Commit Graph

423 Commits

Author SHA1 Message Date
a740495814 Eevee: Add "uber" Shader Output Nodes.
Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
2017-05-03 12:08:56 +02:00
7eebc5113c Eevee: Add support for legacy materials node. (not PBR) 2017-05-01 18:11:21 +02:00
e868b459bb Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-05-01 18:11:21 +02:00
82686f0a0c Eevee: World default shader.
- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
2017-04-25 23:51:05 +02:00
041a50291b Eevee: Make default shaders works.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
2017-04-25 18:47:20 +02:00
dcda9b4136 Eevee/OpenGL: fix shader for core profile 2017-04-21 15:48:56 -04:00
8ac1f03f41 Eevee: Cascaded Shadow Maps, follow up.
- Compute coarse bounding box of split frustum. Can be improved
- Make use of 4 cascade.
- View dependant glitches are fixed.
- Optimized shader code.
2017-04-21 16:43:35 +02:00
3d17ece539 Eevee: Start Implementation of Cascaded Shadow Maps 2017-04-20 13:07:51 +02:00
b386828671 Eevee: Do shadow cube render in one pass. 2017-04-20 13:07:51 +02:00
94d5ca7cdb Eevee: Remove last deprecated textureCubeLod 2017-04-18 22:56:55 +02:00
8c584dcb65 Eevee: fix core profile. 2017-04-18 22:46:09 +02:00
303a9ae0e8 Eevee: Optimize Spherical Harmonic computation time (17ms -> 1ms) 2017-04-18 21:33:09 +02:00
80db709250 Eevee: Spherical Harmonic diffuse.
For now it's done each frame and it's rather slow (16ms) but result will be cached soon.
2017-04-18 21:33:09 +02:00
5bbc803ff0 Eevee: Fix crash on core profile. 2017-04-18 21:33:09 +02:00
edcf128ce2 Eevee: Introduction of world preconvolved envmap.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
2017-04-18 13:10:17 +02:00
f2f16a2568 Eevee: First Shadows implementation
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.

Support Projection Shadow Map for sun like in old BI/BGE.

Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.

Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-10 12:36:32 +02:00
da082a095b Eevee: Fix spot lights 2017-04-10 12:36:32 +02:00
928f5df1b4 Cleanup: glsl indentation 2017-04-09 16:36:39 +10:00
46cd87f5da Eevee: LTC area lights
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.

We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
2017-04-03 21:52:03 +02:00
e254aa8965 Eevee: Codestyle, optimisation and a few fixes
Something is very wrong with the energy factor. For now I tweaked them by hand to fit cycles.
2017-03-31 01:07:51 +02:00
4743fa52ac Eevee: Diffuse Light (2/2) and GGX low quality lights
GGX is missing sun lamps area.
2017-03-29 23:45:44 +02:00
6d21970aa0 Eevee: Diffuse Lights (1 / 2)
I added srgb tonemapping for previewing purpose. Also since the color buffer is still not HDR, there is ugly artifacts (fixed in part2)
2017-03-28 00:09:45 +02:00
b7355425cd Eevee: Initial commit
Basic support for lamps. Only diffuse.
2017-03-18 01:56:34 +01:00