Commit Graph

295 Commits

Author SHA1 Message Date
3e6b34dede Eevee: Fix default texture coord for procedural texture in world tree 2018-10-18 15:30:16 +02:00
6ef5bc1b99 Cleanup: node_tex_checker: Vectorize operation in GLSL 2018-10-18 15:30:16 +02:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
667add5fc5 Eevee: Implement Wireframe Node
This implementation is a bit hacky but match cycles pretty close.

If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.

Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
2018-09-20 17:53:47 +02:00
766d9c2937 GPUMaterial: Fix issue with coloramp and constant interpolation
It was not respecting the clamp to edge texture param because we use
texelFetch directly in this case.
2018-09-11 16:15:43 +02:00
Charlie Jolly
89295c7f6b Eeevee: update to match recent voronoi GLSL features for Cycles.
Differential Revision: https://developer.blender.org/D3680
2018-09-10 19:48:14 +02:00
bb639ccc47 GPUMaterial: Geometry Node: Add support for parametric output
This supports meshes and hairs too. Matches cycles output.

This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
2018-08-22 13:51:02 +02:00
7673867360 GPUMaterial: Fix color ramp node with constant interpolation
Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.

This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
2018-08-10 16:16:35 +02:00
bf6a22ed6f GPUMaterial: Group all colorband texture together
This lower the use of texture samplers slots and let users use more real
textures in their shaders.

This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.

With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).

Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.

This should fix T56010
2018-08-10 16:16:35 +02:00
ddc2796e4d Eevee: Principled BSDF: Add support for the sheen parameter
This is a rough (but fast) approximation that still match cycles reference
in common case.

In practice, it's just adding more of the diffuse light computed for the
diffuse contribution.
2018-08-09 16:46:03 +02:00
cac43e1765 Eevee: Use "constant folding" for the principle shader
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.

This also revisit the transmission parameter behaviour to make it closer to
cycles.
2018-08-08 21:27:26 +02:00
82352565b7 Eevee: Remove some of the non-necessary uniforms
The remaining ones are from the attributes linear/srgb switches and from
nodes that should be pruned before running their _gpu function.
2018-08-08 21:26:49 +02:00
e8dd5e5cc6 GPUMaterial: Make Mapping node use UBO storage
This means tweaking parameter is now interactive and does not need to
recompile the shaders.
2018-08-01 22:08:36 +02:00
4510f30026 GPUMaterial: Fix nearest sampling
texelFetch return vec4(0.0) if the target pixel is outside the texture
rect. So we mimic the default repeate mode that we have for linear
interpolation.

Fix T56156 Mapping-Node doesn't work
2018-08-01 22:08:36 +02:00
f07140940c Eevee: Principled: Fix Subsurface input behaviour
Match Cycles behaviour of scalling the SSS radius and don't interpolate
between diffuse and SSS result.
2018-07-21 18:15:31 +02:00
28fa79219d GPUMaterial: Texture Node: Add support for Cubic filtering
Like in cycles it's a bit more slower than linear but it's smoother.

Works for all projection type.
2018-07-20 19:17:15 +02:00
26b6b5871e GPUMaterial: Texture Node: support for nearest (closest) filtering method
Add placeholder for cubic and smart filtering for now.
2018-07-20 19:16:48 +02:00
e7d8908f14 GPUMaterial: Optimize and fix blending in box mapping
Blending was done in srgb space and was not matching cycles.

Optimized by using less branches and more vector operations.
2018-07-20 19:16:48 +02:00
680994643c Merge branch 'master' into blender2.8 2018-07-15 00:54:12 +02:00
83a4e1aaf9 Cycles: add voronoi features and distance settings from Blender.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.

Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.

Differential Revision: https://developer.blender.org/D3503
2018-07-15 00:45:42 +02:00
c7c7bfae75 Merge branch 'master' into blender2.8 2018-07-13 12:22:21 +02:00
30bffb5a3a Nodes: add sqrt, ceil, floor and fract to math nodes.
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.

Differential Revision: https://developer.blender.org/D3537
2018-07-13 11:00:10 +02:00
dd7a727910 Fix accidentally removed particle function in GLSL, still not supported though. 2018-07-10 16:30:17 +02:00
01f576e87b Merge branch 'master' into blender2.8
The Eevee AO node supports the new Normal socket, but ignores Distance,
Samples, Inside and Only Local settings.
2018-06-15 23:16:49 +02:00
799779d432 Cycles: change Ambient Occlusion shader to output colors.
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.

Original patch by Lukas with further changes by Brecht.

Differential Revision: https://developer.blender.org/D3479
2018-06-15 22:16:06 +02:00
711a50c5ea Merge branch 'master' into blender2.8
This includes making Eevee match Cycles behavior of inserting an emission
node when linking colors to closures.
2018-06-13 19:26:52 +02:00
6654e109df Cleanup: strip trailing space in GPU module 2018-06-04 09:09:12 +02:00
98e4d548a1 Eevee: Hair: Make SSR works with hairs. 2018-06-02 21:16:40 +02:00
08a2c5f224 Eevee: Add support for hair random property.
Do note that it does not match cycles implementation.

Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.

If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
2018-06-02 21:16:40 +02:00
4430bd3644 Eevee: CodeStyle: Fix naming and confusion about the hairs vectors. 2018-06-02 21:16:40 +02:00
0488b728eb Eevee: Add support for the Hair info node.
Only the random output is not supported for the moment.
2018-05-30 12:25:20 +02:00
501c0b1df8 GPUMaterial: Add support for hair vertex color, uvs and orco. 2018-05-30 12:25:20 +02:00
ef22d2e8ad Merge branch 'master' into blender2.8 2018-05-25 10:04:25 +02:00
6862762685 Cycles/Compositor: Add arctan2 operation to the Math node
The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.

Since the node has two inputs anyways, it only makes sense to add an arctan2 option.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3430
2018-05-24 16:46:02 +02:00
47949fd764 Eevee: Codestyle fix. 2018-05-18 15:33:04 +02:00
83c2febaee Eevee: SSS: Fix compilation errors.
Fix T55114
2018-05-18 15:31:07 +02:00
a3f4c72ec9 Eevee: Add support for Ambient Occlusion node. 2018-05-16 16:58:32 +02:00
f1a5fd90ba Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
2018-05-16 16:58:32 +02:00
daff3c442f Fix mistake in previous GLSL cleanup commit. 2018-04-19 19:37:05 +02:00
470c25e5f1 Cleanup: removed unused GLSL shader functions. 2018-04-19 18:16:18 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
93e0e716f3 Merge branch 'master' into blender2.8 2018-03-10 19:06:28 +01:00
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
d27158aae9 Merge branch 'master' into blender2.8 2018-03-10 06:55:39 +01:00
82957cfec8 Eevee: Make use of the new view matrix UBO. 2018-03-10 02:18:25 +01:00
33b6f944c6 Merge branch 'master' into blender2.8 2018-02-28 21:34:09 +01:00
38ccd1fe33 Eevee: add Principled Volume shader. 2018-02-23 19:10:24 +01:00
77062e8bbb Eevee: add blackbody shader node support.
This replaces the blackbody to RGB code with the simpler and faster one from
Cycles. It's a little different but the other placing using this is the legacy
volume drawing, so no need to stay compatible with that.
2018-02-23 19:10:24 +01:00
af061b4dac Eeevee: add temperature grid support, make color grid unpremultiplied.
This matches similar changes done for Cycles.
2018-02-23 19:10:02 +01:00
e6386ed286 Merge branch 'master' into blender2.8 2018-02-14 21:49:13 +01:00