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2017-06-15Eevee: Probes: Add data display for cubemaps.Clément Foucault
2017-06-15Eevee: Add Grid debug display.Clément Foucault
2017-06-14Implement hair in eeveeLuca Rood
New implementation of hair for Eevee. Note: A hard coded "transmission" property is being used. This should eventually be exposed to the UI, possibly in the form of SSS properties.
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-09Eevee: First commit of Probe support.Clément Foucault
2017-06-05Eevee: Optimize scene with a large number of objects.Clément Foucault
Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.
2017-06-04Eevee: Material code refactor.Clément Foucault
Separate material handling inside another file. Make use of enums to identify shader variations. Group all 64*64 LUTs into one array texture. Only update world probe if world changes.
2017-06-03Eevee: Cleanup. Group data functions into one file.Clément Foucault
2017-06-02Eevee: Tag shadow maps to update only when necessary.Clément Foucault
Shadow maps are now only updated if one shadow casting object inside it's shadow bounds has been updated.
2017-05-30Eevee: Put shadows and probes inside SceneLayerEngineDataClément Foucault
This remove the duplication of data for each viewport improving memory usage.
2017-05-29Eevee: Replace Cubemaps by octahedron maps for env. probes.Clément Foucault
This enables us to use 2D texture arrays for multiple probes. There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian).
2017-05-26Remove default shading groups from eeveeLuca Rood
2017-05-20Eevee: Move cube shadows to octahedron shadowmaps.Clément Foucault
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array. This render the sampling function much more simpler and without edge artifacts.
2017-05-18Eevee: Fix GPUShader not free.Clément Foucault
2017-05-18DwM: Support flat-shaded w/ clay & eevee enginesCampbell Barton
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18Cleanup: use pre-defined STRINGIFY macroCampbell Barton
2017-05-18Eevee: Refactor shaders definesClément Foucault
2017-05-18Eevee: Some changes to default shader.Clément Foucault
Use old BI material prop and use a metallic approach.
2017-05-17DWM: don't use engine drawing for paint modesCampbell Barton
Also only use sculpt-mode drawing with the active object.
2017-05-16Draw Manager: Texture Memory usage improvement.Clément Foucault
-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
2017-05-16Draw Manager: Make use of texture reuse.Clément Foucault
2017-05-15Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.Clément Foucault
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-12Sculpt: Move sculpt drawing to engines.Clément Foucault
Only mask are handled by sculpt mode engine and are multiplied on top of the render. There is room for improvement: - Shaded meshes don't have correct tangents or uvs. - Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render. - It only uses the first material slot of the mesh.
2017-05-10Eevee: Post process parameters.Clément Foucault
-Display almost all parameters. -Made some small adjustment to motion blur to support FOV motion blur. -Made DOF max radius a parameter.
2017-05-10Eevee: Fix some issuesClément Foucault
Fix issue with manipulator contributing to depth. Fix blender internal shader.
2017-05-10Draw Manager: Extend simplification to UBOs & fix a context error.Clément Foucault
2017-05-10Small cleanupClément Foucault
2017-05-10Draw Manager: Simplify usage and check for errors.Clément Foucault
2017-05-05Implement overridable scene render settingsDalai Felinto
This add a new set of (possible) render settings that can be defined at the scene level and overridable at the scene layer level. Once we get workspaces we can either add workspace inbetween scene and scene layer evaluation. Or to replace layer settings, to avoid extra confusion to users. An example of this setting is "samples", as implemented now for the clay engine.
2017-05-04Eevee: Draw background shader.Clément Foucault
Also fixes some remaining errors caused by some matrices not updated.
2017-05-04Eevee: Simple Camera Motion Blur.Clément Foucault
Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable. No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction. Only available in camera view. Only Camera animation is supported, does not take into account the parents motion
2017-05-03Merge branch 'master' into blender2.8Lukas Stockner
2017-05-03Eevee: Add "uber" Shader Output Nodes.Clément Foucault
Include Metallic and Specular workflow. Clearcoat and are not implemented yet.
2017-05-02Cycles integration with Draw ManagerDalai Felinto
We can now use object and other modes on top of Cycles. Since we are now always on "render_to_view" (old Rendered mode), the pause button is always visible.
2017-05-01Eevee: Add support for legacy materials node. (not PBR)Clément Foucault
2017-05-01Eevee: World nodetree gpumaterial compatibility.Clément Foucault
- Unify GPUMaterial creation (world/mesh). - Support for multiple shader variations (not used for now). - Convert GPUInputs to DRWUniforms to be used with the draw manager. - Nodetree Update is not supported. The only way to refresh the shaders is to change render engine. - Cleanup in GPUPass. - Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-04-29Cleanup: rename struct for private engine dataCampbell Barton
Also remove from pass list (there were some duplicate unused entries).
2017-04-27Fix/workaround crash with non mesh geometryCampbell Barton
eevee was crashing on curve grometry, draw without material for now.
2017-04-26Cleanup: draw engineCampbell Barton
- use DRW_engine prefix for engine types. - use engine suffix for files that define a draw engine. - remove engines from include path (they're only referenced once)