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.
This commit is contained in:
Dalai Felinto 2018-05-16 19:34:24 +02:00
parent d8dca3c3b0
commit 15c2801aac
21 changed files with 765 additions and 737 deletions

View File

@ -475,13 +475,13 @@ class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "gtao_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
layout.active = props.gtao_enable
col = layout.column()
@ -503,13 +503,13 @@ class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "motion_blur_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
layout.active = props.motion_blur_enable
col = layout.column()
@ -528,13 +528,13 @@ class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "dof_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
layout.active = props.dof_enable
col = layout.column()
@ -553,13 +553,13 @@ class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "bloom_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
layout.active = props.bloom_enable
col = layout.column()
@ -582,13 +582,13 @@ class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "volumetric_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
layout.active = props.volumetric_enable
col = layout.column()
@ -615,13 +615,13 @@ class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "sss_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
col = layout.column()
col.prop(props, "sss_samples")
@ -640,13 +640,13 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
self.layout.prop(props, "ssr_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
col = layout.column()
col.active = props.ssr_enable
@ -671,7 +671,7 @@ class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_method")
@ -692,7 +692,7 @@ class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
col = layout.column()
col.prop(props, "taa_samples")
@ -712,7 +712,7 @@ class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.layer_properties['BLENDER_EEVEE']
props = scene.eevee
col = layout.column()
col.prop(props, "gi_diffuse_bounces")

View File

@ -826,6 +826,60 @@ void BKE_scene_init(Scene *sce)
/* SceneDisplay */
copy_v3_v3(sce->display.light_direction, (float[3]){-M_SQRT1_3, -M_SQRT1_3, M_SQRT1_3});
sce->display.shadow_shift = 0.1;
/* SceneEEVEE */
sce->eevee.gi_diffuse_bounces = 3;
sce->eevee.gi_cubemap_resolution = 512;
sce->eevee.gi_visibility_resolution = 32;
sce->eevee.taa_samples = 16;
sce->eevee.taa_render_samples = 64;
sce->eevee.sss_samples = 7;
sce->eevee.sss_jitter_threshold = 0.3f;
sce->eevee.ssr_quality = 0.25f;
sce->eevee.ssr_max_roughness = 0.5f;
sce->eevee.ssr_thickness = 0.2f;
sce->eevee.ssr_border_fade = 0.075f;
sce->eevee.ssr_firefly_fac = 10.0f;
sce->eevee.volumetric_start = 0.1f;
sce->eevee.volumetric_end = 100.0f;
sce->eevee.volumetric_tile_size = 8;
sce->eevee.volumetric_samples = 64;
sce->eevee.volumetric_sample_distribution = 0.8f;
sce->eevee.volumetric_light_clamp = 0.0f;
sce->eevee.volumetric_shadow_samples = 16;
sce->eevee.gtao_distance = 0.2f;
sce->eevee.gtao_factor = 1.0f;
sce->eevee.gtao_quality = 0.25f;
sce->eevee.bokeh_max_size = 100.0f;
sce->eevee.bokeh_threshold = 1.0f;
copy_v3_fl(sce->eevee.bloom_color, 1.0f);
sce->eevee.bloom_threshold = 0.8f;
sce->eevee.bloom_knee = 0.5f;
sce->eevee.bloom_intensity = 0.8f;
sce->eevee.bloom_radius = 6.5f;
sce->eevee.bloom_clamp = 1.0f;
sce->eevee.motion_blur_samples = 8;
sce->eevee.motion_blur_shutter = 1.0f;
sce->eevee.shadow_method = SHADOW_ESM;
sce->eevee.shadow_cube_size = 512;
sce->eevee.shadow_cascade_size = 1024;
sce->eevee.flag =
SCE_EEVEE_VOLUMETRIC_LIGHTS |
SCE_EEVEE_VOLUMETRIC_COLORED |
SCE_EEVEE_GTAO_BENT_NORMALS |
SCE_EEVEE_GTAO_BOUNCE |
SCE_EEVEE_TAA_REPROJECTION |
SCE_EEVEE_SSR_HALF_RESOLUTION;
}
Scene *BKE_scene_add(Main *bmain, const char *name)

