | 2016-05-06 16:55:15 +0300 |
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committer | Clément Fukhaut <turjuque@gmail.com> | 2016-05-06 16:55:15 +0300 |
commit | 105a1d84c43fe462d99ae5c8939ed3c67c127afd (patch) | |
tree | eb33d388a249c67e55308a8c19c44ca0d7750b16 /source/gameengine/Ketsji | |
parent | 80f03704e771fce3132536f778187a23d71607bc (diff) |
Huge codebase changes :
- Made ssfx "module" to manage screen space effects applied at material stage
- Moved probe functions to their own module
- Divided Shading glsl file into bits that are gathered when making glsl_material_library making files shorter and more organized
- Moved function generating luts and random texture to gpu_luts.c that will contains all textures needed to acheive some effects.
- GPU_PBR in GPUBuiltin is just a placeholder to trigger the uniform binding
Optimisation / correction :
- GLSL : Number of bsdf sample is now passed via an uniform instead of a #define. This means changing quality settings will no longer recompute every shaders in the scene. But this has a small perf cost.
- GLSL : Hammersley numbers are precalculated and stored inside a texture. This may have a performance impact and I will change it to a static table.
- GLSL : Random per pixel numbers are done using a texture like SSAO.
- GLSL : Lots of parameters (only for pbr) are now defined as uniform and passed at binding stage (this minimize the use of GPU_builtin).
- GLSL : most variables used in sampling algorythm are defined as global variables.
- Bsdf sampling is now using the real algorithm and not the split sum approximation (which was unecessary).
Features :
- Added toon shader support (only point light support).
- Added holdout.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index d2a65ac5ee4..0482e9b5b1b 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -62,7 +62,7 @@ BL_BlenderShader::~BL_BlenderShader() void BL_BlenderShader::ReloadMaterial() { - mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, false, false, false, 0, 0) : NULL; + mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, false, false, false, 0) : NULL; } void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty) |