Commit Graph

358 Commits

Author SHA1 Message Date
Joshua Leung
440bce242d Keyframe Drawing: Fix 2.7 -> 2.8 regressions
* Outlines of keyframes were too thick and ugly

* Size differences between keyframe types was being swallowed
  by the pixel-fudge factor, leaving colour as the only distinguishing
  factor (bad!)
2017-08-03 01:25:55 +12:00
Clément Foucault
85f1b7358a Eevee: Planar Reflection: Remove distance approximation.
This commit separate the depth texture into another texture array.
This remove the need to output radial depth into alpha.
Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff.
This is in preparation of SSR planar reflections.
2017-07-24 15:36:37 +02:00
Clément Foucault
c5f4342692 Eevee: SSR: Small fixes
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test.
- Early out non reflective surfaces.
- Add small offset to raytrace to avoid self intersection.
- Fix fallback probes not appearing.
2017-07-24 15:36:22 +02:00
Clément Foucault
09413fad12 Eevee: Fix glossy node roughness. 2017-07-24 15:28:27 +02:00
Clément Foucault
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
Clément Foucault
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
Clément Foucault
04f8e1b21c Eevee: Ssr: Add ssr id to glossy nodes.
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-24 15:28:27 +02:00
Bastien Montagne
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
Clément Foucault
ec9330d206 Eevee: Fix default closure to match cycles. 2017-07-11 12:39:35 +02:00
Clément Foucault
d35c24f87b Eevee: Transparency: Add support for blend ADD and MULTIPLY.
This introduces a new transparency pass.
It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11 12:39:35 +02:00
Clément Foucault
05bef13b53 Eevee: Add support for Alpha clip and Hashed Alpha transparency.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
Dalai Felinto
e960cecdf8 GPU: Silence warning of potentially unused variable (NormalMatrix) 2017-07-07 15:10:09 +02:00
Clément Foucault
e5462421c0 Eevee: Add support for common BSDFs.
Add Diffuse BSDF, and Glossy.

Also Use World normal instead of view normal as input.
2017-07-06 13:32:19 +02:00
Clément Foucault
8b78a8d9bc Eevee: Volumetrics: Add support for Position Coordinates.
This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
2017-07-05 18:21:06 +02:00
Clément Foucault
f8aab24fb5 Eevee: Volumetrics: Add Volume Absorption node. 2017-07-05 18:21:06 +02:00
Clément Foucault
fc8f6e8f7a Eevee: Fix Closure define. 2017-07-04 11:40:12 +02:00
Clément Foucault
b09052002c Eevee: Add support for volumetrics in node tree.
Only volume scatter is implemented for now.
2017-07-03 22:08:33 +02:00
Clément Foucault
2eef097831 GPU Codegen: Add new closure socket type.
This allow specialized shaders to redefine the closure interface to fit their needs.

For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
Dalai Felinto
d97c3bc7ad Merge branch 'master' into blender2.8 2017-07-03 15:18:46 +02:00
Brecht Van Lommel
eb420e6b7f Fix T51957: principled BSDF mismatches in GLSL viewport. 2017-07-02 18:37:50 +02:00
Clément Foucault
0831099664 Eevee: Principled BSDF: add support for specular tint + optimisation
Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-30 14:12:25 +02:00
Clément Foucault
cdb07ff30e Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto). 2017-06-29 20:23:06 +02:00
Clément Foucault
5e96df7d27 Eevee: Remove Geometry shader usage for background.
This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29 17:08:13 +02:00
Clément Foucault
95797336f5 Eevee: Prepare support for future Anisotropic shading. 2017-06-29 17:08:13 +02:00
Clément Foucault
3888227a7b material Glsl: Fix tangent with new orco. 2017-06-29 17:08:13 +02:00
Clément Foucault
e14fd19105 Eevee: Add Initial support for Principle BRDF.
Lots of things not working yet but it's comming.
2017-06-29 01:47:59 +02:00
Dalai Felinto
6f0b80425b Fix shaders not working in Eevee
Not a single node based shader was working since a recent merge from
master.

