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authorDalai Felinto <dfelinto@gmail.com>2018-05-16 20:34:24 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-05-17 00:13:28 +0300
commit15c2801aac333341f0993f53a714a66f9f2384b2 (patch)
tree9ae8f85094dc3128d65225b6e6419b6280379710 /source/blender/draw/engines/eevee/eevee_bloom.c
parentd8dca3c3b05d83b3771b62def041b342fc7d6e93 (diff)
Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the view layer overrides. Overrides will be implemented in a different way via dynamic overrides. For now this data is completely lost.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_bloom.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c22
1 files changed, 12 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 2b0cdf846b4..f644b59c0b7 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -31,10 +31,13 @@
#include "BKE_global.h" /* for G.debug_value */
-#include "eevee_private.h"
#include "GPU_extensions.h"
#include "GPU_texture.h"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+
static struct {
/* Bloom */
struct GPUShader *bloom_blit_sh[2];
@@ -87,10 +90,9 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
- ViewLayer *view_layer = draw_ctx->view_layer;
- IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE);
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
- if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
+ if (scene_eval->flag & SCE_EEVEE_BLOOM_ENABLED) {
const float *viewport_size = DRW_viewport_size_get();
/* Shaders */
@@ -120,12 +122,12 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
});
/* Parameters */
- float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
- float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
- float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
- const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color");
- float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
- effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp");
+ const float threshold = scene_eval->eevee.bloom_threshold;
+ const float knee = scene_eval->eevee.bloom_knee;
+ const float intensity = scene_eval->eevee.bloom_intensity;
+ const float *color = scene_eval->eevee.bloom_color;
+ const float radius = scene_eval->eevee.bloom_radius;
+ effects->bloom_clamp = scene_eval->eevee.bloom_clamp;
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);