Age | Commit message (Collapse) | Author |
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This patch will fix the world GLSL (mist, background, ambient) update for the BGE.
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Subscribers: panzergame
Differential Revision: https://developer.blender.org/D151
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pointing out on irc.
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The issue was caused by the recently added attribute, which is to be
added to the shader function even tho it's not supported.
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So make it so comparison doesn't imply type-cast.
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Make it so by checking operand sign.
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bounds instead of window bounds). Fixes remaining part of T43346
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internal.
Similar to fix for T42074 we need to multiply with energy -after-
texture application.
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GLSL missed the normalization step.
Reviewers: psy-fi, sergey, mont29
Reviewed By: mont29, sergey
Subscribers: mont29
Maniphest Tasks: T43273
Differential Revision: https://developer.blender.org/D1000
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rendered result more closely (all three parameters should match now)
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more closely
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There was a differences between how Cycles and BI treats Normal shader:
- Different normal direction assumption
- Different policy about vector normalization
Previous idea of trying to use single function and flip the output if
needed becomes more tricky, so i've just added new GLSL function which
corresponds to how Cycles deals with the Normal shader.
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environmental mapping when crossing the seam boundary.
Also output our favourite magenda on missing texture.
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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Also included mirror ball shader, which was missing.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D781
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Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.
Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
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Orthographic case needs different handling.
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shader nodes (Blender Render)
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.
Called the GPU function clamp_val which can handle float and vec3.
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tangents are directions and should be transformed like directions.
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The solution is to do the multiplication with the energy in the shader
after texture application.
We might be able to avoid setting dyncol completely, but this needs
better investigation. Some shader paths also look a bit redundant.
Also, texture mapping is not supported very well for light lamps, might
also need investigation.
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Few things:
- reflect() takes arguments in this order: N, I, it was swapped
in the previous code for some reason.
- Normal and view vectors are to be normalized. For the view
vector we're now using shade_view() in order to deal with the
ortho camera. However, Cycles does not support ortho camera
for reflection, but this is easy to do in a separate commit.
- Reflection vector is to be in the world space. Kudos to
Antony Riakiotakis for figuring this out!
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Checked with Brecht, Cycles indeed expects generated to be in 0..1 space
instead of -1..1 as it is in BI.
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Soft light and Linear light blend modes weren't implemented in glsl
Reviewers: psy-fi
Maniphest Tasks: T41456
Differential Revision: https://developer.blender.org/D744
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To prevent only shadow lamps from producing negative colors, shr->diff
and shr->spec should've been clamped to positive values after lamp loop.
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Reviewed By: dingto, brecht
Differential Revision: https://developer.blender.org/D507
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The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D489
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This commit does various changes for matcaps:
One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.
The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.
Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.
Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D435
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information such as light vector from specified Lamp.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
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GLSL code for view vector output of "Geometry" node.
Revert 0c7d2de38219. The "Camera Data" node actually gives the location
of the point in camera coordinate system. To obtain actual camera data,
we can use "Geometry" node instead.
Also modify the "Geometry" node, to produce correct view vector output
in orthographic GLSL preview.
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orthographic view.
Note that Cycles still needs to fix.
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code.
Patch by lichtwerk (Philipp Oeser).
Differential Revision: http://developer.blender.org/D28
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Cycles' ones.
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so that it becomes (1.0, 1.0, 1.0) when AO is disabled.
For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.
Thanks to Brecht for code review.
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* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).
Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
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Added object and world space for normal map in GLSL view.
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GLSL typo in r60151 caused this.
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A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
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