Blender Git Commit Log

Git Commits -> Revision 4841e60

Revision 4841e60 by Clément Fukhaut (pbr-viewport)
May 25, 2016, 17:12 (GMT)
Added ambient occlusion support in material
Algorithm is slow but high quality
Added backface buffer to compute per pixel thickness
Sampling quality is passed via uniforms and not via constants : this is a little slower but it does not need to recompile shader every time
Moved some code for organisation.

Commit Details:

Full Hash: 4841e6026164f4bbdee0065579f944b5ab8e940f
Parent Commit: 7e4d937
Lines Changed: +1224, -769

3 Added Paths:

/source/blender/gpu/GPU_pbr.h (+83, -0) (View)
/source/blender/gpu/intern/gpu_pbr.c (+287, -0) (View)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_ambient_occlusion.glsl (+197, -0) (View)

4 Deleted Paths:

/source/blender/gpu/GPU_luts.h (+0, -58)
/source/blender/gpu/GPU_ssfx.h (+0, -64)
/source/blender/gpu/intern/gpu_luts.c (+0, -207)
/source/blender/gpu/intern/gpu_ssfx.c (+0, -174)

32 Modified Paths:

/release/scripts/startup/bl_ui/space_view3d.py (+14, -4) (Diff)
/source/blender/blenloader/intern/readfile.c (+2, -1) (Diff)
/source/blender/blenloader/intern/writefile.c (+2, -0) (Diff)
/source/blender/editors/space_view3d/drawobject.c (+9, -9) (Diff)
/source/blender/editors/space_view3d/space_view3d.c (+5, -5) (Diff)
/source/blender/editors/space_view3d/view3d_draw.c (+82, -32) (Diff)
/source/blender/gpu/CMakeLists.txt (+4, -4) (Diff)
/source/blender/gpu/GPU_material.h (+4, -5) (Diff)
/source/blender/gpu/GPU_shader.h (+3, -1) (Diff)
/source/blender/gpu/GPU_texture.h (+9, -0) (Diff)
/source/blender/gpu/intern/gpu_codegen.c (+16, -5) (Diff)
/source/blender/gpu/intern/gpu_codegen.h (+3, -1) (Diff)
/source/blender/gpu/intern/gpu_compositing.c (+2, -3) (Diff)
/source/blender/gpu/intern/gpu_draw.c (+43, -23) (Diff)
/source/blender/gpu/intern/gpu_material.c (+126, -82) (Diff)
/source/blender/gpu/intern/gpu_shader.c (+12, -2) (Diff)
/source/blender/gpu/intern/gpu_texture.c (+130, -0) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_anisotropic.glsl (+3, -3) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_diffuse.glsl (+9, -6) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_glass.glsl (+3, -3) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_glossy.glsl (+8, -8) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_refraction.glsl (+3, -3) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_toon.glsl (+5, -5) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_translucent.glsl (+2, -2) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_bsdf_velvet.glsl (+2, -2) (Diff)
/source/blender/gpu/shaders/gpu_shader_material_utils.glsl (+33, -12) (Diff)
/source/blender/makesdna/DNA_gpu_types.h (+43, -33) (Diff)
/source/blender/makesdna/DNA_view3d_types.h (+3, -4) (Diff)
/source/blender/makesrna/intern/rna_space.c (+46, -5) (Diff)
/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c (+29, -1) (Diff)
/source/gameengine/Ketsji/BL_BlenderShader.cpp (+1, -1) (Diff)
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp (+1, -1) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021