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blender-archive/source/blender/draw/engines/eevee_next/eevee_world.cc
Clément Foucault f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00

96 lines
2.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*/
#include "BKE_lib_id.h"
#include "BKE_node.h"
#include "BKE_world.h"
#include "DEG_depsgraph_query.h"
#include "NOD_shader.h"
#include "eevee_instance.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Default Material
*
* \{ */
DefaultWorldNodeTree::DefaultWorldNodeTree()
{
bNodeTree *ntree = ntreeAddTree(nullptr, "World Nodetree", ntreeType_Shader->idname);
bNode *background = nodeAddStaticNode(nullptr, ntree, SH_NODE_BACKGROUND);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_WORLD);
bNodeSocket *background_out = nodeFindSocket(background, SOCK_OUT, "Background");
bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
nodeAddLink(ntree, background, background_out, output, output_in);
nodeSetActive(ntree, output);
color_socket_ =
(bNodeSocketValueRGBA *)nodeFindSocket(background, SOCK_IN, "Color")->default_value;
ntree_ = ntree;
}
DefaultWorldNodeTree::~DefaultWorldNodeTree()
{
ntreeFreeEmbeddedTree(ntree_);
MEM_SAFE_FREE(ntree_);
}
/* Configure a default nodetree with the given world. */
bNodeTree *DefaultWorldNodeTree::nodetree_get(::World *wo)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
copy_v3_fl3(color_socket_->value, wo->horr, wo->horg, wo->horb);
return ntree_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name World
*
* \{ */
void World::sync()
{
// if (inst_.lookdev.sync_world()) {
// return;
// }
::World *bl_world = inst_.scene->world;
if (bl_world == nullptr) {
// bl_world = BKE_world_default();
return;
}
WorldHandle &wo_handle = inst_.sync.sync_world(bl_world);
if (wo_handle.recalc != 0) {
// inst_.lightprobes.set_world_dirty();
}
wo_handle.reset_recalc_flag();
/* TODO(fclem) This should be detected to scene level. */
::World *orig_world = (::World *)DEG_get_original_id(&bl_world->id);
if (assign_if_different(prev_original_world, orig_world)) {
inst_.sampling.reset();
}
bNodeTree *ntree = (bl_world->nodetree && bl_world->use_nodes) ?
bl_world->nodetree :
default_tree.nodetree_get(bl_world);
GPUMaterial *gpumat = inst_.shaders.world_shader_get(bl_world, ntree);
inst_.pipelines.world.sync(gpumat);
}
/** \} */
} // namespace blender::eevee