Revision 4c81692 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 8, 2021, 20:54 (GMT) |
EEVEE: GPencil: Fix missing strokes And comment velocity not implemented yet |
Revision a1459e1 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 4260823 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 89a002c by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 6c1e786 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 93881a2 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 9b15366 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 6, 2021, 14:36 (GMT) |
EEVEE: FowardPass: Fix closure sampling, add emission & fix transparency |
Revision 04f053c by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 22:37 (GMT) |
EEVEE: ForwardPass: Add lightprobe support & fix pipeline selection |
Revision d66b98e by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision ae529ed by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 21:45 (GMT) |
BLI: int2: add more float operator to avoid incorrect implicit cast |
Revision 581cb48 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 21:44 (GMT) |
BLI: float2: add more operator and fix a typo |
Revision dc64186 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 14:00 (GMT) |
EEVEE: Nodes: Fix environment texture node default mapping and ... ... empty image behavior |
Revision 308d42d by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 13:38 (GMT) |
Merge branch 'draw-viewport-data' into eevee-rewrite |
Revision e6d94b8 by Clément Foucault (draw-viewport-data, eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 3caf7ba by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision b3084d2 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 4, 2021, 19:05 (GMT) |
EEVEE: Light: Fix culling in orthographic view |
Revision 7f5d787 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 4, 2021, 18:29 (GMT) |
EEVEE: LightCache: Fix broken visibility sampling |
Revision 79a5322 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 4, 2021, 17:52 (GMT) |
EEVEE: LightCache: Fix broken light bounce |
Revision 92aedc5 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 4, 2021, 16:22 (GMT) |
EEVEE: Fix world probe rendering objects Was leftover of a test. |
Revision 33ff463 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
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