Blender Git Commits

Blender Git "eevee-rewrite" branch commits.

Page: 3 / 8

June 8, 2021, 20:54 (GMT)
EEVEE: GPencil: Fix missing strokes

And comment velocity not implemented yet
June 8, 2021, 20:30 (GMT)
EEVEE: Shadows: Modify view matrix instead of projection for each face

This is the same reason we changed back for lightprobes rendering:
To much area assume -Z is camera direction.
June 8, 2021, 20:09 (GMT)
EEVEE: GPencil: Finish geometry support

This port the facing "flat" normal trick used by the gpencil engine
to EEVEE as well as the thickness mode.

The objects parameters are passed via the objectInfos UBO to avoid
much boiler plate code. However if this UBO grows too much we might have
to split it.

The normal trick for planar surfaces is quite simple to port to the
vertex shader even if it is less efficient.
However to compute it we need the objects bounds. This is passed as a
scale only through the orco factors. This will needs a bit of cleaning
at some points, with boundbox computed at object level.
June 7, 2021, 17:49 (GMT)
EEVEE: Material: Add back support for backfacing and transparency

Nothing much different compared to the previous implementation.

The transparent BSDF and principled BSDF now detects when the material
is potentially transparent to select the best way to render it.
June 6, 2021, 14:36 (GMT)
EEVEE: LookDev: Move rendering to view render.

This makes is possible to have AA and correct blending of the
forward rendered spheres.

However, to avoid distorded spheres we need to not support Lookdev
in panoramic projection mode.

Also remove support for LookDev when using render border for now.
June 6, 2021, 14:36 (GMT)
EEVEE: LookDev: Add back overlay support

This differs a bit from old implementation.
- Instead of manually adjusting the viewport we correctly place the
sphere in the vertex shader.
- Rendering happens after TAA accumulation: This is because we now
support panoramic cameras and TAA would distort the spheres.
June 6, 2021, 14:36 (GMT)
EEVEE: FowardPass: Fix closure sampling, add emission & fix transparency
June 5, 2021, 22:37 (GMT)
EEVEE: ForwardPass: Add lightprobe support & fix pipeline selection
June 5, 2021, 21:46 (GMT)
EEVEE: Patch lightprobe and light modules to handle zero lights/probes

This expose the capability of having no light and no probe (except the
world one) for specific views / code path.

The caller just need to pass 0 as extent to the `set_view()` function.

This is usefull for lookdev.
June 5, 2021, 21:45 (GMT)
BLI: int2: add more float operator to avoid incorrect implicit cast
June 5, 2021, 21:44 (GMT)
BLI: float2: add more operator and fix a typo
June 5, 2021, 14:00 (GMT)
EEVEE: Nodes: Fix environment texture node default mapping and ...

... empty image behavior
June 5, 2021, 13:38 (GMT)
Merge branch 'draw-viewport-data' into eevee-rewrite
June 5, 2021, 13:36 (GMT)
DRW: Fix memory leak of GPUTextures

The textures needs to be released by iterating. Not by using the
free callback.
June 5, 2021, 13:29 (GMT)
EEVEE: Lookdev: Add back lighting support

This does not include reference spheres rendering.

The approach is a bit different than before.
Now we use a `bNodeTree` to control the rendering of lookdev. This
generates a `GPUMaterial` that is stored per `Instance`. This way
rendering lookdev is just updating the temp light cache using this
material as world material. Removing the use of custom shader.

This introduces a small hack in order to bind the studiolight hdri after
the nodetree glsl parsing.

The background display however is still using a custom shader in order
to sample the world cubemap with different roughness.

The view space option of the studiolight is now faster by using a
transform before shading instead of rebaking the lightprobe constantly.
This should not have any particular impact on render time.
June 4, 2021, 19:05 (GMT)
EEVEE: Light: Fix culling in orthographic view
June 4, 2021, 18:29 (GMT)
EEVEE: LightCache: Fix broken visibility sampling
June 4, 2021, 17:52 (GMT)
EEVEE: LightCache: Fix broken light bounce
June 4, 2021, 16:22 (GMT)
EEVEE: Fix world probe rendering objects

Was leftover of a test.
June 4, 2021, 00:34 (GMT)
EEVEE: GBuffer: Fix undefined behavior

When evaluating surfaces, the deferred passes needs to sample the
depth buffer. But it also test against the stancil buffer.

Moreover the sampler needs to be a 2D sampler which is not the case
for cubemaps and texture2Darrays.

To overcome this we simply copy the gbuffer depth to another
temp texture using framebuffer blitting.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021