1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
|
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "draw_color_management.h" /* TODO remove dependency */
#include "BLI_rand.h"
#include "BKE_object.h"
#include "DEG_depsgraph_query.h"
#include "DNA_world_types.h"
#include "IMB_imbuf.h"
#include "eevee_private.h"
#include "eevee_engine.h" /* own include */
#define EEVEE_ENGINE "BLENDER_EEVEE"
/* *********** FUNCTIONS *********** */
static void eevee_engine_init(void *ved)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->use_color_render_settings = USE_SCENE_LIGHT(v3d) ||
!LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
stl->g_data->queued_shaders_count = 0;
stl->g_data->render_timesteps = 1;
/* Main Buffer */
DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(txl->color),
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE});
GPU_framebuffer_ensure_config(&fbl->main_color_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)});
/* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`.
* `EEVEE_effects_init` needs to go second for TAA. */
EEVEE_renderpasses_init(vedata);
EEVEE_effects_init(sldata, vedata, camera, false);
EEVEE_materials_init(sldata, vedata, stl, fbl);
EEVEE_shadows_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
}
static void eevee_cache_init(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, vedata);
EEVEE_materials_cache_init(sldata, vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);
EEVEE_screen_raytrace_cache_init(sldata, vedata);
EEVEE_subsurface_cache_init(sldata, vedata);
EEVEE_temporal_sampling_cache_init(sldata, vedata);
EEVEE_volumes_cache_init(sldata, vedata);
}
void EEVEE_cache_populate(void *vedata, Object *ob)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
bool cast_shadow = false;
if (ob_visibility & OB_VISIBLE_PARTICLES) {
EEVEE_particle_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
if (DRW_object_is_renderable(ob) && (ob_visibility & OB_VISIBLE_SELF)) {
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
else if (ob->type == OB_HAIR) {
EEVEE_object_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
else if (ob->type == OB_VOLUME) {
EEVEE_volumes_cache_object_add(sldata, vedata, draw_ctx->scene, ob);
}
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
/* do not add any scene light sources to the cache */
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lightprobes_cache_add(sldata, vedata, ob);
}
}
else if (ob->type == OB_LAMP) {
EEVEE_lights_cache_add(sldata, ob);
}
}
if (cast_shadow) {
EEVEE_shadows_caster_register(sldata, ob);
}
}
static void eevee_cache_finish(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
EEVEE_volumes_cache_finish(sldata, vedata);
EEVEE_materials_cache_finish(sldata, vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
EEVEE_renderpasses_cache_finish(sldata, vedata);
EEVEE_subsurface_draw_init(sldata, vedata);
EEVEE_effects_draw_init(sldata, vedata);
EEVEE_volumes_draw_init(sldata, vedata);
uint tot_samples = scene_eval->eevee.taa_render_samples;
if (tot_samples == 0) {
/* Use a high number of samples so the outputs accumulation buffers
* will have the highest possible precision. */
tot_samples = 1024;
}
EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
/* Restart taa if a shader has finish compiling. */
/* HACK We should use notification of some sort from the compilation job instead. */
if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
EEVEE_temporal_sampling_reset(vedata);
}
}
/* As renders in an HDR offscreen buffer, we need draw everything once
* during the background pass. This way the other drawing callback between
* the background and the scene pass are visible.
