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2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2019-05-22Eevee: Make Planar reflections work with the new DRWView systemClément Foucault
Also get rid of clip_block which did the same as clipplanes inside common_view_lib.glsl.
2019-05-17Eevee / Workbench: Fix hair normalsClément Foucault
Hair normals were not behaving correctly. This corrects their looks and fix the node shader geometry that was showing the flat normal.
2019-05-14Cleanup: DRW: Move ModelMatrix declaration to common_view_libClément Foucault
2019-05-10Eevee: Update matrices operations to not use combined matricesClément Foucault
2019-05-10Cleanup: DRW: Renaming of glsl utility macrosClément Foucault
2019-05-08DRW: Remove WorldNormalMatrixClément Foucault
2019-05-04Cleanup: Eevee: Remove Flat normal shader variationClément Foucault
Was use by sculpt mode but that's not used anymore.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-03-22Eevee: CleanupClément Foucault
Remove unneeded normalization.
2019-03-22Revert "Fix T62621 object scale changes tangent node output in Eevee"Clément Foucault
This reverts commit 86646dab7c455e739e5d648d0857bf30fd81afb9.
2019-03-16Fix T62621 object scale changes tangent node output in EeveeClément Foucault
Normal Matrices were not normalized, leading to non-normalized vector rotations results.
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
2018-11-20Fix T57891: Radius of strip hair doesn't scale with object scaleClément Foucault
Note that this only works fine with uniformly scaled objects. Otherwise, the hair thickness will vary in a weird way depending on viewing angles.
2018-09-20Eevee: Implement Wireframe NodeClément Foucault
This implementation is a bit hacky but match cycles pretty close. If pixel size is not enabled, it will use the geom shader to compute distances between vertices. This will have a cost. Implementation is a bit hacky in gpu_codegen to make the geom shader works in an optional manner.
2018-09-03Eevee: Fix missing meshes on Win + Intel HD 530/540Clément Foucault
This is only a workaround. The real issue should be adressed by the driver team upstream.
2018-06-02Eevee: Add support for hair random property.Clément Foucault
Do note that it does not match cycles implementation. Also we could precompute the hash per strand before rendering but that would suggest it's not per engine specific. If we make the random value internal to blender then it won't be a matter because other renderers will have access to the same value.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-05-30Eevee: Hair: Fix hair strip view Position.Clément Foucault
2018-05-30Eevee: Add support for new Hair geometry system.Clément Foucault
This now can shade actual poly strips that mimics cylinders. This makes hair coverage exact compared to the line method and result in smoother fading hair. This does make the sampling a bit more exact but needs more samples to converge properly.
2018-05-30GPUMaterial: Add support for hair vertex color, uvs and orco.Clément Foucault
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2018-03-10Eevee: Add new clipping UBO.Clément Foucault
This fixes problems with the planar reflections.
2017-06-23Eevee: Planar Reflection: Fix precision issue near cliplane.Clément Foucault
The problem was that the depth prepass was using the clip plane but not the shading pass. During the clipping stage, the triangle is converted to a quad clipped to the given clip plane. But this introduce subtle changes in the depth when this new geometry is rasterized. Since the shading pass was using an EQUAL depth test, the depth values from the shading pass were not always equal to the depth prepass. Enabling clipping in the shading vertex shader has a too small impact to require a dedicated shader.
2017-05-18DwM: Support flat-shaded w/ clay & eevee enginesCampbell Barton
Needed for sculpt mode drawing w/ engines, see: T51497
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.
2017-05-01Eevee: Add support for legacy materials node. (not PBR)Clément Foucault
2017-03-18Eevee: Initial commitClément Foucault
Basic support for lamps. Only diffuse.