View File

@ -1104,5 +1104,187 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
scene->toolsettings->transform_pivot_point = V3D_AROUND_CENTER_MEAN;
}
}
if (!DNA_struct_find(fd->filesdna, "SceneEEVEE")) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
/* First set the default for all the properties. */
scene->eevee.gi_diffuse_bounces = 3;
scene->eevee.gi_cubemap_resolution = 512;
scene->eevee.gi_visibility_resolution = 32;
scene->eevee.taa_samples = 16;
scene->eevee.taa_render_samples = 64;
scene->eevee.sss_samples = 7;
scene->eevee.sss_jitter_threshold = 0.3f;
scene->eevee.ssr_quality = 0.25f;
scene->eevee.ssr_max_roughness = 0.5f;
scene->eevee.ssr_thickness = 0.2f;
scene->eevee.ssr_border_fade = 0.075f;
scene->eevee.ssr_firefly_fac = 10.0f;
scene->eevee.volumetric_start = 0.1f;
scene->eevee.volumetric_end = 100.0f;
scene->eevee.volumetric_tile_size = 8;
scene->eevee.volumetric_samples = 64;
scene->eevee.volumetric_sample_distribution = 0.8f;
scene->eevee.volumetric_light_clamp = 0.0f;
scene->eevee.volumetric_shadow_samples = 16;
scene->eevee.gtao_distance = 0.2f;
scene->eevee.gtao_factor = 1.0f;
scene->eevee.gtao_quality = 0.25f;
scene->eevee.bokeh_max_size = 100.0f;
scene->eevee.bokeh_threshold = 1.0f;
copy_v3_fl(scene->eevee.bloom_color, 1.0f);
scene->eevee.bloom_threshold = 0.8f;
scene->eevee.bloom_knee = 0.5f;
scene->eevee.bloom_intensity = 0.8f;
scene->eevee.bloom_radius = 6.5f;
scene->eevee.bloom_clamp = 1.0f;
scene->eevee.motion_blur_samples = 8;
scene->eevee.motion_blur_shutter = 1.0f;
scene->eevee.shadow_method = SHADOW_ESM;
scene->eevee.shadow_cube_size = 512;
scene->eevee.shadow_cascade_size = 1024;
scene->eevee.flag =
SCE_EEVEE_VOLUMETRIC_LIGHTS |
SCE_EEVEE_VOLUMETRIC_COLORED |
SCE_EEVEE_GTAO_BENT_NORMALS |
SCE_EEVEE_GTAO_BOUNCE |
SCE_EEVEE_TAA_REPROJECTION |
SCE_EEVEE_SSR_HALF_RESOLUTION;
/* If the file is pre-2.80 move on. */
if (scene->layer_properties == NULL) {
continue;
}
/* Now we handle eventual properties that may be set in the file. */
#define EEVEE_GET_BOOL(_props, _name, _flag) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
const int _value = IDP_Int(_idprop); \
if (_value) { \
scene->eevee.flag |= _flag; \
} \
else { \
scene->eevee.flag &= ~_flag; \
} \
} \
}
#define EEVEE_GET_INT(_props, _name) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
scene->eevee._name = IDP_Int(_idprop); \
} \
}
#define EEVEE_GET_FLOAT(_props, _name) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
scene->eevee._name = IDP_Float(_idprop); \
} \
}
#define EEVEE_GET_FLOAT_ARRAY(_props, _name, _length) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
const float *_values = IDP_Array(_idprop); \
for (int _i = 0; _i < _length; _i++) { \
scene->eevee._name [_i] = _values[_i]; \
} \
} \
}
IDProperty *props = IDP_GetPropertyFromGroup(scene->layer_properties, RE_engine_id_BLENDER_EEVEE);
EEVEE_GET_BOOL(props, volumetric_enable, SCE_EEVEE_VOLUMETRIC_ENABLED);
EEVEE_GET_BOOL(props, volumetric_lights, SCE_EEVEE_VOLUMETRIC_LIGHTS);
EEVEE_GET_BOOL(props, volumetric_shadows, SCE_EEVEE_VOLUMETRIC_SHADOWS);
EEVEE_GET_BOOL(props, volumetric_colored_transmittance, SCE_EEVEE_VOLUMETRIC_COLORED);
EEVEE_GET_BOOL(props, gtao_enable, SCE_EEVEE_GTAO_ENABLED);
EEVEE_GET_BOOL(props, gtao_use_bent_normals, SCE_EEVEE_GTAO_BENT_NORMALS);
EEVEE_GET_BOOL(props, gtao_bounce, SCE_EEVEE_GTAO_BOUNCE);
EEVEE_GET_BOOL(props, dof_enable, SCE_EEVEE_DOF_ENABLED);
EEVEE_GET_BOOL(props, bloom_enable, SCE_EEVEE_BLOOM_ENABLED);
EEVEE_GET_BOOL(props, motion_blur_enable, SCE_EEVEE_MOTION_BLUR_ENABLED);
EEVEE_GET_BOOL(props, shadow_high_bitdepth, SCE_EEVEE_SHADOW_HIGH_BITDEPTH);
EEVEE_GET_BOOL(props, taa_reprojection, SCE_EEVEE_TAA_REPROJECTION);
EEVEE_GET_BOOL(props, sss_enable, SCE_EEVEE_SSS_ENABLED);
EEVEE_GET_BOOL(props, sss_separate_albedo, SCE_EEVEE_SSS_SEPARATE_ALBEDO);
EEVEE_GET_BOOL(props, ssr_enable, SCE_EEVEE_SSR_ENABLED);
EEVEE_GET_BOOL(props, ssr_refraction, SCE_EEVEE_SSR_REFRACTION);
EEVEE_GET_BOOL(props, ssr_halfres, SCE_EEVEE_SSR_HALF_RESOLUTION);
EEVEE_GET_INT(props, gi_diffuse_bounces);
EEVEE_GET_INT(props, gi_diffuse_bounces);
EEVEE_GET_INT(props, gi_cubemap_resolution);
EEVEE_GET_INT(props, gi_visibility_resolution);
EEVEE_GET_INT(props, taa_samples);
EEVEE_GET_INT(props, taa_render_samples);
EEVEE_GET_INT(props, sss_samples);
EEVEE_GET_FLOAT(props, sss_jitter_threshold);
EEVEE_GET_FLOAT(props, ssr_quality);
EEVEE_GET_FLOAT(props, ssr_max_roughness);
EEVEE_GET_FLOAT(props, ssr_thickness);
EEVEE_GET_FLOAT(props, ssr_border_fade);
EEVEE_GET_FLOAT(props, ssr_firefly_fac);
EEVEE_GET_FLOAT(props, volumetric_start);
EEVEE_GET_FLOAT(props, volumetric_end);
EEVEE_GET_INT(props, volumetric_tile_size);
EEVEE_GET_INT(props, volumetric_samples);
EEVEE_GET_FLOAT(props, volumetric_sample_distribution);
EEVEE_GET_FLOAT(props, volumetric_light_clamp);
EEVEE_GET_INT(props, volumetric_shadow_samples);
EEVEE_GET_FLOAT(props, gtao_distance);
EEVEE_GET_FLOAT(props, gtao_factor);
EEVEE_GET_FLOAT(props, gtao_quality);
EEVEE_GET_FLOAT(props, bokeh_max_size);
EEVEE_GET_FLOAT(props, bokeh_threshold);
EEVEE_GET_FLOAT_ARRAY(props, bloom_color, 3);
EEVEE_GET_FLOAT(props, bloom_threshold);
EEVEE_GET_FLOAT(props, bloom_knee);
EEVEE_GET_FLOAT(props, bloom_intensity);
EEVEE_GET_FLOAT(props, bloom_radius);
EEVEE_GET_FLOAT(props, bloom_clamp);
EEVEE_GET_INT(props, motion_blur_samples);
EEVEE_GET_FLOAT(props, motion_blur_shutter);
EEVEE_GET_INT(props, shadow_method);
EEVEE_GET_INT(props, shadow_cube_size);
EEVEE_GET_INT(props, shadow_cascade_size);
/* Cleanup. */
IDP_FreeProperty(scene->layer_properties);
MEM_freeN(scene->layer_properties);
scene->layer_properties = NULL;
#undef EEVEE_GET_FLOAT_ARRAY
#undef EEVEE_GET_FLOAT
#undef EEVEE_GET_INT
#undef EEVEE_GET_BOOL
}
}
}
}

