Rémi Verschelde
ed57f0a0d4
Remove get_default_video_mode definition on OSX/iOS
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It had been missed in d09160a8b6
and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
2017-11-09 23:36:08 +01:00
Juan Linietsky
b279f641c0
Remove performance warnings, closes #11585
2017-11-06 21:53:15 -03:00
Ferenc Arn
6e68c86ba6
Add viewport to the other SceneData struct.
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This was missed in #12288 .
2017-10-30 20:48:33 -04:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
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Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Scayze
2c00b68175
Fix shader compiler typo gl_FrotFace
2017-10-27 15:31:24 +02:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
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Fixes #11710 .
2017-10-26 15:00:28 -04:00
Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda
Partially undo #11807 .
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Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309 .
2017-10-22 16:18:54 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
d60b774924
Merge pull request #12297 from tagcup/clearcoat_fix
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Don't add clearcoat BRDF to specular light as-is.
2017-10-22 13:18:24 +02:00
Ferenc Arn
06fcbe0092
Don't add clearcoat BRDF to specular light as-is.
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BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21 20:25:17 -04:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
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Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Ferenc Arn
6890245321
Corrections to #11807 .
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Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21 13:40:14 -04:00
Juan Linietsky
a2a4f9a62a
Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases
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Fix the condition when specular light calculation is avoided (should …
2017-10-21 13:44:41 -03:00
Juan Linietsky
efe9a6ff5a
Fixed unnecesary structure copying in bugfix.
2017-10-20 16:13:48 -03:00
Hiroshi Ogawa
e7a370e170
Fix depth draw alpha prepass for shadow
2017-10-19 14:28:44 +09:00
Hiroshi Ogawa
7ee7dec5a2
Fix directional light specular
2017-10-17 15:35:22 +09:00
Hiroshi Ogawa
59544c74fe
Fix render mode specular schlick ggx
2017-10-14 19:32:13 +09:00
Rémi Verschelde
552384e737
Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
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Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hiroshi Ogawa
cb2e88ead6
Fix viewport vflip
2017-10-12 16:25:13 +09:00
Ferenc Arn
9324555998
Fix the condition when specular light calculation is avoided (should be roughness == 1).
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Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11 17:22:44 -04:00
Rémi Verschelde
bac5de0782
Merge pull request #11966 from BastiaanOlij/stereo_sky
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Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Rémi Verschelde
37bc372194
Merge pull request #11818 from tagcup/anisotropic_ggx
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Fix anisotropic GGX D function, and introduce and use anistropic GGX …
2017-10-11 22:20:24 +02:00
Gilles Roudiere
45c878e380
Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face
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Fix front face definition
2017-10-11 11:02:43 +02:00
Andreas Haas
dda64a3de6
Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidation
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Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-10 20:57:09 +02:00
Bastiaan Olij
179f483782
Fix issues when rendering panoramic sky in stereoscopic
2017-10-10 22:51:37 +11:00
Ferenc Arn
12596cb5bc
Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.
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Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation.
Added references.
2017-10-09 12:29:05 -04:00
Hiroshi Ogawa
1967972f6e
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-09 09:51:10 +09:00
Hiroshi Ogawa
2c966493c5
Fix front face definition
2017-10-09 09:18:32 +09:00
Hiroshi Ogawa
8cf5f615f5
Fix type error in subsurface scattering shader code
2017-10-04 19:47:45 +09:00
Juan Linietsky
b12455cde8
Avoid failed viewport when size is too smal, fixes #9891
2017-10-03 17:36:14 -03:00
Ferenc Arn
f48b162a6b
Various clean ups and cosmetic changes in scene.glsl.
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Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
2017-10-03 11:02:39 -04:00
Andreas Haas
1e9465096d
Merge pull request #11700 from tagcup/clearcoat_fix
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Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
Leon Krause
36298186f4
Merge pull request #11774 from ISylvox/fix-msvc-build
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Fixed MSVC build issue introduced by c864b78
2017-10-02 17:06:21 +02:00
Indah Sylvia
a20ddfdb63
Fixed MSVC build issue introduced by commit c864b782c0
2017-10-02 19:10:07 +07:00
Juan Linietsky
66987d6878
missing PI division on vertex shader
2017-10-02 09:09:32 -03:00
Juan Linietsky
1b358783ce
Slight proposed fixes to PBR.
2017-10-01 21:51:11 -03:00
Juan Linietsky
c864b782c0
Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally.
2017-10-01 20:33:38 -03:00
Juan Linietsky
c9a925c4e0
Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility.
2017-10-01 19:08:49 -03:00
Juan Linietsky
99a464ceb4
Merge pull request #11694 from tagcup/lambert_normalization
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Ensure that Lambert is energy conserving.
2017-10-01 12:18:40 -03:00
Ferenc Arn
ece18153c6
Add missing N.L factor to Burley's contribution to radiance.
2017-10-01 10:20:57 -04:00
Ferenc Arn
dfaf071ae3
Fix environmental BRDF.
2017-09-30 20:28:30 -04:00
Bastiaan Olij
cf56711a7e
near and far are reserved for near and far pointers in MSVR
2017-09-30 10:43:34 +10:00
Juan Linietsky
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
Ferenc Arn
3e09b9b335
Fix clearcoat without Schlick-GGX specular.
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Fixes #11698 .
2017-09-29 10:59:05 -04:00
Ferenc Arn
33c600fedc
Ensure that Lambert is energy conserving.
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Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
2017-09-29 09:47:06 -04:00
Gilles Roudiere
2c5fa0947d
Merge pull request #11672 from tagcup/fix_oren_nayar
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Fix Oren-Nayar diffuse.
2017-09-29 13:47:38 +02:00
Ferenc Arn
8cb67b03a9
Fix Oren-Nayar diffuse.
2017-09-28 19:26:01 -04:00
Indah Sylvia
392a94686c
Fixed typo: 'texure' to 'texture'
2017-09-29 04:40:01 +07:00
Juan Linietsky
4f39ce32b9
Fixes to light shaders, should work now..
2017-09-27 21:45:47 -03:00