The merge brought changes from the principle bsdf shader where
unsupported gl_ProjectionMatrix was still being used.
2017-06-26 12:14:21 +02:00
Campbell Barton
f0863f2a80 Merge branch 'master' into blender2.8 2017-06-26 13:27:54 +10:00
Clément Foucault
28ff238c45 Eevee: Planar reflection: Fix normal deformation for background pixels.
Now it matches world cubemap perfectly.
2017-06-24 05:24:59 +02:00
Clément Foucault
e92940c6f3 Eevee: Planar Reflection: Add contact hardening normal distortion.
Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
2017-06-24 01:08:26 +02:00
Clément Foucault
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
Brecht Van Lommel
968093ec2f Fix T51862: principled shader GLSL artifacts in ortho mode. 2017-06-21 21:31:08 +02:00
Brecht Van Lommel
14ea0c5fcc Fix T51849: change Cycles clearcoat gloss to roughness.
This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
2017-06-21 19:55:20 +02:00
Luca Rood
5c5c09439a Clean node names and organize menus for eevee
This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
2017-06-20 18:39:59 +02:00
Luca Rood
aaf37e1216 Implement Eevee output node system
This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.

Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
2017-06-20 18:39:49 +02:00
Clément Foucault
3fa2409002 Eevee: Fix compilation error 2017-06-03 01:43:25 +02:00
Clément Foucault
04992a6ffc Object Mode Engine: Fix spot cone shader. 2017-06-03 00:54:01 +02:00
Campbell Barton
eae486f5e6 Merge branch 'master' into blender2.8 2017-06-02 15:39:29 +10:00
Campbell Barton
0d8bf4bf94 Cleanup: style 2017-06-02 15:38:04 +10:00
Clément Foucault
3bc8e88643 GPUCodegen: fix missing ViewMatrix in new shading. 2017-06-01 13:23:06 +02:00
Mike Erwin
8d7b98bfd3 OpenGL: cleanup material shader GLSL
prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
2017-05-19 14:20:37 -04:00
Mike Erwin
8561a2dda7 OpenGL: remove BIT_OPERATIONS check from GLSL
Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
2017-05-19 12:36:10 -04:00
Luca Rood
5218860607 Fix issue with alpha layering for AA dot drawing 2017-05-19 18:01:24 +02:00
Mike Erwin
ef3c255457 fix typo in interlace shader
introduced by recent 8adec78ca5
2017-05-19 11:09:12 -04:00
Mike Erwin
648f2a61ad OpenGL: convert old texture2D calls in built-in shaders 2017-05-19 11:09:12 -04:00
Mike Erwin
fa47437426 OpenGL: clean up smoke & fire shaders
TODO: swap gl_Vertex for vec3 pos, update smoke setup code
2017-05-19 11:09:12 -04:00
Mike Erwin
f6ffe12ddb OpenGL: convert old texture2D calls in FX shaders
And one texture1D call.
2017-05-19 11:09:12 -04:00
Mike Erwin
4c5e9d7c0d OpenGL: convert old texture2D calls in material GLSL
Modern GLSL simplifies texture sampling functions. Info about 1D, 2D, 3D, Cube, etc. comes from the sampler type.
2017-05-19 11:09:12 -04:00
Bastien Montagne
c409acd842 Cleanup: removing dummy legacy dashed line shader.
Dashed requires geom shader, which was not available with older OpenGL,
now that we are on 3.3 we do not need that dummy workaround anymore.
2017-05-19 09:42:30 +02:00
Bastien Montagne
1f46da922a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/versioning_270.c
	source/blender/depsgraph/intern/depsgraph_tag.cc
	source/blender/editors/mask/mask_draw.c
2017-05-19 09:36:14 +02:00