View File

@ -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]);

View File

@ -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;

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@ -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);

View File

@ -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;

View File

@ -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) ||

View File

@ -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();

View File

@ -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};

View File

@ -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;

View File

@ -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)) {

View File

@ -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) {

View File

@ -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);

View File

@ -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);

View File

@ -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;
}

View File

@ -1017,7 +1017,7 @@ static void view3d_main_region_listener(
static void view3d_main_region_message_subscribe(
const struct bContext *C,
struct WorkSpace *workspace, struct Scene *scene,
struct WorkSpace *workspace, struct Scene *UNUSED(scene),
struct bScreen *UNUSED(screen), struct ScrArea *UNUSED(sa), struct ARegion *ar,
struct wmMsgBus *mbus)
{
@ -1075,19 +1075,7 @@ static void view3d_main_region_message_subscribe(
WM_msg_subscribe_rna_anon_prop(mbus, RenderSettings, use_border, &msg_sub_value_region_tag_redraw);
}
/* Each engine could be responsible for its own engine data types.
* For now this is simplest. */
if (STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE)) {
extern StructRNA RNA_ViewLayerEngineSettingsEevee;
WM_msg_subscribe_rna_anon_type(mbus, ViewLayerEngineSettingsEevee, &msg_sub_value_region_tag_redraw);
}
#ifdef WITH_CLAY_ENGINE
else if (STREQ(scene->r.engine, RE_engine_id_BLENDER_CLAY)) {
extern StructRNA RNA_ViewLayerEngineSettingsClay;
WM_msg_subscribe_rna_anon_type(mbus, ViewLayerEngineSettingsClay, &msg_sub_value_region_tag_redraw);
}
#endif
WM_msg_subscribe_rna_anon_type(mbus, SceneEEVEE, &msg_sub_value_region_tag_redraw);
WM_msg_subscribe_rna_anon_type(mbus, SceneDisplay, &msg_sub_value_region_tag_redraw);
WM_msg_subscribe_rna_anon_type(mbus, ObjectDisplay, &msg_sub_value_region_tag_redraw);

View File

@ -1363,6 +1363,53 @@ typedef struct SceneDisplay {
float shadow_shift;
} SceneDisplay;
typedef struct SceneEEVEE {
int flag;
int gi_diffuse_bounces;
int gi_cubemap_resolution;
int gi_visibility_resolution;
int taa_samples;
int taa_render_samples;
int sss_samples;
float sss_jitter_threshold;
float ssr_quality;
float ssr_max_roughness;
float ssr_thickness;
float ssr_border_fade;
float ssr_firefly_fac;
float volumetric_start;
float volumetric_end;
int volumetric_tile_size;
int volumetric_samples;
float volumetric_sample_distribution;
float volumetric_light_clamp;
int volumetric_shadow_samples;
float gtao_distance;
float gtao_factor;
float gtao_quality;
float bokeh_max_size;
float bokeh_threshold;
float bloom_color[3];
float bloom_threshold;
float bloom_knee;
float bloom_intensity;
float bloom_radius;
float bloom_clamp;
int motion_blur_samples;
float motion_blur_shutter;
int shadow_method;
int shadow_cube_size;
int shadow_cascade_size;
} SceneEEVEE;
/* *************************************************************** */
/* Scene ID-Block */
@ -1456,6 +1503,7 @@ typedef struct Scene {
IDProperty *layer_properties; /* settings to be override by workspaces */
struct SceneDisplay display;
struct SceneEEVEE eevee;
} Scene;
/* **************** RENDERDATA ********************* */
@ -2038,6 +2086,34 @@ typedef enum eGPencil_Placement_Flags {
#define USER_UNIT_OPT_SPLIT 1
#define USER_UNIT_ROT_RADIANS 2
/* SceneEEVEE->flag */
enum {
SCE_EEVEE_VOLUMETRIC_ENABLED = (1 << 0),
SCE_EEVEE_VOLUMETRIC_LIGHTS = (1 << 1),
SCE_EEVEE_VOLUMETRIC_SHADOWS = (1 << 2),
SCE_EEVEE_VOLUMETRIC_COLORED = (1 << 3),
SCE_EEVEE_GTAO_ENABLED = (1 << 4),
SCE_EEVEE_GTAO_BENT_NORMALS = (1 << 5),
SCE_EEVEE_GTAO_BOUNCE = (1 << 6),
SCE_EEVEE_DOF_ENABLED = (1 << 7),
SCE_EEVEE_BLOOM_ENABLED = (1 << 8),
SCE_EEVEE_MOTION_BLUR_ENABLED = (1 << 9),
SCE_EEVEE_SHADOW_HIGH_BITDEPTH = (1 << 10),
SCE_EEVEE_TAA_REPROJECTION = (1 << 11),
SCE_EEVEE_SSS_ENABLED = (1 << 12),
SCE_EEVEE_SSS_SEPARATE_ALBEDO = (1 << 13),
SCE_EEVEE_SSR_ENABLED = (1 << 14),
SCE_EEVEE_SSR_REFRACTION = (1 << 15),
SCE_EEVEE_SSR_HALF_RESOLUTION = (1 << 16),
};
/* SceneEEVEE->shadow_method */
enum {
SHADOW_ESM = 1,
SHADOW_VSM = 2,
SHADOW_METHOD_MAX = 3,
};
#ifdef __cplusplus
}
#endif

View File

@ -503,6 +503,7 @@ extern StructRNA RNA_RigidBodyObject;
extern StructRNA RNA_RigidBodyJointConstraint;
extern StructRNA RNA_SPHFluidSettings;
extern StructRNA RNA_Scene;
extern StructRNA RNA_SceneEEVEE;
extern StructRNA RNA_SceneRenderLayer;
extern StructRNA RNA_SceneSequence;
extern StructRNA RNA_SceneObjects;