* Note: we could break it up in two passes using some depth test
* to reduce the fillrate */
static void eevee_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
/* Number of iteration: Use viewport taa_samples when using viewport rendering */
int loop_len = 1;
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
loop_len = MAX2(1, scene->eevee.taa_samples);
}
if (stl->effects->bypass_drawing) {
loop_len = 0;
}
while (loop_len--) {
const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
uint clear_stencil = 0x0;
const uint primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
if (DRW_state_is_image_render() || taa_use_reprojection ||
((stl->effects->enabled_effects & EFFECT_TAA) != 0)) {
int samp = taa_use_reprojection ? stl->effects->taa_reproject_sample + 1 :
stl->effects->taa_current_sample;
BLI_halton_3d(primes, offset, samp, r);
EEVEE_update_noise(psl, fbl, r);
EEVEE_volumes_set_jitter(sldata, samp - 1);
EEVEE_materials_init(sldata, vedata, stl, fbl);
}
/* Copy previous persmat to UBO data */
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
/* Refresh Probes
* Shadows needs to be updated for correct probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_shadows_update(sldata, vedata);
EEVEE_lightprobes_refresh(sldata, vedata);
EEVEE_lightprobes_refresh_planar(sldata, vedata);
DRW_stats_group_end();
/* Refresh shadows */
DRW_stats_group_start("Shadows");
EEVEE_shadows_draw(sldata, vedata, stl->effects->taa_view);
DRW_stats_group_end();
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render() &&
!taa_use_reprojection) {
DRW_view_set_active(stl->effects->taa_view);
}
/* when doing viewport rendering the overrides needs to be recalculated for
* every loop as this normally happens once inside
* `EEVEE_temporal_sampling_init` */
else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) && DRW_state_is_image_render()) {
EEVEE_temporal_sampling_update_matrices(vedata);
}
/* Set ray type. */
sldata->common_data.ray_type = EEVEE_RAY_CAMERA;
sldata->common_data.ray_depth = 0.0f;
GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
GPU_framebuffer_bind(fbl->main_fb);
eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
SET_FLAG_FROM_TEST(clear_bits, !DRW_state_draw_background(), GPU_COLOR_BIT);
SET_FLAG_FROM_TEST(clear_bits, (stl->effects->enabled_effects & EFFECT_SSS), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
/* Depth prepass */
DRW_stats_group_start("Prepass");
DRW_draw_pass(psl->depth_ps);
DRW_stats_group_end();
/* Create minmax texture */
DRW_stats_group_start("Main MinMax buffer");
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
DRW_stats_group_end();
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
EEVEE_volumes_compute(sldata, vedata);
/* Shading pass */
DRW_stats_group_start("Shading");
if (DRW_state_draw_background()) {
DRW_draw_pass(psl->background_ps);
}
DRW_draw_pass(psl->material_ps);
EEVEE_subsurface_data_render(sldata, vedata);
DRW_stats_group_end();
/* Effects pre-transparency */
EEVEE_subsurface_compute(sldata, vedata);
EEVEE_reflection_compute(sldata, vedata);
EEVEE_occlusion_draw_debug(sldata, vedata);
if (psl->probe_display) {
DRW_draw_pass(psl->probe_display);
}
EEVEE_refraction_compute(sldata, vedata);
/* Opaque refraction */
DRW_stats_group_start("Opaque Refraction");
DRW_draw_pass(psl->depth_refract_ps);
DRW_draw_pass(psl->material_refract_ps);
DRW_stats_group_end();
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Renderpasses */
EEVEE_renderpasses_output_accumulate(sldata, vedata, false);
/* Transparent */
/* TODO(fclem): should be its own Frame-buffer.
* This is needed because dualsource blending only works with 1 color buffer. */
GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(fbl->main_color_fb);
DRW_draw_pass(psl->transparent_pass);
GPU_framebuffer_bind(fbl->main_fb);
GPU_framebuffer_texture_detach(fbl->main_color_fb, dtxl->depth);
/* Post Process */
DRW_stats_group_start("Post FX");
EEVEE_draw_effects(sldata, vedata);
DRW_stats_group_end();
DRW_view_set_active(NULL);
if (DRW_state_is_image_render() && (stl->effects->enabled_effects & EFFECT_SSR) &&
!stl->effects->ssr_was_valid_double_buffer) {
/* SSR needs one iteration to start properly. */
loop_len++;
