Blender Git Commits

Blender Git "viewport_experiments" branch commits.

Page: 6 / 6

September 18, 2014, 19:40 (GMT)
Custom color for SSAO
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.
September 16, 2014, 21:56 (GMT)
fix issue with scons
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-
September 16, 2014, 16:30 (GMT)
Hook up flags to request a specific sorting scheme from GPU buffer setup
routines. (still inactive
)
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.
September 16, 2014, 09:25 (GMT)
Restore texture coordinates properly
September 16, 2014, 08:26 (GMT)
Merge branch 'master' into 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)
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.
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.
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.
September 12, 2014, 17:56 (GMT)
Greatly improved normal calculation using view space position
derivatives.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021