Blender Git Commits

Blender Git "temp-eevee-gpencil-rewrite" branch commits.

Page: 4 / 9

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.
June 4, 2021, 00:33 (GMT)
EEVEE: Remove light specular during baking & fix bounce light
June 3, 2021, 14:53 (GMT)
EEVEE: LightProbe: Fix grid display and deduplicate code
June 3, 2021, 14:35 (GMT)
EEVEE: LightProbe: Fix light cache display visibility without overlays
June 3, 2021, 14:34 (GMT)
EEVEE: LightProbe: Fix wrong shading on other cube faces

Use modified viewmat instead of modified winmat. Too much code
assume conventional winmat.
June 3, 2021, 14:34 (GMT)
EEVEE: LightProbe: Fix level bias and visibility filtering
June 3, 2021, 14:33 (GMT)
EEVEE: Fix irradiance baking sample order
June 3, 2021, 13:17 (GMT)
EEVEE: Fix irradiance smoothing wrong
June 3, 2021, 13:15 (GMT)
EEVEE: LightCache: Port baking

Some things differs from old implementation.
- Object visibility is filtered correctly without using a visibility
callback (which is to be removed).

The implementation is also more high level using less low level tricks.

A dedicated LightProbeView is created for each lightprobe cubeface to
render using all pipeline (deferred and forward).

There is still a few things not working.
June 3, 2021, 13:15 (GMT)
BLI: float3: add division operator between 2 float3
June 3, 2021, 13:15 (GMT)
EEVEE: LightCache: Port back cache Display

Nothing significantly different appart from codestyle.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021