diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-04-08 17:17:04 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-04-08 17:17:04 +0300 |
commit | 2a7d9d451559b50acf2d5c061b6fd1a9c42d04d6 (patch) | |
tree | 3e04cb53e978c7303544945c739281ac8ededa8c /source/blender/draw/engines/eevee/eevee_instance.hh | |
parent | 89f2d3427ed42a96126ec08605bec238421cd7be (diff) |
EEVEE: Depth Of Field: Add back post process depth of field.
Pretty much identical to the previous implementation. With the exception
of a temporary noise function and some simplification of the CoC
computation. This also fixes issues with the Ortho depth of field.
Most of the files were modified to comply to new shader codestyle.
This also adds partial support of panoramic cameras (bokeh and
anamorphic is still buggy).
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_instance.hh')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_instance.hh | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_instance.hh b/source/blender/draw/engines/eevee/eevee_instance.hh index 301db2c18b4..025bd147917 100644 --- a/source/blender/draw/engines/eevee/eevee_instance.hh +++ b/source/blender/draw/engines/eevee/eevee_instance.hh @@ -69,7 +69,7 @@ class Instance { : render_passes_(shared_shaders, camera_, sampling_), shaders_(shared_shaders), shading_passes_(shared_shaders), - main_view_(render_passes_, shading_passes_, camera_), + main_view_(shared_shaders, shading_passes_, camera_, sampling_), camera_(sampling_){}; ~Instance(){}; @@ -117,8 +117,9 @@ class Instance { const Object *camera_eval = DEG_get_evaluated_object(depsgraph_, camera_original_); sampling_.init(scene_); - camera_.init(render_, camera_eval, drw_view_, scene_, output_res); + camera_.init(render_, camera_eval, drw_view_, scene_); render_passes_.init(scene_, render_layer, v3d_, output_res, output_rect); + main_view_.init(scene_, output_res); } /** @@ -166,12 +167,10 @@ class Instance { return; } - camera_.update_views(); - /* TODO update shadowmaps, planars, etc... */ // shadow_view_.render(); - main_view_.render(); + main_view_.render(render_passes_); sampling_.step(); } |