Commit Graph

10 Commits

Author SHA1 Message Date
da741013a1 EEVEE: GLSL refactor/cleanup
- 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
2020-07-30 16:44:58 +02:00
37a8c6d809 Cleanup: EEVEE: Remove unused IRRADIANCE_CUBEMAP 2020-07-15 19:51:55 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
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
2019-04-17 06:21:24 +02:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
5bd008f4dd Eevee: Irradiance Grid: Allocate needed resources instead of a static chunck.
This commit makes the irradiance pool and render target sizes depend on the number of irradiance sample in the whole ViewLayer.
2017-12-04 17:21:37 +01:00
5b6cfa705c Eevee: Irradiance Visibility: Initial Implementation
This augment the existing irradiance grid with a new visibility precomputation.
We store a small shadowmap for each grid sample so that light does not leak through walls and such.

The visibility parameter are similar to the one used by the Variance Shadow Map for point lights.

Technical details:

We store the visibility in the same texture (array) as the irradiance itself (in order to reduce the number of sampler).
But the irradiance and the visibility are not the same data so we must encode them in order to use the same texture format.
We use RGBA8 normalized texture and encode irradiance as RGBE (shared exponent).
Using RGBE encoding instead of R11_G11_B10 may lead to some lighting changes, but quality seems to be nearly the same in my test cases.
Using full RGBA16/32F maybe a future option but that will require much more memory and reduce the perf significantly.

Visibility moments (VSM) are encoded as 16bits fixed point precision using a special range. This seems to retain enough precision for the needs.
Also interpolation does not seems to be big problem (even though it's incorrect).
2017-12-04 10:10:27 +01:00
6f66498c10 Revert "Eevee: Fix the NaN pixel issue."
This reverts commit d02711ed88.
2017-07-14 14:45:18 +10:00
d02711ed88 Eevee: Fix the NaN pixel issue.
It's cause by degenerate triangle having normals set to (0,0,0) which may not be compressed like it should.
This fix the problem in the final indirect lighting evaluation which might be costly.
2017-07-06 16:01:21 +02:00
1982e724f4 Eevee: Refactor of shading code to be more modular.
This will enable creating shading models more easily.
2017-06-28 16:32:08 +02:00
49ba446f68 Eevee: Split irradiance functions to their own new file. 2017-06-15 00:55:44 +02:00