View File

@ -290,18 +290,6 @@ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr,
#define RNA_LAYER_ENGINE_CLAY_GET_SET_BOOL(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(bool, Clay, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(float, Eevee, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT_ARRAY(_NAME_, _LEN_) \
RNA_LAYER_ENGINE_GET_SET_ARRAY(float, Eevee, _NAME_, _LEN_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(int, Eevee, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(bool, Eevee, _NAME_)
/* clay engine */
#ifdef WITH_CLAY_ENGINE
/* ViewLayer settings. */
@ -320,61 +308,6 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_attenuation)
RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(hair_brightness_randomness)
#endif /* WITH_CLAY_ENGINE */
/* eevee engine */
/* ViewLayer settings. */
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(gtao_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(gtao_use_bent_normals)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(gtao_bounce)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(gtao_factor)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(gtao_quality)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(gtao_distance)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(dof_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bokeh_max_size)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bokeh_threshold)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(bloom_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_threshold)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT_ARRAY(bloom_color, 3)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_knee)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_radius)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_clamp)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_intensity)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(motion_blur_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(motion_blur_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(motion_blur_shutter)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_start)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_end)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_tile_size)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_sample_distribution)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_lights)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(volumetric_light_clamp)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_shadows)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_shadow_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_colored_transmittance)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(sss_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(sss_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(sss_jitter_threshold)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(sss_separate_albedo)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_refraction)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_halfres)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_quality)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_max_roughness)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_thickness)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_border_fade)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_firefly_fac)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(shadow_method)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(shadow_cube_size)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(shadow_cascade_size)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(shadow_high_bitdepth)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(taa_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(taa_render_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(taa_reprojection)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(gi_diffuse_bounces)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(gi_cubemap_resolution)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(gi_visibility_resolution)
#undef RNA_LAYER_ENGINE_GET_SET
static void rna_ViewLayerEngineSettings_update(bContext *C, PointerRNA *UNUSED(ptr))
@ -448,9 +381,6 @@ static StructRNA *rna_ViewLayerSettings_refine(PointerRNA *ptr)
return &RNA_ViewLayerEngineSettingsClay;
}
#endif
if (STREQ(props->name, RE_engine_id_BLENDER_EEVEE)) {
return &RNA_ViewLayerEngineSettingsEevee;
}
break;
default:
BLI_assert(!"Mode not fully implemented");
@ -508,10 +438,6 @@ static StructRNA *rna_LayerCollectionSettings_refine(PointerRNA *ptr)
return &RNA_LayerCollectionEngineSettingsClay;
}
#endif
if (STREQ(props->name, RE_engine_id_BLENDER_EEVEE)) {
/* printf("Mode not fully implemented\n"); */
return &RNA_LayerCollectionSettings;
}
break;
default:
BLI_assert(!"Mode not fully implemented");
@ -995,473 +921,6 @@ static void rna_def_view_layer_engine_settings_clay(BlenderRNA *brna)
}
#endif /* WITH_CLAY_ENGINE */
static void rna_def_view_layer_engine_settings_eevee(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
/* Keep in sync with eevee_private.h */
static const EnumPropertyItem eevee_shadow_method_items[] = {
{1, "ESM", 0, "ESM", "Exponential Shadow Mapping"},
{2, "VSM", 0, "VSM", "Variance Shadow Mapping"},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_shadow_size_items[] = {
{64, "64", 0, "64px", ""},
{128, "128", 0, "128px", ""},
{256, "256", 0, "256px", ""},
{512, "512", 0, "512px", ""},
{1024, "1024", 0, "1024px", ""},
{2048, "2048", 0, "2048px", ""},
{4096, "4096", 0, "4096px", ""},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_gi_visibility_size_items[] = {
{8, "8", 0, "8px", ""},
{16, "16", 0, "16px", ""},
{32, "32", 0, "32px", ""},
{64, "64", 0, "64px", ""},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_volumetric_tile_size_items[] = {
{2, "2", 0, "2px", ""},
{4, "4", 0, "4px", ""},
{8, "8", 0, "8px", ""},
{16, "16", 0, "16px", ""},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "ViewLayerEngineSettingsEevee", "ViewLayerSettings");
RNA_def_struct_ui_text(srna, "Eevee Scene Layer Settings", "Eevee Engine settings");
RNA_define_verify_sdna(0); /* not in sdna */
/* see RNA_LAYER_ENGINE_GET_SET macro */
/* Indirect Lighting */
prop = RNA_def_property(srna, "gi_diffuse_bounces", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_gi_diffuse_bounces_get",
"rna_LayerEngineSettings_Eevee_gi_diffuse_bounces_set", NULL);
RNA_def_property_ui_text(prop, "Diffuse Bounces", "Number of time the light is reinjected inside light grids, "
"0 disable indirect diffuse light");
RNA_def_property_range(prop, 0, INT_MAX);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "gi_cubemap_resolution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_gi_cubemap_resolution_get",
"rna_LayerEngineSettings_Eevee_gi_cubemap_resolution_set", NULL);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_ui_text(prop, "Cubemap Size", "Size of every cubemaps");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "gi_visibility_resolution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_gi_visibility_resolution_get",
"rna_LayerEngineSettings_Eevee_gi_visibility_resolution_set", NULL);
RNA_def_property_enum_items(prop, eevee_gi_visibility_size_items);
RNA_def_property_ui_text(prop, "Irradiance Visibility Size",
"Size of the shadow map applied to each irradiance sample");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Temporal Anti-Aliasing (super sampling) */
prop = RNA_def_property(srna, "taa_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_taa_samples_get",
"rna_LayerEngineSettings_Eevee_taa_samples_set", NULL);
RNA_def_property_ui_text(prop, "Viewport Samples", "Number of samples, unlimited if 0");
