Revision 33cee26 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 18, 2014, 19:40 (GMT) |
Custom color for SSAO |
Revision ce9fb0e by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 18, 2014, 19:20 (GMT) |
Do not calculate SSAO on the background. Saves cycles on pixel shaders as well as solves issue with SSAO artifacts around grids. |
Revision 81a3a36 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 21:56 (GMT) |
fix issue with scons |
Revision c56cf0b by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 17:07 (GMT) |
WIP, beginning of renderer system that should take care of sorting materials properly for rendering. -Need to check aspect system first before going too much into this- |
Revision 827ad60 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 16:30 (GMT) |
Hook up flags to request a specific sorting scheme from GPU buffer setup routines. (still inactive ) |
Revision d1ed354 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 12:09 (GMT) |
Fix issue with sculpting and SSAO. We need to enable stenciling on the compositing FBO or we can clear areas we don't want to clear and cause invalid depth values. |
Revision 829addc by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 09:25 (GMT) |
Restore texture coordinates properly |
Revision 313b568 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 16, 2014, 08:26 (GMT) |
Merge branch 'master' into viewport_experiments |
Revision 3a0d276 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 15, 2014, 18:32 (GMT) |
Fix for flickering, recreate the framebuffer textures in that case (looks like it's the only way to have matching per pixel results too) |
Revision acdaf71 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 15, 2014, 18:06 (GMT) |
Move GPU compositing to its own file. Also avoid recreating the framebuffers and gpu/color textures each frame. Happiness :) There are still some glithes when scaling the areas, I'll look at those next. |
Revision 21f43fb by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 15, 2014, 14:55 (GMT) |
SSAO * Expose attenuation value - allows to change influence of far objects * Change influence of far objects to quadratic, eliminates some extreme fringing from far occluding surfaces. |
Revision 2632c13 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 15, 2014, 14:12 (GMT) |
SSAO shader. This works by using the calculated view space normal and accumulating coverage of a certain area by nearby pixels. There are two sliders to control the effect: * Scale controls the area around each pixel that the shader "collides" against * Darkening scales the occlusion effect. The effect works, but due to the way the normals are calculated, the normals are never smooth shaded (that would require a separate render target to store them) and the edges or polygons can be too apparent. This is not really fixable at the moment unless we move to deferred pipeline. The FX system is stll not well optimized and rendering does not always work correctly, but it's good to have this out for people to play with. |
Revision 33722d4 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 12, 2014, 17:56 (GMT) |
Greatly improved normal calculation using view space position derivatives. |
Revision 9e2efd6 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) September 12, 2014, 16:04 (GMT) |
Framebuffer FX. This commit introduces offscreen rendering for the 3D viewport. There is test code that calculates depth and normal data in screen space. Currently just DOF is supported with a few parameters to control the effect This code recreates the framebuffer and texture objects every frame which will make it -slow-. Use at your own risk. |
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