Commit Graph

37 Commits

Author SHA1 Message Date
e0c1323737 Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24 15:28:27 +02:00
e8912dd844 Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer.
This prevent black reflection when initializing SSR.
2017-07-24 15:28:27 +02:00
f1bf9d6bfb Eevee: SSR: Add mipmap filtering and bias to reduce noise.
Also fix the roughness factors.
2017-07-24 15:28:27 +02:00
b1a8803c24 Eevee: SSR: Add roughness random rays. 2017-07-24 15:28:27 +02:00
7938848b63 Eevee: SSR: Add double buffer so we can read previous frame color.
Also add simple reprojection and screen fade to the SSR resolve pass.
2017-07-24 15:28:27 +02:00
3be8ab881e Eevee: SSR: Add simple raytracing.
Still imprecise.
2017-07-24 15:28:27 +02:00
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
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
fe8fc79cee Eevee: Fix transparency not drawing after volumetrics.
Fix T52089, Fix T52091
2017-07-18 10:05:16 +02:00
5fe2423ed5 Use explicit scene_layer variable name for public API 2017-07-13 12:51:35 +02:00
f6c739cbcd Eevee: Volumetrics: Add Light contribution clamping.
This avoid too much variance at light centers and remove some noise.
2017-07-05 19:14:50 +02:00
291b365e26 Eevee: Volumetrics: Add settings. 2017-07-05 18:28:48 +02:00
d5448eac6c Eevee: Volumetrics: Colored Transmittance support.
Render the transmittance in another color buffer and apply it separatelly.
It's a bit more slow because the upsample step needs to be done twice.
2017-07-05 18:20:19 +02:00
Dalai Felinto
84d20dd227 Eevee: Fix world test for volumetric
Compiler even throws a warning at this.
2017-07-04 18:07:39 +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
65b01014b9 Eevee: Initial implementation of Volumetrics. 2017-07-03 22:08:33 +02:00
a6593645bf Eevee: Add AO support in planar reflection.
Technically this enables the use of MinmaxZ pyramid inside the probe captures.
Also Disable AO for cubemap probes because it shows big discontinuities at cubeface limits.
2017-06-23 22:51:38 +02:00
87adeb8dd9 Eevee: Ambient Occlusion: Enable Multibounce approximation and Change influence factor.
Making the influence a power for easy tuning. Works like a contrast knob.
2017-06-22 03:51:06 +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
2c7f6db8d1 Eevee: Minmax Depth Pyramid.
This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer.
This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR).
It's also usefull to have to fetch higher mips in order to improve texture cache usage.

As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling.
Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster.
2017-06-22 03:51:06 +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
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
af3954fe90 Eevee: fix bug with postprocess buffer sharing. 2017-05-18 01:50:06 +02:00
90aff807ab Draw Manager: Texture Memory usage improvement.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
2e8cb8d836 Draw Manager: Make use of texture reuse. 2017-05-16 20:30:17 +02:00
5aca575d85 Eevee: Add Rotation and ratio parameters to DoF. 2017-05-12 16:31:12 +02:00
3fbafaffa1 Eevee: Add tonemapping using ocio.
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11 16:29:35 +02:00
3341c11bcc Eevee: Disable motion blur if camera is different from its animated pose. 2017-05-11 16:29:35 +02:00
c8d8f04746 Eevee: Fix motion blur when not having set another key. 2017-05-11 16:29:35 +02:00
45207bf3ce Eevee: Post process parameters.
-Display almost all parameters.
-Made some small adjustment to motion blur to support FOV motion blur.
-Made DOF max radius a parameter.
2017-05-10 16:03:25 +02:00
1c18d07a1c Eevee: Make Depth of field zoom invariant.
Multiply the sensor size by the viewcamtexcofac which is basicaly how scaled is the viewport relativly to the camera frame.
2017-05-10 00:57:53 +02:00
e32ec677c3 Draw Manager: Simplify usage and check for errors. 2017-05-09 23:55:19 +02:00
9075f934aa Eevee: Initial Depth Of Field commit. 2017-05-09 23:55:19 +02:00
0aa2a662b9 Eevee: Add Bloom post process.
Based on Kino/Bloom v2 - Bloom filter for Unity
MIT license.
2017-05-07 15:51:54 +02:00
665296e6f9 Eevee: Motion blur switch 2017-05-04 19:11:20 +02:00
5601a62179 Eevee: Simple Camera Motion Blur.
Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable.
No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction.
Only available in camera view.
Only Camera animation is supported, does not take into account the parents motion
2017-05-04 17:42:22 +02:00