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authorClément Fukhaut <turjuque@gmail.com>2016-05-06 16:55:15 +0300
committerClément Fukhaut <turjuque@gmail.com>2016-05-06 16:55:15 +0300
commit105a1d84c43fe462d99ae5c8939ed3c67c127afd (patch)
treeeb33d388a249c67e55308a8c19c44ca0d7750b16 /source/gameengine/Ketsji
parent80f03704e771fce3132536f778187a23d71607bc (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.cpp2
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)