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authorJeroen Bakker <jeroen@blender.org>2020-08-17 12:09:16 +0300
committerJeroen Bakker <jeroen@blender.org>2020-08-17 12:10:32 +0300
commit68651534c26346015a70775aef1fdadab2946fb6 (patch)
tree44668e5f057268bd1084ae7ec1a6e7b9a9fb0105 /source/blender/makesrna
parent3d47da9e4c4e492d35ab6f63391d5692ccd7aabc (diff)
Fix T77267: Render EEVEE AO pass when AO disabled.
In EEVEE the AO renderpass influenced other render passes. Until now the pass wasn't selectable when AO was disabled in the scene to remove these render artifacts. This patch allows rendering EEVEE AO pass without enabling it in the scene. It does this by binding a fallback texture that is used by the surface shaders. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7956
Diffstat (limited to 'source/blender/makesrna')
-rw-r--r--source/blender/makesrna/intern/rna_space.c7
1 files changed, 1 insertions, 6 deletions
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index b8a0e2358cd..317aa6bad5d 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -1297,15 +1297,13 @@ static const EnumPropertyItem *rna_3DViewShading_render_pass_itemf(bContext *C,
{
Scene *scene = CTX_data_scene(C);
- const bool ao_enabled = scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED;
const bool bloom_enabled = scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED;
int totitem = 0;
EnumPropertyItem *result = NULL;
for (int i = 0; rna_enum_view3dshading_render_pass_type_items[i].identifier != NULL; i++) {
const EnumPropertyItem *item = &rna_enum_view3dshading_render_pass_type_items[i];
- if (!((!ao_enabled && item->value == EEVEE_RENDER_PASS_AO) ||
- (!bloom_enabled &&
+ if (!((!bloom_enabled &&
(item->value == EEVEE_RENDER_PASS_BLOOM || STREQ(item->name, "Effects"))))) {
RNA_enum_item_add(&result, &totitem, item);
}
@@ -1321,9 +1319,6 @@ static int rna_3DViewShading_render_pass_get(PointerRNA *ptr)
eViewLayerEEVEEPassType result = shading->render_pass;
Scene *scene = rna_3DViewShading_scene(ptr);
- if (result == EEVEE_RENDER_PASS_AO && ((scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0)) {
- result = EEVEE_RENDER_PASS_COMBINED;
- }
if (result == EEVEE_RENDER_PASS_BLOOM && ((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) {
result = EEVEE_RENDER_PASS_COMBINED;
}