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authorClément Foucault <foucault.clem@gmail.com>2021-04-08 17:17:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-04-08 17:17:04 +0300
commit2a7d9d451559b50acf2d5c061b6fd1a9c42d04d6 (patch)
tree3e04cb53e978c7303544945c739281ac8ededa8c /source/blender/draw/engines/eevee/eevee_instance.hh
parent89f2d3427ed42a96126ec08605bec238421cd7be (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.hh9
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();
}