Commit Graph

1666 Commits

Author SHA1 Message Date
1d00a66f5d Eevee: SSR: Encode Normal in buffer and add cubemap fallback.
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24 15:28:27 +02:00
2a84331f02 Eevee: SSR: Output ssr datas to buffers.
Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-24 15:28:27 +02:00
04f8e1b21c Eevee: Ssr: Add ssr id to glossy nodes.
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-24 15:28:27 +02:00
abe0527e0f Manipulators: use nearest manipulator
Add utility function to get the nearest hit
2017-07-19 20:12:24 +10:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
ec9330d206 Eevee: Fix default closure to match cycles. 2017-07-11 12:39:35 +02:00
d35c24f87b Eevee: Transparency: Add support for blend ADD and MULTIPLY.
This introduces a new transparency pass.
It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11 12:39:35 +02:00
05bef13b53 Eevee: Add support for Alpha clip and Hashed Alpha transparency.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
Dalai Felinto
2325d15d02 Lamps should not have their own gpu material
This was leading to multiple crashes when freeing the lamps or
materials when opening old files.

Follow up on b50839038d.
2017-07-11 11:02:56 +02:00
Dalai Felinto
e960cecdf8 GPU: Silence warning of potentially unused variable (NormalMatrix) 2017-07-07 15:10:09 +02:00
d35e525d10 GPUTexture: Change default comparison mode to GL_NONE.
This default will prevent more errors in the future.
Also compare mode is less used nowadays.

Fixes T51904
2017-07-06 17:02:16 +02:00
e5462421c0 Eevee: Add support for common BSDFs.
Add Diffuse BSDF, and Glossy.

Also Use World normal instead of view normal as input.
2017-07-06 13:32:19 +02:00
8b78a8d9bc Eevee: Volumetrics: Add support for Position Coordinates.
This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
2017-07-05 18:21:06 +02:00
f8aab24fb5 Eevee: Volumetrics: Add Volume Absorption node. 2017-07-05 18:21:06 +02:00
fc8f6e8f7a Eevee: Fix Closure define. 2017-07-04 11:40:12 +02:00
b09052002c Eevee: Add support for volumetrics in node tree.
Only volume scatter is implemented for now.
2017-07-03 22:08:33 +02:00
2eef097831 GPU Codegen: Add new closure socket type.
This allow specialized shaders to redefine the closure interface to fit their needs.

For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
Dalai Felinto
d97c3bc7ad Merge branch 'master' into blender2.8 2017-07-03 15:18:46 +02:00
eb420e6b7f Fix T51957: principled BSDF mismatches in GLSL viewport. 2017-07-02 18:37:50 +02:00
0831099664 Eevee: Principled BSDF: add support for specular tint + optimisation
Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-30 14:12:25 +02:00
cdb07ff30e Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto). 2017-06-29 20:23:06 +02:00
5e96df7d27 Eevee: Remove Geometry shader usage for background.
This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29 17:08:13 +02:00
95797336f5 Eevee: Prepare support for future Anisotropic shading. 2017-06-29 17:08:13 +02:00
3888227a7b material Glsl: Fix tangent with new orco. 2017-06-29 17:08:13 +02:00
e14fd19105 Eevee: Add Initial support for Principle BRDF.
Lots of things not working yet but it's comming.
2017-06-29 01:47:59 +02:00
a1a40bfe70 GPUTexture : Un-clamp float rect datas.
We do not need it anymore because we do not use glu anymore. And we need full range for HDRI Lighting.
2017-06-28 22:26:44 +02:00
beb375cdb2 GPU_codegen: Fix geometry shader. 2017-06-28 21:28:24 +02:00
ada6e720f9 GPU_codegen: Add support for passing attributes through the geometry stage.
Should fix some issues with missing attributes in Eevee.
2017-06-28 21:05:43 +02:00
87dd9c31a0 GPU: split GPU_material_from_nodetree in two
Add GPU_material_from_nodetree_find to avoid having to construct other
arguments which won't be used in the case the material is exists.
2017-06-28 10:59:25 +10:00
dbaa6c2aa2 GPU: GPU_generate_pass_new now takes vertex-attrs
Needed so we can tell which custom-data layers to use from the mesh.
2017-06-28 09:37:44 +10:00
0394c04a7f Eevee: Add Planar reflection blurring.
This method is very cheap and inaccurate. This will fill the gap untill better model is supported.
2017-06-26 21:04:53 +02:00
Dalai Felinto
6f0b80425b Fix shaders not working in Eevee
Not a single node based shader was working since a recent merge from
master.

The merge brought changes from the principle bsdf shader where
unsupported gl_ProjectionMatrix was still being used.
2017-06-26 12:14:21 +02:00
f0863f2a80 Merge branch 'master' into blender2.8 2017-06-26 13:27:54 +10:00
28ff238c45 Eevee: Planar reflection: Fix normal deformation for background pixels.
Now it matches world cubemap perfectly.
2017-06-24 05:24:59 +02:00
e92940c6f3 Eevee: Planar Reflection: Add contact hardening normal distortion.
Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
2017-06-24 01:08:26 +02:00
779c950098 Eevee: Ambient Occlusion: Initial implementation.
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22 03:51:06 +02:00
ed59d03bfc GPUFramebuffer: Add recursive downsampling function.
This special case function enables rendering to a miplevel while using the miplevels above as texture input.
This is needed for some algorithm (i.e. creating a min-max depth pyramid texture).
2017-06-22 03:51:06 +02:00
fe2ff3fc89 GPUTexture: Support for nearest sampling with mipmaps. 2017-06-22 03:51:06 +02:00
968093ec2f Fix T51862: principled shader GLSL artifacts in ortho mode. 2017-06-21 21:31:08 +02:00
14ea0c5fcc Fix T51849: change Cycles clearcoat gloss to roughness.
This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
2017-06-21 19:55:20 +02:00
5c5c09439a Clean node names and organize menus for eevee
This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
2017-06-20 18:39:59 +02:00
aaf37e1216 Implement Eevee output node system
This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.

Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
2017-06-20 18:39:49 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
8a10fa1c53 GPUFramebuffer: Add support to attach individual texture layer. 2017-06-19 10:47:56 +02:00
26efc7bbd1 Merge branch 'master' into blender2.8 2017-06-14 17:17:00 +10:00
2462320210 Fix buffer read error w/ 2 pass select queries
Also don't do second pass when the first has no hits.
2017-06-14 17:10:24 +10:00
eaadfdbdc0 CMake: add missing includes 2017-06-13 14:51:15 +10:00
Dalai Felinto
461ea375ad Fix T51720: Depth of Field Bug - Black Screen 2017-06-09 11:56:22 +02:00
4abb3c1bc4 Draw Manager, GPUTexture: Add support for binding individual cubeface to framebuffer. 2017-06-09 01:15:17 +02:00