/* Reset sampling (and accumulation) after the first sample to avoid
* washed out first bounce for SSR. */
EEVEE_temporal_sampling_reset(vedata);
stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
}
}
if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_COMBINED) != 0) {
/* Transfer result to default framebuffer. */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_none(stl->effects->final_tx);
}
else {
EEVEE_renderpasses_draw(sldata, vedata);
}
if (stl->effects->bypass_drawing) {
/* Restore the depth from sample 1. */
GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
}
EEVEE_renderpasses_draw_debug(vedata);
EEVEE_volumes_free_smoke_textures();
stl->g_data->view_updated = false;
DRW_view_set_active(NULL);
}
static void eevee_view_update(void *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
if (stl->g_data) {
stl->g_data->view_updated = true;
}
}
static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
{
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL && ped->dd.recalc != 0) {
ped->need_update = (ped->dd.recalc & ID_RECALC_TRANSFORM) != 0;
ped->dd.recalc = 0;
}
EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
if (led != NULL && led->dd.recalc != 0) {
led->need_update = true;
led->dd.recalc = 0;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL && oedata->dd.recalc != 0) {
oedata->need_update = true;
oedata->geom_update = (oedata->dd.recalc & (ID_RECALC_GEOMETRY)) != 0;
oedata->dd.recalc = 0;
}
}
static void eevee_id_world_update(void *vedata, World *wo)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
LightCache *lcache = stl->g_data->light_cache;
if (ELEM(lcache, NULL, stl->lookdev_lightcache)) {
/* Avoid Lookdev viewport clearing the update flag (see T67741). */
return;
}
EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
if (wedata != NULL && wedata->dd.recalc != 0) {
if ((lcache->flag & LIGHTCACHE_BAKING) == 0) {
lcache->flag |= LIGHTCACHE_UPDATE_WORLD;
}
wedata->dd.recalc = 0;
}
}
void eevee_id_update(void *vedata, ID *id)
{
/* Handle updates based on ID type. */
switch (GS(id->name)) {
case ID_WO:
eevee_id_world_update(vedata, (World *)id);
break;
case ID_OB:
eevee_id_object_update(vedata, (Object *)id);
break;
default:
/* pass */
break;
}
}
static void eevee_render_reset_passes(EEVEE_Data *vedata)
{
/* Reset passlist. This is safe as they are stored into managed memory chunks. */
memset(vedata->psl, 0, sizeof(*vedata->psl));
}
static void eevee_render_to_image(void *vedata,
RenderEngine *engine,
struct RenderLayer *render_layer,
const rcti *rect)
{
EEVEE_Data *ved = (EEVEE_Data *)vedata;
const DRWContextState *draw_ctx = DRW_context_state_get();
Depsgraph *depsgraph = draw_ctx->depsgraph;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const bool do_motion_blur = (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) != 0;
const bool do_motion_blur_fx = do_motion_blur && (scene->eevee.motion_blur_max > 0);
if (!EEVEE_render_init(vedata, engine, depsgraph)) {
return;
}
EEVEE_PrivateData *g_data = ved->stl->g_data;
int initial_frame = CFRA;
float initial_subframe = SUBFRA;
float shuttertime = (do_motion_blur) ? scene->eevee.motion_blur_shutter : 0.0f;
int time_steps_tot = (do_motion_blur) ? max_ii(1, scene->eevee.motion_blur_steps) : 1;
g_data->render_timesteps = time_steps_tot;
EEVEE_render_modules_init(vedata, engine, depsgraph);
g_data->render_sample_count_per_timestep = EEVEE_temporal_sampling_sample_count_get(scene,
ved->stl);
/* Compute start time. The motion blur will cover `[time ...time + shuttertime]`. */
float time = initial_frame + initial_subframe;
switch (scene->eevee.motion_blur_position) {
case SCE_EEVEE_MB_START:
/* No offset. */
break;
case SCE_EEVEE_MB_CENTER:
time -= shuttertime * 0.5f;
break;
case SCE_EEVEE_MB_END:
time -= shuttertime;
break;
default:
BLI_assert(!"Invalid motion blur position enum!");
break;
}
float time_step = shuttertime / time_steps_tot;
for (int i = 0; i < time_steps_tot && !RE_engine_test_break(engine); i++) {
float time_prev = time;
float time_curr = time + time_step * 0.5f;
float time_next = time + time_step;
time += time_step;
/* Previous motion step. */
if (do_motion_blur_fx) {
if (i > 0) {
/* The previous step of this iteration N is exactly the next step of iteration N - 1.
