Revision 581cb48 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 21:44 (GMT) |
BLI: float2: add more operator and fix a typo |
Revision dc64186 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 14:00 (GMT) |
EEVEE: Nodes: Fix environment texture node default mapping and ... ... empty image behavior |
Revision 308d42d by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) June 5, 2021, 13:38 (GMT) |
Merge branch 'draw-viewport-data' into eevee-rewrite |
Revision e6d94b8 by Clément Foucault (draw-viewport-data, eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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. |
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 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 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. |
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