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2020-09-12GPU: Add Image Load Store extension supportClément Foucault
This wraps the functionality used to speedup EEVEE volumetrics. This touches the rendering code of EEVEE as it should fix a mis-usage of the GL barrier. The barrier changed type and location, removing an unused barrier.
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2019-09-10EEVEE: Volume: Fix error in fallback integration algoClément Foucault
2019-09-10EEVEE: Volume: Speedup: Use Image load store extensionClément Foucault
Reviewed By: brecht Differential Revision: https://developer.blender.org/D5740
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-07-01Fix T65771 Eevee: Volume Emission not working if density is zeroClément Foucault
2019-06-06Fix T63701 Eevee: High Volumetric end distance darkens the imageClément Foucault
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
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2017-10-27Eevee: Overhaul the volumetric system.Clément Foucault
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.