Commit Graph

172 Commits

Author SHA1 Message Date
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
cbbfacdac0 Hair UV implementation for Eevee
This implements UV support for Eevee hair, enabling the usage of
textures.
2017-06-26 12:17:18 +02:00
28ff238c45 Eevee: Planar reflection: Fix normal deformation for background pixels.
Now it matches world cubemap perfectly.
2017-06-24 05:24:59 +02:00
5e3f902eaa Eevee: Planar Reflection: Fix precision issue near cliplane.
The problem was that the depth prepass was using the clip plane but not the shading pass.

During the clipping stage, the triangle is converted to a quad clipped to the given clip plane.
But this introduce subtle changes in the depth when this new geometry is rasterized. Since the shading pass was using an EQUAL depth test, the depth values from the shading pass were not always equal to the depth prepass.

Enabling clipping in the shading vertex shader has a too small impact to require a dedicated shader.
2017-06-23 22:51:38 +02:00
12b985f1b1 Eevee: Put pack AO parameters. 2017-06-23 04:13:08 +02:00
fbffd6d364 Eevee: Fix OpenGl errors.
Also assert if texture does not exists in draw manager. Keeping it sane.
2017-06-23 02:52:34 +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
5ccc02277d Eevee: Improve material variation managment.
- Unify variations between default shaders and material shader.
- Only create default shader passes if needed.

Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added.
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
3e4b9d2b5a Eevee: Initial implementation of planar reflections.
Still pretty barebone: No roughness support, No normal distortion support.
2017-06-19 10:47:56 +02:00
5c67ac2236 Eevee: Add special shader for depth prespass.
This way we can extend it to output more data (like motion vectors).
Add a variation that uses clip distances.
2017-06-19 10:47:56 +02:00
810464e5f7 Eevee: Group octahedron map functions into one file. 2017-06-15 00:57:16 +02:00
49ba446f68 Eevee: Split irradiance functions to their own new file. 2017-06-15 00:55:44 +02:00
4a83f3e2a5 Eevee: Disable specular when rendering probes.
This prevents weird reflections and really strong indirect lighting.
2017-06-15 00:53:41 +02:00
dccf46f18f Eevee: Add Irradiance Grid support
Early implementation. Slow and still has quality
3 ways of storing irradiance:
- Spherical Harmonics: Have problem with directionnal lighting.
- HL2 diffuse cube: Very low resolution but smooth transitions.
- Diffuse cube: High storage requirement.

Also include some name change.
2017-06-15 00:53:41 +02:00
c59abb4c9a Implement hair in eevee
New implementation of hair for Eevee.

Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
2017-06-14 14:04:36 +02:00
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
974c0cc7b6 Eevee: First commit of Probe support. 2017-06-09 01:15:17 +02:00
2ebde4c82b Eevee: Optimize scene with a large number of objects.
Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.
2017-06-05 22:05:37 +02:00
288b54b5a7 Eevee: Modify Blue Noise. 2017-06-04 21:45:41 +02:00
819b8adb94 Eevee: Move Spherical Harmonics to a new Probe UBO.
Keep data packing tight to prevent use of padding floats
2017-06-04 16:50:22 +02:00
28b597b6df Eevee: Material code refactor.
Separate material handling inside another file.
Make use of enums to identify shader variations.
Group all 64*64 LUTs into one array texture.
Only update world probe if world changes.
2017-06-04 12:12:58 +02:00