* So we just swap the resources to avoid too much re-evaluation. */
EEVEE_motion_blur_swap_data(vedata);
}
else {
EEVEE_motion_blur_step_set(ved, MB_PREV);
DRW_render_set_time(engine, depsgraph, floorf(time_prev), fractf(time_prev));
EEVEE_render_modules_init(vedata, engine, depsgraph);
sldata = EEVEE_view_layer_data_ensure();
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
EEVEE_motion_blur_cache_finish(vedata);
EEVEE_materials_cache_finish(sldata, vedata);
eevee_render_reset_passes(vedata);
}
}
/* Next motion step. */
if (do_motion_blur_fx) {
EEVEE_motion_blur_step_set(ved, MB_NEXT);
DRW_render_set_time(engine, depsgraph, floorf(time_next), fractf(time_next));
EEVEE_render_modules_init(vedata, engine, depsgraph);
sldata = EEVEE_view_layer_data_ensure();
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
EEVEE_motion_blur_cache_finish(vedata);
EEVEE_materials_cache_finish(sldata, vedata);
eevee_render_reset_passes(vedata);
}
/* Current motion step. */
{
if (do_motion_blur) {
EEVEE_motion_blur_step_set(ved, MB_CURR);
DRW_render_set_time(engine, depsgraph, floorf(time_curr), fractf(time_curr));
EEVEE_render_modules_init(vedata, engine, depsgraph);
sldata = EEVEE_view_layer_data_ensure();
}
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
EEVEE_motion_blur_cache_finish(vedata);
EEVEE_volumes_cache_finish(sldata, vedata);
EEVEE_materials_cache_finish(sldata, vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
EEVEE_renderpasses_cache_finish(sldata, vedata);
EEVEE_subsurface_draw_init(sldata, vedata);
EEVEE_effects_draw_init(sldata, vedata);
EEVEE_volumes_draw_init(sldata, vedata);
}
/* Actual drawing. */
{
EEVEE_renderpasses_output_init(
sldata, vedata, g_data->render_sample_count_per_timestep * time_steps_tot);
EEVEE_temporal_sampling_create_view(vedata);
EEVEE_render_draw(vedata, engine, render_layer, rect);
if (i < time_steps_tot - 1) {
/* Don't reset after the last loop. Since EEVEE_render_read_result
* might need some DRWPasses. */
DRW_cache_restart();
}
}
}
EEVEE_volumes_free_smoke_textures();
EEVEE_motion_blur_data_free(&ved->stl->effects->motion_blur);
if (RE_engine_test_break(engine)) {
return;
}
EEVEE_render_read_result(vedata, engine, render_layer, rect);
/* Restore original viewport size. */
DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
if (CFRA != initial_frame || SUBFRA != initial_subframe) {
/* Restore original frame number. This is because the render pipeline expects it. */
RE_engine_frame_set(engine, initial_frame, initial_subframe);
}
}
static void eevee_store_metadata(void *vedata, struct RenderResult *render_result)
{
EEVEE_Data *ved = (EEVEE_Data *)vedata;
EEVEE_PrivateData *g_data = ved->stl->g_data;
if (g_data->render_passes & EEVEE_RENDER_PASS_CRYPTOMATTE) {
EEVEE_cryptomatte_store_metadata(ved, render_result);
EEVEE_cryptomatte_free(ved);
}
}
static void eevee_engine_free(void)
{
EEVEE_shaders_free();
EEVEE_lightprobes_free();
EEVEE_materials_free();
EEVEE_occlusion_free();
EEVEE_volumes_free();
}
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
DrawEngineType draw_engine_eevee_type = {
NULL,
NULL,
N_("Eevee"),
&eevee_data_size,
&eevee_engine_init,
&eevee_engine_free,
&eevee_cache_init,
&EEVEE_cache_populate,
&eevee_cache_finish,
&eevee_draw_scene,
&eevee_view_update,
&eevee_id_update,
&eevee_render_to_image,
&eevee_store_metadata,
};
RenderEngineType DRW_engine_viewport_eevee_type = {
NULL,
NULL,
EEVEE_ENGINE,
N_("Eevee"),
RE_INTERNAL | RE_USE_PREVIEW | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
NULL,
&DRW_render_to_image,
NULL,
NULL,
NULL,
NULL,
&EEVEE_render_update_passes,
&draw_engine_eevee_type,
{NULL, NULL, NULL},
};
#undef EEVEE_ENGINE
|