diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-05-16 20:34:24 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-05-17 00:13:28 +0300 |
commit | 15c2801aac333341f0993f53a714a66f9f2384b2 (patch) | |
tree | 9ae8f85094dc3128d65225b6e6419b6280379710 /source/blender/draw/engines/eevee/eevee_motion_blur.c | |
parent | d8dca3c3b05d83b3771b62def041b342fc7d6e93 (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_motion_blur.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_motion_blur.c | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 0c8f929ec0e..114a2450716 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -108,20 +108,19 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); Scene *scene = draw_ctx->scene; + View3D *v3d = draw_ctx->v3d; RegionView3D *rv3d = draw_ctx->rv3d; ARegion *ar = draw_ctx->ar; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, - RE_engine_id_BLENDER_EEVEE); - if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) { + if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) { /* Update Motion Blur Matrices */ if (camera) { float persmat[4][4]; - float ctime = BKE_scene_frame_get(scene); - float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter"); + float ctime = BKE_scene_frame_get(scene_eval); + float delta = scene_eval->eevee.motion_blur_shutter; Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, camera); /* Current matrix */ @@ -155,8 +154,7 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda #endif invert_m4(effects->current_ndc_to_world); - effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, - "motion_blur_samples"); + effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples; if (!e_data.motion_blur_sh) { eevee_create_shader_motion_blur(); |