diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_instance.cc')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_instance.cc | 68 |
1 files changed, 50 insertions, 18 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index 9f8cf6dc6ba..70b5cb7d98f 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -60,6 +60,8 @@ void Instance::init(const int2 &output_res, sampling.init(scene); camera.init(); film.init(output_res, output_rect); + velocity.init(); + motion_blur.init(); main_view.init(); } @@ -92,15 +94,14 @@ void Instance::update_eval_members() void Instance::begin_sync() { materials.begin_sync(); - velocity.begin_sync(); + velocity.begin_sync(); /* NOTE: Also syncs camera. */ gpencil_engine_enabled = false; - render_buffers.sync(); + motion_blur.sync(); pipelines.sync(); main_view.sync(); world.sync(); - camera.sync(); film.sync(); } @@ -212,22 +213,12 @@ void Instance::render_sample() sampling.step(); main_view.render(); -} - -/** \} */ -/* -------------------------------------------------------------------- */ -/** \name Interface - * \{ */ + motion_blur.step(); +} -void Instance::render_frame(RenderLayer *render_layer, const char *view_name) +void Instance::render_read_result(RenderLayer *render_layer, const char *view_name) { - while (!sampling.finished()) { - this->render_sample(); - /* TODO(fclem) print progression. */ - } - - /* Read Results. */ eViewLayerEEVEEPassType pass_bits = film.enabled_passes_get(); for (auto i : IndexRange(EEVEE_RENDER_PASS_MAX_BIT)) { eViewLayerEEVEEPassType pass_type = eViewLayerEEVEEPassType(pass_bits & (1 << i)); @@ -240,7 +231,6 @@ void Instance::render_frame(RenderLayer *render_layer, const char *view_name) if (rp) { float *result = film.read_pass(pass_type); if (result) { - std::cout << "read " << pass_name << std::endl; BLI_mutex_lock(&render->update_render_passes_mutex); /* WORKAROUND: We use texture read to avoid using a framebuffer to get the render result. * However, on some implementation, we need a buffer with a few extra bytes for the read to @@ -252,6 +242,45 @@ void Instance::render_frame(RenderLayer *render_layer, const char *view_name) } } } + + /* The vector pass is initialized to weird values. Set it to neutral value if not rendered. */ + if ((pass_bits & EEVEE_RENDER_PASS_VECTOR) == 0) { + const char *vector_pass_name = Film::pass_to_render_pass_name(EEVEE_RENDER_PASS_VECTOR); + RenderPass *vector_rp = RE_pass_find_by_name(render_layer, vector_pass_name, view_name); + if (vector_rp) { + memset(vector_rp->rect, 0, sizeof(float) * 4 * vector_rp->rectx * vector_rp->recty); + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Interface + * \{ */ + +void Instance::render_frame(RenderLayer *render_layer, const char *view_name) +{ + while (!sampling.finished()) { + this->render_sample(); + + /* TODO(fclem) print progression. */ +#if 0 + /* TODO(fclem): Does not currently work. But would be better to just display to 2D view like + * cycles does. */ + if (G.background == false && first_read) { + /* Allow to preview the first sample. */ + /* TODO(fclem): Might want to not do this during animation render to avoid too much stall. */ + this->render_read_result(render_layer, view_name); + first_read = false; + DRW_render_context_disable(render->re); + /* Allow the 2D viewport to grab the ticket mutex to display the render. */ + DRW_render_context_enable(render->re); + } +#endif + } + + this->render_read_result(render_layer, view_name); } void Instance::draw_viewport(DefaultFramebufferList *dfbl) @@ -260,7 +289,10 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl) render_sample(); velocity.step_swap(); - if (!sampling.finished_viewport()) { + /* Do not request redraw during viewport animation to lock the framerate to the animation + * playback rate. This is in order to preserve motion blur aspect and also to avoid TAA reset + * that can show flickering. */ + if (!sampling.finished_viewport() && !DRW_state_is_playback()) { DRW_viewport_request_redraw(); } |