Revision 31d6535 by Clément Fukhaut (pbr-viewport) June 6, 2016, 09:57 (GMT) |
Fix compilation error |
Revision 554952d by Clément Fukhaut (pbr-viewport) June 5, 2016, 17:45 (GMT) |
Remove SSR distance Fixed Vertex shader not compiling for world nodetree |
Revision d85b6b8 by Clément Fukhaut (pbr-viewport) June 5, 2016, 17:13 (GMT) |
Fixed Planar reflection Added Thickness parameter to SSR |
Revision db46185 by Clément Fukhaut (pbr-viewport) June 5, 2016, 14:29 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
Revision d28c4d4 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:59 (GMT) |
Polishing UI and added new splash |
Revision 96f6372 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:58 (GMT) |
Added closest filtering. This may not be compatible with all hardware but it's texture binding independant. |
Revision 9c8fbd9 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:56 (GMT) |
Fix transparent renders. |
Revision fbf7e5a by Clément Fukhaut (pbr-viewport) June 4, 2016, 19:38 (GMT) |
-Finished SSR Integration -Added HiZ bufffer generation for future HiZ raytracing -Rewritten probe choosing code -Fixed glossy aniso mistakes |
Revision d7d0166 by Clément Fukhaut (pbr-viewport) May 31, 2016, 16:08 (GMT) |
-Fixed SSR : Using depth buffer for increased precision but using another slot -Fixed some typos |
Revision 6ebbef4 by Clément Fukhaut (pbr-viewport) May 30, 2016, 18:09 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # source/blender/gpu/intern/gpu_draw.c # source/blender/gpu/shaders/gpu_shader_material.glsl # source/blender/makesdna/DNA_view3d_types.h # source/blender/nodes/shader/nodes/node_shader_normal_map.c # source/blender/nodes/shader/nodes/node_shader_tex_environment.c # source/blender/nodes/shader/nodes/node_shader_tex_image.c # source/blender/nodes/shader/nodes/node_shader_tex_noise.c # source/blender/nodes/shader/nodes/node_shader_texture.c |
Revision bcf5e1c by Clément Fukhaut (pbr-viewport) May 30, 2016, 15:45 (GMT) |
-Added Material Layer Override -Unified SSAO settings -Added GPU_ltc.h to hold the luts -Simplier SSR Settings -Reworked Anisotropic shaders (now matching Cycles) -Finished adding other distributions -Added Specular AO |
Revision 4841e60 by Clément Fukhaut (pbr-viewport) May 25, 2016, 17:12 (GMT) |
Added ambient occlusion support in material Algorithm is slow but high quality Added backface buffer to compute per pixel thickness Sampling quality is passed via uniforms and not via constants : this is a little slower but it does not need to recompile shader every time Moved some code for organisation. |
Revision 7e4d937 by Clément Fukhaut (pbr-viewport) May 21, 2016, 10:58 (GMT) |
Started adding beckmann distribution. Improved Sun disk equations. Adde Tried Ray aligned disk intersection to match cycles but it's not working on microfacet bsdf for now. |
Revision 579d167 by Clément Fukhaut (pbr-viewport) May 15, 2016, 15:37 (GMT) |
Fixing area light orientation. |
Revision d949b28 by Clément Fukhaut (pbr-viewport) May 14, 2016, 22:04 (GMT) |
Fixes Bug with invalid framebuffer operation in solid mode. |
Revision e54385f by Clément Fukhaut (pbr-viewport) May 7, 2016, 01:28 (GMT) |
Implemented Linearly Transformed Cosines for area light. Used for Glossy GGX and Diffuse only for now. |
Revision b372028 by Clément Fukhaut (pbr-viewport) May 6, 2016, 17:34 (GMT) |
Optimisation. Only run the shadow calculation and light color once per light per material. Compared to once per light per bsdfs. Only for cycles material mode. |
Revision 105a1d8 by Clément Fukhaut (pbr-viewport) May 6, 2016, 13:55 (GMT) |
Huge codebase changes : - Made ssfx "module" to manage screen space effects applied at material stage - Moved probe functions to their own module - Divided Shading glsl file into bits that are gathered when making glsl_material_library making files shorter and more organized - Moved function generating luts and random texture to gpu_luts.c that will contains all textures needed to acheive some effects. - GPU_PBR in GPUBuiltin is just a placeholder to trigger the uniform binding Optimisation / correction : - GLSL : Number of bsdf sample is now passed via an uniform instead of a #define. This means changing quality settings will no longer recompute every shaders in the scene. But this has a small perf cost. - GLSL : Hammersley numbers are precalculated and stored inside a texture. This may have a performance impact and I will change it to a static table. - GLSL : Random per pixel numbers are done using a texture like SSAO. - GLSL : Lots of parameters (only for pbr) are now defined as uniform and passed at binding stage (this minimize the use of GPU_builtin). - GLSL : most variables used in sampling algorythm are defined as global variables. - Bsdf sampling is now using the real algorithm and not the split sum approximation (which was unecessary). Features : - Added toon shader support (only point light support). - Added holdout. |
Revision 80f0370 by Clément Fukhaut (pbr-viewport) May 6, 2016, 13:13 (GMT) |
Fix Opengl problem on OSX |
Revision 655cfca by Clément Fukhaut (pbr-viewport) May 3, 2016, 17:41 (GMT) |
Implemented SSR : - Still pretty rough implementation does only works with sharp glossy shader - No Glossy reflection - 2 algorithm but only one acheive decent results the other needs to be debuged. Changed pbr settings location : - They are now stored in structs like the FX options |
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