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2016-03-22GPU compositing:Antony Riakiotakis
Minor optimization: Store the uniform interface of shaders instead of re-querying every frame.
2016-01-09Cleanup: style, gpu moduleCampbell Barton
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-23cleanup: use spaces for alignmentMike Erwin
while studying GPU lib
2015-03-19Depth of field high quality:Antony Riakiotakis
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
2015-02-17Compositing works with X-Ray.Antony Riakiotakis
Basically, before drawing X-Rays, we now bind a second depth buffer. After drawing XRays, we do an extra resolve pass where we overwrite the non-XRay depth buffer in pixels where the depth is not maximum (which means background pixel, since depth is cleared before drawing X-Ray objects). This ensures both scene and X-Rays keep their depth values and are ready for compositing. Well, the odd effect due to depth discontinuities can be expected, and X-Rays are a bit more expensive (extra buffer + resolve pass) but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing