From 15c2801aac333341f0993f53a714a66f9f2384b2 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Wed, 16 May 2018 19:34:24 +0200 Subject: 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. --- source/blender/draw/engines/eevee/eevee_bloom.c | 22 ++++---- .../draw/engines/eevee/eevee_depth_of_field.c | 10 ++-- source/blender/draw/engines/eevee/eevee_engine.c | 65 +--------------------- .../blender/draw/engines/eevee/eevee_lightprobes.c | 11 ++-- source/blender/draw/engines/eevee/eevee_lights.c | 13 +++-- .../blender/draw/engines/eevee/eevee_motion_blur.c | 14 ++--- .../blender/draw/engines/eevee/eevee_occlusion.c | 31 +++++------ source/blender/draw/engines/eevee/eevee_private.h | 7 --- source/blender/draw/engines/eevee/eevee_render.c | 4 +- .../draw/engines/eevee/eevee_screen_raytrace.c | 22 ++++---- .../blender/draw/engines/eevee/eevee_subsurface.c | 18 +++--- .../draw/engines/eevee/eevee_temporal_sampling.c | 11 ++-- source/blender/draw/engines/eevee/eevee_volumes.c | 28 +++++----- 13 files changed, 92 insertions(+), 164 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 2b0cdf846b4..f644b59c0b7 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -31,10 +31,13 @@ #include "BKE_global.h" /* for G.debug_value */ -#include "eevee_private.h" #include "GPU_extensions.h" #include "GPU_texture.h" +#include "DEG_depsgraph_query.h" + +#include "eevee_private.h" + static struct { /* Bloom */ struct GPUShader *bloom_blit_sh[2]; @@ -87,10 +90,9 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) { + if (scene_eval->flag & SCE_EEVEE_BLOOM_ENABLED) { const float *viewport_size = DRW_viewport_size_get(); /* Shaders */ @@ -120,12 +122,12 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) }); /* Parameters */ - float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold"); - float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee"); - float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity"); - const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color"); - float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius"); - effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp"); + const float threshold = scene_eval->eevee.bloom_threshold; + const float knee = scene_eval->eevee.bloom_knee; + const float intensity = scene_eval->eevee.bloom_intensity; + const float *color = scene_eval->eevee.bloom_color; + const float radius = scene_eval->eevee.bloom_radius; + effects->bloom_clamp = scene_eval->eevee.bloom_clamp; /* determine the iteration count */ const float minDim = (float)MIN2(blitsize[0], blitsize[1]); diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 1ba9b5f9de4..c275a5005ff 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -82,11 +82,9 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) { - Scene *scene = draw_ctx->scene; + if (scene_eval->flag & SCE_EEVEE_DOF_ENABLED) { RegionView3D *rv3d = draw_ctx->rv3d; if (!e_data.dof_downsample_sh) { @@ -141,7 +139,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though * because the shader reads coordinates in world space, which is in blender units. * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ - float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f; + float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * focal_len / fstop; @@ -157,7 +155,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v effects->dof_params[2] = viewport_size[0] / sensor_scaled; effects->dof_bokeh[0] = rotation; effects->dof_bokeh[1] = ratio; - effects->dof_bokeh[2] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size"); + effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size; /* Precompute values to save instructions in fragment shader. */ effects->dof_bokeh_sides[0] = blades; diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 21f14371653..4ef6644698f 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -428,7 +428,6 @@ static void eevee_layer_collection_settings_create(RenderEngine *UNUSED(engine), BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); - // BKE_collection_engine_property_add_int(props, "high_quality_sphere_lamps", false); UNUSED_VARS_NDEBUG(props); } @@ -437,69 +436,7 @@ static void eevee_view_layer_settings_create(RenderEngine *UNUSED(engine), IDPro BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); - - BKE_collection_engine_property_add_int(props, "gi_diffuse_bounces", 3); - BKE_collection_engine_property_add_int(props, "gi_cubemap_resolution", 512); - BKE_collection_engine_property_add_int(props, "gi_visibility_resolution", 32); - - BKE_collection_engine_property_add_int(props, "taa_samples", 16); - BKE_collection_engine_property_add_int(props, "taa_render_samples", 64); - BKE_collection_engine_property_add_bool(props, "taa_reprojection", true); - - BKE_collection_engine_property_add_bool(props, "sss_enable", false); - BKE_collection_engine_property_add_int(props, "sss_samples", 7); - BKE_collection_engine_property_add_float(props, "sss_jitter_threshold", 0.3f); - BKE_collection_engine_property_add_bool(props, "sss_separate_albedo", false); - - BKE_collection_engine_property_add_bool(props, "ssr_enable", false); - BKE_collection_engine_property_add_bool(props, "ssr_refraction", false); - BKE_collection_engine_property_add_bool(props, "ssr_halfres", true); - BKE_collection_engine_property_add_float(props, "ssr_quality", 0.25f); - BKE_collection_engine_property_add_float(props, "ssr_max_roughness", 0.5f); - BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.2f); - BKE_collection_engine_property_add_float(props, "ssr_border_fade", 0.075f); - BKE_collection_engine_property_add_float(props, "ssr_firefly_fac", 10.0f); - - BKE_collection_engine_property_add_bool(props, "volumetric_enable", false); - BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f); - BKE_collection_engine_property_add_float(props, "volumetric_end", 100.0f); - BKE_collection_engine_property_add_int(props, "volumetric_tile_size", 8); - BKE_collection_engine_property_add_int(props, "volumetric_samples", 64); - BKE_collection_engine_property_add_float(props, "volumetric_sample_distribution", 0.8f); - BKE_collection_engine_property_add_bool(props, "volumetric_lights", true); - BKE_collection_engine_property_add_float(props, "volumetric_light_clamp", 0.0f); - BKE_collection_engine_property_add_bool(props, "volumetric_shadows", false); - BKE_collection_engine_property_add_int(props, "volumetric_shadow_samples", 16); - BKE_collection_engine_property_add_bool(props, "volumetric_colored_transmittance", true); - - BKE_collection_engine_property_add_bool(props, "gtao_enable", false); - BKE_collection_engine_property_add_bool(props, "gtao_use_bent_normals", true); - BKE_collection_engine_property_add_bool(props, "gtao_bounce", true); - BKE_collection_engine_property_add_float(props, "gtao_distance", 0.2f); - BKE_collection_engine_property_add_float(props, "gtao_factor", 1.0f); - BKE_collection_engine_property_add_float(props, "gtao_quality", 0.25f); - - BKE_collection_engine_property_add_bool(props, "dof_enable", false); - BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f); - BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f); - - float default_bloom_color[3] = {1.0f, 1.0f, 1.0f}; - BKE_collection_engine_property_add_bool(props, "bloom_enable", false); - BKE_collection_engine_property_add_float_array(props, "bloom_color", default_bloom_color, 3); - BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f); - BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f); - BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f); - BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f); - BKE_collection_engine_property_add_float(props, "bloom_clamp", 1.0f); - - BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false); - BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8); - BKE_collection_engine_property_add_float(props, "motion_blur_shutter", 1.0f); - - BKE_collection_engine_property_add_int(props, "shadow_method", SHADOW_ESM); - BKE_collection_engine_property_add_int(props, "shadow_cube_size", 512); - BKE_collection_engine_property_add_int(props, "shadow_cascade_size", 1024); - BKE_collection_engine_property_add_bool(props, "shadow_high_bitdepth", false); + UNUSED_VARS_NDEBUG(props); } static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data); diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 5a1fb4f4149..95d6acdf56b 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -43,6 +43,8 @@ #include "GPU_texture.h" #include "GPU_glew.h" +#include "DEG_depsgraph_query.h" + #include "eevee_engine.h" #include "eevee_private.h" @@ -301,8 +303,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; bool update_all = false; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); /* Shaders */ if (!e_data.probe_filter_glossy_sh) { @@ -324,13 +325,13 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda common_data->ssr_toggle = true; common_data->sss_toggle = true; - int prop_bounce_num = BKE_collection_engine_property_value_get_int(props, "gi_diffuse_bounces"); + int prop_bounce_num = scene_eval->eevee.gi_diffuse_bounces; if (sldata->probes->num_bounce != prop_bounce_num) { sldata->probes->num_bounce = prop_bounce_num; update_all = true; } - int prop_cubemap_res = BKE_collection_engine_property_value_get_int(props, "gi_cubemap_resolution"); + int prop_cubemap_res = scene_eval->eevee.gi_cubemap_resolution; if (sldata->probes->cubemap_res != prop_cubemap_res) { sldata->probes->cubemap_res = prop_cubemap_res; update_all = true; @@ -342,7 +343,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda DRW_TEXTURE_FREE_SAFE(sldata->probe_pool); } - int visibility_res = BKE_collection_engine_property_value_get_int(props, "gi_visibility_resolution"); + const int visibility_res = scene_eval->eevee.gi_visibility_resolution; if (common_data->prb_irradiance_vis_size != visibility_res) { common_data->prb_irradiance_vis_size = visibility_res; update_all = true; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 7d2c636e215..d6ee27ce721 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -30,6 +30,8 @@ #include "BKE_object.h" +#include "DEG_depsgraph_query.h" + #include "eevee_engine.h" #include "eevee_private.h" @@ -100,8 +102,7 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata) sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); if (!e_data.shadow_sh) { e_data.shadow_sh = DRW_shader_create( @@ -128,10 +129,10 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata) /* Flip buffers */ SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer); - int sh_method = BKE_collection_engine_property_value_get_int(props, "shadow_method"); - int sh_cube_size = BKE_collection_engine_property_value_get_int(props, "shadow_cube_size"); - int sh_cascade_size = BKE_collection_engine_property_value_get_int(props, "shadow_cascade_size"); - int sh_high_bitdepth = BKE_collection_engine_property_value_get_int(props, "shadow_high_bitdepth"); + const int sh_method = scene_eval->eevee.shadow_method; + int sh_cube_size = scene_eval->eevee.shadow_cube_size; + int sh_cascade_size = scene_eval->eevee.shadow_cascade_size; + const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0; EEVEE_LampsInfo *linfo = sldata->lamps; if ((linfo->shadow_cube_size != sh_cube_size) || 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(); diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 7ad56327251..305daef87d1 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -31,6 +31,8 @@ #include "DNA_anim_types.h" +#include "DEG_depsgraph_query.h" + #include "BKE_global.h" /* for G.debug_value */ #include "eevee_private.h" @@ -73,11 +75,9 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, - RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) { + if (scene_eval->flag & SCE_EEVEE_GTAO_ENABLED) { const float *viewport_size = DRW_viewport_size_get(); const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; @@ -86,19 +86,19 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) eevee_create_shader_occlusion(); } - common_data->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance"); - common_data->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor"); - common_data->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality"); + common_data->ao_dist = scene_eval->eevee.gtao_distance; + common_data->ao_factor = scene_eval->eevee.gtao_factor; + common_data->ao_quality = 1.0f - scene_eval->eevee.gtao_quality; - common_data->ao_settings = 1.0; /* USE_AO */ - if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) { - common_data->ao_settings += 2.0; /* USE_BENT_NORMAL */ + common_data->ao_settings = 1.0f; /* USE_AO */ + if (scene_eval->flag & SCE_EEVEE_GTAO_BENT_NORMALS) { + common_data->ao_settings += 2.0f; /* USE_BENT_NORMAL */ } - if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) { - common_data->ao_settings += 4.0; /* USE_DENOISE */ + if (scene_eval->flag & SCE_EEVEE_GTAO_BOUNCE) { + common_data->ao_settings += 4.0f; /* USE_DENOISE */ } - common_data->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce"); + common_data->ao_bounce_fac = (scene_eval->flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f; effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type); @@ -139,10 +139,9 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) { + if (scene_eval->flag & SCE_EEVEE_GTAO_ENABLED) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 42b3d8caf98..3ab1d55aeac 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -125,13 +125,6 @@ enum { VAR_MAT_SSSALBED = (1 << 16), }; -/* Shadow Technique */ -enum { - SHADOW_ESM = 1, - SHADOW_VSM = 2, - SHADOW_METHOD_MAX = 3, -}; - typedef struct EEVEE_BoundSphere { float center[3], radius; } EEVEE_BoundSphere; diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 697379e34d1..2d3cb440c7c 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -400,6 +400,7 @@ static void eevee_render_draw_background(EEVEE_Data *vedata) void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl, const rcti *rect) { const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); ViewLayer *view_layer = draw_ctx->view_layer; const char *viewname = RE_GetActiveRenderView(engine->re); EEVEE_PassList *psl = vedata->psl; @@ -435,8 +436,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl EEVEE_occlusion_output_init(sldata, vedata); } - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); - uint tot_sample = BKE_collection_engine_property_value_get_int(props, "taa_render_samples"); + uint tot_sample = scene_eval->eevee.taa_render_samples; uint render_samples = 0; if (RE_engine_test_break(engine)) { diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 87395f94fbb..74760b9c828 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -30,6 +30,8 @@ #include "BLI_dynstr.h" #include "BLI_string_utils.h" +#include "DEG_depsgraph_query.h" + #include "eevee_private.h" #include "GPU_texture.h" @@ -111,16 +113,14 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const float *viewport_size = DRW_viewport_size_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, - RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); /* Compute pixel size, (shared with contact shadows) */ copy_v2_v2(common_data->ssr_pixelsize, viewport_size); invert_v2(common_data->ssr_pixelsize); - if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) { - const bool use_refraction = BKE_collection_engine_property_value_get_bool(props, "ssr_refraction"); + if (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) { + const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0; if (use_refraction) { /* TODO: Opti: Could be shared. */ @@ -132,12 +132,12 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) }); } - effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres"); - common_data->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness"); - common_data->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade"); - common_data->ssr_firefly_fac = BKE_collection_engine_property_value_get_float(props, "ssr_firefly_fac"); - common_data->ssr_max_roughness = BKE_collection_engine_property_value_get_float(props, "ssr_max_roughness"); - common_data->ssr_quality = 1.0f - 0.95f * BKE_collection_engine_property_value_get_float(props, "ssr_quality"); + effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0; + common_data->ssr_thickness = scene_eval->eevee.ssr_thickness; + common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade; + common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac; + common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness; + common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality; common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */ if (common_data->ssr_firefly_fac < 1e-8f) { diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index d1e760aa123..1a46e0b5c33 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -29,6 +29,8 @@ #include "BLI_string_utils.h" +#include "DEG_depsgraph_query.h" + #include "eevee_private.h" #include "GPU_texture.h" @@ -69,13 +71,12 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) { - effects->sss_sample_count = 1 + BKE_collection_engine_property_value_get_int(props, "sss_samples") * 2; - effects->sss_separate_albedo = BKE_collection_engine_property_value_get_bool(props, "sss_separate_albedo"); - common_data->sss_jitter_threshold = BKE_collection_engine_property_value_get_float(props, "sss_jitter_threshold"); + if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) { + effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2; + effects->sss_separate_albedo = (scene_eval->eevee.flag & SCE_EEVEE_SSS_SEPARATE_ALBEDO) != 0; + common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold; /* Force separate albedo for final render */ if (DRW_state_is_image_render()) { @@ -147,10 +148,9 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) { + if (scene_eval->flag & SCE_EEVEE_SSS_ENABLED) { DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0); DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0); diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 889a7f6cdcd..7cd76669fe4 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -32,6 +32,8 @@ #include "BLI_rand.h" #include "BLI_string_utils.h" +#include "DEG_depsgraph_query.h" + #include "eevee_private.h" #include "GPU_texture.h" @@ -192,10 +194,9 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data effects->taa_render_sample = 1; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - if ((BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1 && + if (((scene_eval->eevee.taa_samples != 1) && /* FIXME the motion blur camera evaluation is tagging view_updated * thus making the TAA always reset and never stopping rendering. */ (effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) || @@ -204,7 +205,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data float persmat[4][4], viewmat[4][4]; if (!DRW_state_is_image_render() && - BKE_collection_engine_property_value_get_bool(props, "taa_reprojection")) + (scene_eval->eevee.flag & SCE_EEVEE_TAA_REPROJECTION)) { repro_flag = EFFECT_TAA_REPROJECT | EFFECT_VELOCITY_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER; effects->taa_reproject_sample = ((effects->taa_reproject_sample + 1) % 16); @@ -221,7 +222,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL); } - effects->taa_total_sample = BKE_collection_engine_property_value_get_int(props, "taa_samples"); + effects->taa_total_sample = scene_eval->eevee.taa_samples; MAX2(effects->taa_total_sample, 0); DRW_viewport_matrix_get(persmat, DRW_MAT_PERS); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 30927d8df6f..2d074eea522 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -41,6 +41,8 @@ #include "ED_screen.h" +#include "DEG_depsgraph_query.h" + #include "eevee_private.h" #include "GPU_draw.h" #include "GPU_texture.h" @@ -155,28 +157,27 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; const DRWContextState *draw_ctx = DRW_context_state_get(); - ViewLayer *view_layer = draw_ctx->view_layer; - IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); const float *viewport_size = DRW_viewport_size_get(); BLI_listbase_clear(&e_data.smoke_domains); - if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) { + if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) { /* Shaders */ if (!e_data.volumetric_scatter_sh) { eevee_create_shader_volumes(); } - int tile_size = BKE_collection_engine_property_value_get_int(props, "volumetric_tile_size"); + const int tile_size = scene_eval->eevee.volumetric_tile_size; /* Find Froxel Texture resolution. */ int tex_size[3]; tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size)); tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size)); - tex_size[2] = max_ii(BKE_collection_engine_property_value_get_int(props, "volumetric_samples"), 1); + tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1); common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]); common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]); @@ -286,19 +287,16 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history) }); - float integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start"); - float integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end"); - common_data->vol_light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp"); - - common_data->vol_shadow_steps = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples"); - if (BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows")) { - } - else { + float integration_start = scene_eval->eevee.volumetric_start; + float integration_end = scene_eval->eevee.volumetric_end; + common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp; + common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples; + if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) { common_data->vol_shadow_steps = 0; } if (DRW_viewport_is_persp_get()) { - float sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution"); + float sample_distribution = scene_eval->eevee.volumetric_sample_distribution; sample_distribution = 4.0f * (1.00001f - sample_distribution); const float clip_start = common_data->view_vecs[0][2]; @@ -326,7 +324,7 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_light_clamp = FLT_MAX; } - common_data->vol_use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights"); + common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0; return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER; } -- cgit v1.2.3