RNA_def_property_range(prop, 0, INT_MAX);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "taa_render_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_taa_render_samples_get",
"rna_LayerEngineSettings_Eevee_taa_render_samples_set", NULL);
RNA_def_property_ui_text(prop, "Render Samples", "Number of samples per pixels for rendering");
RNA_def_property_range(prop, 1, INT_MAX);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "taa_reprojection", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_taa_reprojection_get",
"rna_LayerEngineSettings_Eevee_taa_reprojection_set");
RNA_def_property_ui_text(prop, "Viewport Denoising", "Denoise image using temporal reprojection "
"(can leave some ghosting)");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Screen Space Subsurface Scattering */
prop = RNA_def_property(srna, "sss_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_sss_enable_get",
"rna_LayerEngineSettings_Eevee_sss_enable_set");
RNA_def_property_ui_text(prop, "Subsurface Scattering", "Enable screen space subsurface scattering");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "sss_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_sss_samples_get",
"rna_LayerEngineSettings_Eevee_sss_samples_set", NULL);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to compute the scattering effect");
RNA_def_property_range(prop, 1, 32);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "sss_jitter_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_sss_jitter_threshold_get",
"rna_LayerEngineSettings_Eevee_sss_jitter_threshold_set", NULL);
RNA_def_property_ui_text(prop, "Jitter Threshold", "Rotate samples that are below this threshold");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_sss_separate_albedo_get",
"rna_LayerEngineSettings_Eevee_sss_separate_albedo_set");
RNA_def_property_ui_text(prop, "Separate Albedo", "Avoid albedo being blured by the subsurface scattering "
"but uses more video memory");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Screen Space Reflection */
prop = RNA_def_property(srna, "ssr_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_enable_get",
"rna_LayerEngineSettings_Eevee_ssr_enable_set");
RNA_def_property_ui_text(prop, "Screen Space Reflections", "Enable screen space reflection");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_refraction", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_refraction_get",
"rna_LayerEngineSettings_Eevee_ssr_refraction_set");
RNA_def_property_ui_text(prop, "Screen Space Refractions", "Enable screen space Refractions");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_halfres", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_halfres_get",
"rna_LayerEngineSettings_Eevee_ssr_halfres_set");
RNA_def_property_ui_text(prop, "Half Res Trace", "Raytrace at a lower resolution");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_quality", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_quality_get",
"rna_LayerEngineSettings_Eevee_ssr_quality_set", NULL);
RNA_def_property_ui_text(prop, "Trace Quality", "Quality of the screen space raytracing");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_max_roughness", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_max_roughness_get",
"rna_LayerEngineSettings_Eevee_ssr_max_roughness_set", NULL);
RNA_def_property_ui_text(prop, "Max Roughness", "Do not raytrace reflections for roughness above this value");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_thickness", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_thickness_get",
"rna_LayerEngineSettings_Eevee_ssr_thickness_set", NULL);
RNA_def_property_ui_text(prop, "Thickness", "Pixel thickness used to detect intersection");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 5, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_border_fade", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_border_fade_get",
"rna_LayerEngineSettings_Eevee_ssr_border_fade_set", NULL);
RNA_def_property_ui_text(prop, "Edge Fading", "Screen percentage used to fade the SSR");
RNA_def_property_range(prop, 0.0f, 0.5f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ssr_firefly_fac", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_firefly_fac_get",
"rna_LayerEngineSettings_Eevee_ssr_firefly_fac_set", NULL);
RNA_def_property_ui_text(prop, "Clamp", "Clamp pixel intensity to remove noise (0 to disabled)");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Volumetrics */
prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_enable_get",
"rna_LayerEngineSettings_Eevee_volumetric_enable_set");
RNA_def_property_ui_text(prop, "Volumetrics", "Enable scattering and absorbance of volumetric material");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_start", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_start_get",
"rna_LayerEngineSettings_Eevee_volumetric_start_set", NULL);
RNA_def_property_ui_text(prop, "Start", "Start distance of the volumetric effect");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_end", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_end_get",
"rna_LayerEngineSettings_Eevee_volumetric_end_set", NULL);
RNA_def_property_ui_text(prop, "End", "End distance of the volumetric effect");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_tile_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_tile_size_get",
"rna_LayerEngineSettings_Eevee_volumetric_tile_size_set", NULL);
RNA_def_property_enum_items(prop, eevee_volumetric_tile_size_items);
RNA_def_property_ui_text(prop, "Tile Size", "Control the quality of the volumetric effects "
"(lower size increase vram usage and quality)");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_samples_get",
"rna_LayerEngineSettings_Eevee_volumetric_samples_set", NULL);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to compute volumetric effects");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_range(prop, 1, 256);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_sample_distribution", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_sample_distribution_get",
"rna_LayerEngineSettings_Eevee_volumetric_sample_distribution_set", NULL);
RNA_def_property_ui_text(prop, "Exponential Sampling", "Distribute more samples closer to the camera");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_lights_get",
"rna_LayerEngineSettings_Eevee_volumetric_lights_set");
RNA_def_property_ui_text(prop, "Volumetric Lighting", "Enable scene lamps interactions with volumetrics");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_light_clamp", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_light_clamp_get",
"rna_LayerEngineSettings_Eevee_volumetric_light_clamp_set", NULL);
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_text(prop, "Clamp", "Maximum light contribution, reducing noise");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_shadows_get",
"rna_LayerEngineSettings_Eevee_volumetric_shadows_set");
RNA_def_property_ui_text(prop, "Volumetric Shadows", "Generate shadows from volumetric material (Very expensive)");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_shadow_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_shadow_samples_get",
"rna_LayerEngineSettings_Eevee_volumetric_shadow_samples_set", NULL);
RNA_def_property_range(prop, 1, 128);
RNA_def_property_ui_text(prop, "Volumetric Shadow Samples", "Number of samples to compute volumetric shadowing");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_colored_transmittance_get",
"rna_LayerEngineSettings_Eevee_volumetric_colored_transmittance_set");
RNA_def_property_ui_text(prop, "Colored Transmittance", "Enable wavelength dependent volumetric transmittance");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Ambient Occlusion */
