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. |
Revision 7d3f65a by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 4, 2021, 00:33 (GMT) |
EEVEE: Remove light specular during baking & fix bounce light |
Revision 6d3c7a8 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 14:53 (GMT) |
EEVEE: LightProbe: Fix grid display and deduplicate code |
Revision 8e6deba by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 14:35 (GMT) |
EEVEE: LightProbe: Fix light cache display visibility without overlays |
Revision d31e74d by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision bdcf0cc by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 14:34 (GMT) |
EEVEE: LightProbe: Fix level bias and visibility filtering |
Revision c8b40c5 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 14:33 (GMT) |
EEVEE: Fix irradiance baking sample order |
Revision 2dc9db6 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 13:17 (GMT) |
EEVEE: Fix irradiance smoothing wrong |
Revision 14df74e by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
Revision 1f5c3c9 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 13:15 (GMT) |
EEVEE: LightCache: Port back cache Display Nothing significantly different appart from codestyle. |
Revision d87161e by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 13:15 (GMT) |
BLI: float3: add division operator between 2 float3 |
Revision ff00c1d by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 3, 2021, 13:15 (GMT) |
EEVEE: Fix background transparent Alpha of main output is transparency and not opacity. |
Revision 060c462 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 31, 2021, 12:25 (GMT) |
EEVEE: LightProbe: Finish loading and rendering of lightcache Starting to port lightcache.c to c++. |
Revision 0fb1621 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 30, 2021, 20:48 (GMT) |
EEVEE: Lightprobe: Add back lightprobe rendering support for world. Only world probe is supported for now. The new implementation diverge from the original by randomly selecting one lightprobe instead of sampling them all. This speeds-up rendering a bit. |
Revision 25dd16a by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 30, 2021, 20:48 (GMT) |
EEVEE: Fix crash cause by world material without attributes |
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