Commit graph

1003 commits

Author SHA1 Message Date
Rémi Verschelde
87694d1884 Disable logging until the logs location is sorted out
Temporary workaround for #12277.
2017-10-29 15:50:27 +01:00
Scayze
2c00b68175 Fix shader compiler typo gl_FrotFace 2017-10-27 15:31:24 +02:00
Rémi Verschelde
abea816e54 Revert "Rename Schlick GGX to GGX." 2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda Partially undo #11807.
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
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.
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.
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.
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
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
Rémi Verschelde
1abab7b964 Merge pull request #12060 from mutato/windows_folder_creation_fix
DirAccessWindows: fix wrong path given to CreateDirectoryW, fixes #12019
2017-10-15 20:22:13 +02:00
Hiroshi Ogawa
59544c74fe Fix render mode specular schlick ggx 2017-10-14 19:32:13 +09:00
Falk Moser
93ef512422 Fixed issue #12019, which prevented the creation of new folders on Windows platform 2017-10-13 00:34:05 +02:00
Rémi Verschelde
552384e737 Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hein-Pieter van Braam
abe47eaa63 Merge pull request #12009 from Elinvention/fork/execvp
Use execvp instead of execv to allow OS.execute() to search through PATH.
2017-10-12 09:54:08 +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).
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
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
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
Fix front face definition
2017-10-11 11:02:43 +02:00
Elia Argentieri
600efa0346 Use execvp instead of execv to allow OS.execute() to search through PATH.
Fix #12003.
2017-10-11 01:07:27 +02:00
Andreas Haas
dda64a3de6 Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidation
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.
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
Rémi Verschelde
9f26733b44 Merge pull request #11827 from hi-ogawa/fix-shader-type-error
Fix type error in subsurface scattering shader code
2017-10-09 12:25:46 +02:00
Rémi Verschelde
e8b9cca614 Merge pull request #11810 from marcelofg55/osx_export_improv
OS X export code improvements
2017-10-09 12:20:39 +02:00
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
Marcelo Fernandez
4b695c3bdf OS::execute can now read from stderr too when executing with a pipe 2017-10-03 15:09:04 -03:00
Ferenc Arn
f48b162a6b Various clean ups and cosmetic changes in scene.glsl.
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
132ba0ed97 Merge pull request #11568 from endragor/loggers
Extract logging logic
2017-10-02 23:51:26 +02:00
Andreas Haas
1e9465096d Merge pull request #11700 from tagcup/clearcoat_fix
Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
Poommetee Ketson
3f4e973a60 Merge pull request #11716 from marcelofg55/coreaudio_driver
Merged iphone and osx audio drivers into drivers/coreaudio
2017-10-02 23:37:55 +07:00
Leon Krause
36298186f4 Merge pull request #11774 from ISylvox/fix-msvc-build
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
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
Marcelo Fernandez
12d40fa03f Merged iphone and osx audio drivers into drivers/coreaudio 2017-09-30 02:16:42 -03:00
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