prop = RNA_def_property(srna, "gtao_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_enable_get",
"rna_LayerEngineSettings_Eevee_gtao_enable_set");
RNA_def_property_ui_text(prop, "Ambient Occlusion", "Enable ambient occlusion to simulate medium scale indirect shadowing");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "gtao_use_bent_normals", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_use_bent_normals_get",
"rna_LayerEngineSettings_Eevee_gtao_use_bent_normals_set");
RNA_def_property_ui_text(prop, "Bent Normals", "Compute main non occluded direction to sample the environment");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "gtao_bounce", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_bounce_get",
"rna_LayerEngineSettings_Eevee_gtao_bounce_set");
RNA_def_property_ui_text(prop, "Bounces Approximation", "An approximation to simulate light bounces "
"giving less occlusion on brighter objects");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "gtao_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_factor_get", "rna_LayerEngineSettings_Eevee_gtao_factor_set", NULL);
RNA_def_property_ui_text(prop, "Factor", "Factor for ambient occlusion blending");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1f, 2);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
prop = RNA_def_property(srna, "gtao_quality", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_quality_get", "rna_LayerEngineSettings_Eevee_gtao_quality_set", NULL);
RNA_def_property_ui_text(prop, "Trace Quality", "Quality of the horizon search");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
prop = RNA_def_property(srna, "gtao_distance", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_distance_get", "rna_LayerEngineSettings_Eevee_gtao_distance_set", NULL);
RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the ambient occlusion effect");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
/* Depth of Field */
prop = RNA_def_property(srna, "dof_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_dof_enable_get",
"rna_LayerEngineSettings_Eevee_dof_enable_set");
RNA_def_property_ui_text(prop, "Depth of Field", "Enable depth of field using the values from the active camera");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bokeh_max_size", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bokeh_max_size_get",
"rna_LayerEngineSettings_Eevee_bokeh_max_size_set", NULL);
RNA_def_property_ui_text(prop, "Max Size", "Max size of the bokeh shape for the depth of field (lower is faster)");
RNA_def_property_range(prop, 0.0f, 2000.0f);
RNA_def_property_ui_range(prop, 2.0f, 200.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bokeh_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bokeh_threshold_get",
"rna_LayerEngineSettings_Eevee_bokeh_threshold_set", NULL);
RNA_def_property_ui_text(prop, "Sprite Threshold", "Brightness threshold for using sprite base depth of field");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Bloom */
prop = RNA_def_property(srna, "bloom_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_enable_get",
"rna_LayerEngineSettings_Eevee_bloom_enable_set");
RNA_def_property_ui_text(prop, "Bloom", "High brighness pixels generate a glowing effect");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_threshold_get",
"rna_LayerEngineSettings_Eevee_bloom_threshold_set", NULL);
RNA_def_property_ui_text(prop, "Threshold", "Filters out pixels under this level of brightness");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_array(prop, 3);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_color_get",
"rna_LayerEngineSettings_Eevee_bloom_color_set", NULL);
RNA_def_property_ui_text(prop, "Color", "Color applied to the bloom effect");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_knee", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_knee_get",
"rna_LayerEngineSettings_Eevee_bloom_knee_set", NULL);
RNA_def_property_ui_text(prop, "Knee", "Makes transition between under/over-threshold gradual");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_radius", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_radius_get",
"rna_LayerEngineSettings_Eevee_bloom_radius_set", NULL);
RNA_def_property_ui_text(prop, "Radius", "Bloom spread distance");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_clamp", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_clamp_get",
"rna_LayerEngineSettings_Eevee_bloom_clamp_set", NULL);
RNA_def_property_ui_text(prop, "Clamp", "Maximum intensity a bloom pixel can have");
RNA_def_property_range(prop, 0.0f, 1000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "bloom_intensity", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_bloom_intensity_get",
"rna_LayerEngineSettings_Eevee_bloom_intensity_set", NULL);
RNA_def_property_ui_text(prop, "Intensity", "Blend factor");
RNA_def_property_range(prop, 0.0f, 10000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Motion blur */
prop = RNA_def_property(srna, "motion_blur_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_motion_blur_enable_get",
"rna_LayerEngineSettings_Eevee_motion_blur_enable_set");
RNA_def_property_ui_text(prop, "Motion Blur", "Enable motion blur effect (only in camera view)");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "motion_blur_samples", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_motion_blur_samples_get",
"rna_LayerEngineSettings_Eevee_motion_blur_samples_set", NULL);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to take with motion blur");
RNA_def_property_range(prop, 1, 64);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "motion_blur_shutter", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_motion_blur_shutter_get",
"rna_LayerEngineSettings_Eevee_motion_blur_shutter_set", NULL);
RNA_def_property_ui_text(prop, "Shutter", "Time taken in frames between shutter open and close");
RNA_def_property_ui_range(prop, 0.01f, 2.0f, 1, 2);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
/* Shadows */
prop = RNA_def_property(srna, "shadow_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_shadow_method_get", "rna_LayerEngineSettings_Eevee_shadow_method_set", NULL);
RNA_def_property_enum_items(prop, eevee_shadow_method_items);
RNA_def_property_ui_text(prop, "Method", "Technique use to compute the shadows");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "shadow_cube_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_shadow_cube_size_get", "rna_LayerEngineSettings_Eevee_shadow_cube_size_set", NULL);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_ui_text(prop, "Cube Shadows Resolution", "Size of point and area lamps shadow maps");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "shadow_cascade_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Eevee_shadow_cascade_size_get", "rna_LayerEngineSettings_Eevee_shadow_cascade_size_set", NULL);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_ui_text(prop, "Directional Shadows Resolution", "Size of sun lamps shadow maps");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_shadow_high_bitdepth_get", "rna_LayerEngineSettings_Eevee_shadow_high_bitdepth_set");
RNA_def_property_ui_text(prop, "High Bitdepth", "Use 32bit shadows");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
RNA_define_verify_sdna(1); /* not in sdna */
}
#ifdef WITH_CLAY_ENGINE
static void rna_def_layer_collection_engine_settings_clay(BlenderRNA *brna)
{
@ -1614,7 +1073,6 @@ static void rna_def_view_layer_settings(BlenderRNA *brna)
#ifdef WITH_CLAY_ENGINE
rna_def_view_layer_engine_settings_clay(brna);
#endif
rna_def_view_layer_engine_settings_eevee(brna);
RNA_define_verify_sdna(1);
}

