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2017-06-19Eevee: Add special shader for depth prespass.Clément Foucault
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
2017-06-15Eevee: Probes: Add data display for cubemaps.Clément Foucault
2017-06-15Eevee: Probes: Change falloff of irradiance grid.Clément Foucault
2017-06-15Eevee: Irradiance grid: support for non-blocking update and multiple bounces.Clément Foucault
2017-06-15Eevee: Add Grid debug display.Clément Foucault
2017-06-15Eevee: Disable specular when rendering probes.Clément Foucault
This prevents weird reflections and really strong indirect lighting.
2017-06-15Eevee: Add Irradiance Grid supportClément Foucault
Early implementation. Slow and still has quality 3 ways of storing irradiance: - Spherical Harmonics: Have problem with directionnal lighting. - HL2 diffuse cube: Very low resolution but smooth transitions. - Diffuse cube: High storage requirement. Also include some name change.
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: Add parallax correction to probe reflectionsClément Foucault
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: Move Spherical Harmonics to a new Probe UBO.Clément Foucault
Keep data packing tight to prevent use of padding floats
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
2017-06-03Eevee: Polishing of Exponential Shadow mappingClément Foucault
Added exponent parameter to tweak light bleeding. Added depth bias to the shadow test. Added better blurring using 32 samples.
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.
2017-05-18DwM: Support flat-shaded w/ clay & eevee enginesCampbell Barton
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-16Draw Manager: Make use of texture reuse.Clément Foucault
2017-05-11Eevee: Add tonemapping using ocio.Clément Foucault
Actually it's done by the Draw Manager, so other engines can use it.
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: Initial Depth Of Field commit.Clément Foucault
2017-05-08Cleanup: style & header guardsCampbell Barton
2017-05-07Eevee: Add Bloom post process.Clément Foucault
Based on Kino/Bloom v2 - Bloom filter for Unity MIT license.
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
2017-05-03Eevee: Add "uber" Shader Output Nodes.Clément Foucault
Include Metallic and Specular workflow. Clearcoat and are not implemented yet.
2017-04-29Cleanup: rename struct for private engine dataCampbell Barton
Also remove from pass list (there were some duplicate unused entries).
2017-04-25Eevee: Make default shaders works.Clément Foucault
- Added New Batch cache routine to get the split mesh for each material. (optimization needed) - Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
2017-04-21Eevee: Cascaded Shadow Maps, follow up.Clément Foucault
- Compute coarse bounding box of split frustum. Can be improved - Make use of 4 cascade. - View dependant glitches are fixed. - Optimized shader code.
2017-04-20Eevee: Start Implementation of Cascaded Shadow MapsClément Foucault
2017-04-20Eevee: Do shadow cube render in one pass.Clément Foucault
2017-04-18Eevee: Spherical Harmonic diffuse.Clément Foucault
For now it's done each frame and it's rather slow (16ms) but result will be cached soon.
2017-04-18Eevee: Introduction of world preconvolved envmap.Clément Foucault
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
2017-04-12Draw Engine: remove hard coded limit on array sizesCampbell Barton
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits. Actual memory saving isn't so important, it just means we don't need to manually bump these based on changes to engines.
2017-04-10Eevee: First Shadows implementationClément Foucault
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported. Support Projection Shadow Map for sun like in old BI/BGE. Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware. Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-03Draw Manager: Use engine type pointer instead of engine name.Clément Foucault
Faster search
2017-03-27Draw Engines: Make g_data struct part of the viewport storageClément Foucault
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-18Object Mode: Add stencil test to remove object outlines inside the silouhette.Clément Foucault
It also adds nice occluded silouhette information for selected objects that are behind visible objects. This methods is really heavy because it needs to render the wires twices.
2017-03-18Eevee: Initial commitClément Foucault
Basic support for lamps. Only diffuse.