View File

@ -948,6 +948,11 @@ static void rna_Scene_all_keyingsets_next(CollectionPropertyIterator *iter)
iter->valid = (internal->link != NULL);
}
static char *rna_SceneEEVEE_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("eevee");
}
static int rna_RenderSettings_stereoViews_skip(CollectionPropertyIterator *iter, void *UNUSED(data))
{
ListBaseIterator *internal = &iter->internal.listbase;
@ -5695,7 +5700,337 @@ static void rna_def_scene_display(BlenderRNA *brna)
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 2);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_set_update");
}
static void rna_def_scene_eevee(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static const EnumPropertyItem eevee_shadow_method_items[] = {
{SHADOW_ESM, "ESM", 0, "ESM", "Exponential Shadow Mapping"},
{SHADOW_VSM, "VSM", 0, "VSM", "Variance Shadow Mapping"},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_shadow_size_items[] = {
{64, "64", 0, "64px", ""},
{128, "128", 0, "128px", ""},
{256, "256", 0, "256px", ""},
{512, "512", 0, "512px", ""},
{1024, "1024", 0, "1024px", ""},
{2048, "2048", 0, "2048px", ""},
{4096, "4096", 0, "4096px", ""},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_gi_visibility_size_items[] = {
{8, "8", 0, "8px", ""},
{16, "16", 0, "16px", ""},
{32, "32", 0, "32px", ""},
{64, "64", 0, "64px", ""},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem eevee_volumetric_tile_size_items[] = {
{2, "2", 0, "2px", ""},
{4, "4", 0, "4px", ""},
{8, "8", 0, "8px", ""},
{16, "16", 0, "16px", ""},
{0, NULL, 0, NULL, NULL}
};
static float default_bloom_color[3] = {1.0f, 1.0f, 1.0f};
srna = RNA_def_struct(brna, "SceneEEVEE", NULL);
RNA_def_struct_path_func(srna, "rna_SceneEEVEE_path");
RNA_def_struct_ui_text(srna, "Scene Display", "Scene display settings for 3d viewport");
/* Indirect Lighting */
prop = RNA_def_property(srna, "gi_diffuse_bounces", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 3);
RNA_def_property_ui_text(prop, "Diffuse Bounces", "Number of time the light is reinjected inside light grids, "
"0 disable indirect diffuse light");
RNA_def_property_range(prop, 0, INT_MAX);
prop = RNA_def_property(srna, "gi_cubemap_resolution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_enum_default(prop, 512);
RNA_def_property_ui_text(prop, "Cubemap Size", "Size of every cubemaps");
prop = RNA_def_property(srna, "gi_visibility_resolution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, eevee_gi_visibility_size_items);
RNA_def_property_enum_default(prop, 32);
RNA_def_property_ui_text(prop, "Irradiance Visibility Size",
"Size of the shadow map applied to each irradiance sample");
/* Temporal Anti-Aliasing (super sampling) */
prop = RNA_def_property(srna, "taa_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 16);
RNA_def_property_ui_text(prop, "Viewport Samples", "Number of samples, unlimited if 0");
RNA_def_property_range(prop, 0, INT_MAX);
prop = RNA_def_property(srna, "taa_render_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 64);
RNA_def_property_ui_text(prop, "Render Samples", "Number of samples per pixels for rendering");
RNA_def_property_range(prop, 1, INT_MAX);
prop = RNA_def_property(srna, "taa_reprojection", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_TAA_REPROJECTION);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Viewport Denoising", "Denoise image using temporal reprojection "
"(can leave some ghosting)");
/* Screen Space Subsurface Scattering */
prop = RNA_def_property(srna, "sss_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Subsurface Scattering", "Enable screen space subsurface scattering");
prop = RNA_def_property(srna, "sss_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 7);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to compute the scattering effect");
RNA_def_property_range(prop, 1, 32);
prop = RNA_def_property(srna, "sss_jitter_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.3f);
RNA_def_property_ui_text(prop, "Jitter Threshold", "Rotate samples that are below this threshold");
RNA_def_property_range(prop, 0.0f, 1.0f);
prop = RNA_def_property(srna, "sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_SEPARATE_ALBEDO);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Separate Albedo", "Avoid albedo being blured by the subsurface scattering "
"but uses more video memory");
/* Screen Space Reflection */
prop = RNA_def_property(srna, "ssr_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Screen Space Reflections", "Enable screen space reflection");
prop = RNA_def_property(srna, "ssr_refraction", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_REFRACTION);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Screen Space Refractions", "Enable screen space Refractions");
prop = RNA_def_property(srna, "ssr_halfres", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_HALF_RESOLUTION);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Half Res Trace", "Raytrace at a lower resolution");
prop = RNA_def_property(srna, "ssr_quality", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.25f);
RNA_def_property_ui_text(prop, "Trace Quality", "Quality of the screen space raytracing");
RNA_def_property_range(prop, 0.0f, 1.0f);
prop = RNA_def_property(srna, "ssr_max_roughness", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.5f);
RNA_def_property_ui_text(prop, "Max Roughness", "Do not raytrace reflections for roughness above this value");
RNA_def_property_range(prop, 0.0f, 1.0f);
prop = RNA_def_property(srna, "ssr_thickness", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_default(prop, 0.2f);
RNA_def_property_ui_text(prop, "Thickness", "Pixel thickness used to detect intersection");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 5, 3);
prop = RNA_def_property(srna, "ssr_border_fade", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.075f);
RNA_def_property_ui_text(prop, "Edge Fading", "Screen percentage used to fade the SSR");
RNA_def_property_range(prop, 0.0f, 0.5f);
prop = RNA_def_property(srna, "ssr_firefly_fac", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_default(prop, 10.0f);
RNA_def_property_ui_text(prop, "Clamp", "Clamp pixel intensity to remove noise (0 to disabled)");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
/* Volumetrics */
prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Volumetrics", "Enable scattering and absorbance of volumetric material");
prop = RNA_def_property(srna, "volumetric_start", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_default(prop, 0.1f);
RNA_def_property_ui_text(prop, "Start", "Start distance of the volumetric effect");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
prop = RNA_def_property(srna, "volumetric_end", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_default(prop, 100.0f);
RNA_def_property_ui_text(prop, "End", "End distance of the volumetric effect");
RNA_def_property_range(prop, 1e-6f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
prop = RNA_def_property(srna, "volumetric_tile_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_default(prop, 8);
RNA_def_property_enum_items(prop, eevee_volumetric_tile_size_items);
RNA_def_property_ui_text(prop, "Tile Size", "Control the quality of the volumetric effects "
"(lower size increase vram usage and quality)");
prop = RNA_def_property(srna, "volumetric_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 64);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to compute volumetric effects");
RNA_def_property_range(prop, 1, 256);
prop = RNA_def_property(srna, "volumetric_sample_distribution", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.8f);
RNA_def_property_ui_text(prop, "Exponential Sampling", "Distribute more samples closer to the camera");
prop = RNA_def_property(srna, "volumetric_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_LIGHTS);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Volumetric Lighting", "Enable scene lamps interactions with volumetrics");
prop = RNA_def_property(srna, "volumetric_light_clamp", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_default(prop, 0.0f);
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_text(prop, "Clamp", "Maximum light contribution, reducing noise");
prop = RNA_def_property(srna, "volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_SHADOWS);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Volumetric Shadows", "Generate shadows from volumetric material (Very expensive)");
prop = RNA_def_property(srna, "volumetric_shadow_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_default(prop, 16);
RNA_def_property_range(prop, 1, 128);
RNA_def_property_ui_text(prop, "Volumetric Shadow Samples", "Number of samples to compute volumetric shadowing");
prop = RNA_def_property(srna, "volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_COLORED);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Colored Transmittance", "Enable wavelength dependent volumetric transmittance");
/* Ambient Occlusion */
prop = RNA_def_property(srna, "gtao_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Ambient Occlusion", "Enable ambient occlusion to simulate medium scale indirect shadowing");
prop = RNA_def_property(srna, "gtao_use_bent_normals", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BENT_NORMALS);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Bent Normals", "Compute main non occluded direction to sample the environment");
prop = RNA_def_property(srna, "gtao_bounce", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BOUNCE);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Bounces Approximation", "An approximation to simulate light bounces "
"giving less occlusion on brighter objects");
prop = RNA_def_property(srna, "gtao_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Factor", "Factor for ambient occlusion blending");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1f, 2);
prop = RNA_def_property(srna, "gtao_quality", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.25f);
RNA_def_property_ui_text(prop, "Trace Quality", "Quality of the horizon search");
RNA_def_property_range(prop, 0.0f, 1.0f);
prop = RNA_def_property(srna, "gtao_distance", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_default(prop, 0.2f);
RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the ambient occlusion effect");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
/* Depth of Field */
prop = RNA_def_property(srna, "dof_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_DOF_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Depth of Field", "Enable depth of field using the values from the active camera");
prop = RNA_def_property(srna, "bokeh_max_size", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 100.0f);
RNA_def_property_ui_text(prop, "Max Size", "Max size of the bokeh shape for the depth of field (lower is faster)");
RNA_def_property_range(prop, 0.0f, 2000.0f);
RNA_def_property_ui_range(prop, 2.0f, 200.0f, 1, 3);
prop = RNA_def_property(srna, "bokeh_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Sprite Threshold", "Brightness threshold for using sprite base depth of field");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
/* Bloom */
prop = RNA_def_property(srna, "bloom_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_BLOOM_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Bloom", "High brighness pixels generate a glowing effect");
prop = RNA_def_property(srna, "bloom_threshold", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.8f);
RNA_def_property_ui_text(prop, "Threshold", "Filters out pixels under this level of brightness");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
prop = RNA_def_property(srna, "bloom_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_array_default(prop, default_bloom_color);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Color", "Color applied to the bloom effect");
prop = RNA_def_property(srna, "bloom_knee", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 0.5f);
RNA_def_property_ui_text(prop, "Knee", "Makes transition between under/over-threshold gradual");
RNA_def_property_range(prop, 0.0f, 1.0f);
prop = RNA_def_property(srna, "bloom_radius", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 6.5f);
RNA_def_property_ui_text(prop, "Radius", "Bloom spread distance");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
prop = RNA_def_property(srna, "bloom_clamp", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Clamp", "Maximum intensity a bloom pixel can have");
RNA_def_property_range(prop, 0.0f, 1000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
prop = RNA_def_property(srna, "bloom_intensity", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_default(prop, 0.8f);
RNA_def_property_ui_text(prop, "Intensity", "Blend factor");
RNA_def_property_range(prop, 0.0f, 10000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
/* Motion blur */
prop = RNA_def_property(srna, "motion_blur_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_MOTION_BLUR_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Motion Blur", "Enable motion blur effect (only in camera view)");
prop = RNA_def_property(srna, "motion_blur_samples", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_default(prop, 8);
RNA_def_property_ui_text(prop, "Samples", "Number of samples to take with motion blur");
RNA_def_property_range(prop, 1, 64);
prop = RNA_def_property(srna, "motion_blur_shutter", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Shutter", "Time taken in frames between shutter open and close");
RNA_def_property_ui_range(prop, 0.01f, 2.0f, 1, 2);
/* Shadows */
prop = RNA_def_property(srna, "shadow_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_default(prop, SHADOW_ESM);
RNA_def_property_enum_items(prop, eevee_shadow_method_items);
RNA_def_property_ui_text(prop, "Method", "Technique use to compute the shadows");
prop = RNA_def_property(srna, "shadow_cube_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_default(prop, 512);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_ui_text(prop, "Cube Shadows Resolution", "Size of point and area lamps shadow maps");
prop = RNA_def_property(srna, "shadow_cascade_size", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_default(prop, 1024);
RNA_def_property_enum_items(prop, eevee_shadow_size_items);
RNA_def_property_ui_text(prop, "Directional Shadows Resolution", "Size of sun lamps shadow maps");
prop = RNA_def_property(srna, "shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SHADOW_HIGH_BITDEPTH);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "High Bitdepth", "Use 32bit shadows");
}
void RNA_def_scene(BlenderRNA *brna)
@ -6153,6 +6488,11 @@ void RNA_def_scene(BlenderRNA *brna)
RNA_def_property_struct_type(prop, "SceneDisplay");
RNA_def_property_ui_text(prop, "Scene Display", "Scene display settings for 3d viewport");
/* EEVEE */
prop = RNA_def_property(srna, "eevee", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "SceneEEVEE");
RNA_def_property_ui_text(prop, "EEVEE", "EEVEE settings for the scene");
/* Nestled Data */
/* *** Non-Animated *** */
RNA_define_animate_sdna(false);
@ -6168,6 +6508,7 @@ void RNA_def_scene(BlenderRNA *brna)
rna_def_selected_uv_element(brna);
rna_def_display_safe_areas(brna);
rna_def_scene_display(brna);
rna_def_scene_eevee(brna);
RNA_define_animate_sdna(true);
/* *** Animated *** */
rna_def_scene_render_data(brna);