518 lines
18 KiB
C
518 lines
18 KiB
C
/*
|
|
* Copyright 2016, Blender Foundation.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Contributor(s): Blender Institute
|
|
*
|
|
*/
|
|
|
|
/** \file eevee_engine.c
|
|
* \ingroup draw_engine
|
|
*/
|
|
|
|
#include "DRW_render.h"
|
|
|
|
#include "BLI_dynstr.h"
|
|
#include "BLI_rand.h"
|
|
|
|
#include "BKE_object.h"
|
|
#include "BKE_global.h" /* for G.debug_value */
|
|
#include "BKE_screen.h"
|
|
|
|
#include "DNA_world_types.h"
|
|
|
|
#include "ED_screen.h"
|
|
|
|
#include "GPU_material.h"
|
|
#include "GPU_glew.h"
|
|
|
|
#include "eevee_engine.h"
|
|
#include "eevee_private.h"
|
|
|
|
#define EEVEE_ENGINE "BLENDER_EEVEE"
|
|
|
|
extern GlobalsUboStorage ts;
|
|
|
|
/* *********** FUNCTIONS *********** */
|
|
|
|
static void eevee_engine_init(void *ved)
|
|
{
|
|
EEVEE_Data *vedata = (EEVEE_Data *)ved;
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
RegionView3D *rv3d = draw_ctx->rv3d;
|
|
Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
|
|
|
|
if (!stl->g_data) {
|
|
/* Alloc transient pointers */
|
|
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
|
|
}
|
|
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
|
|
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
|
|
|
|
DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
|
|
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
|
|
(int)viewport_size[0], (int)viewport_size[1],
|
|
&tex, 1);
|
|
|
|
if (sldata->common_ubo == NULL) {
|
|
sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
|
|
}
|
|
|
|
/* EEVEE_effects_init needs to go first for TAA */
|
|
EEVEE_effects_init(sldata, vedata, camera);
|
|
EEVEE_materials_init(sldata, stl, fbl);
|
|
EEVEE_lights_init(sldata);
|
|
EEVEE_lightprobes_init(sldata, vedata);
|
|
|
|
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
|
|
/* XXX otherwise it would break the other engines. */
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_WININV);
|
|
}
|
|
}
|
|
|
|
static void eevee_cache_init(void *vedata)
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
EEVEE_bloom_cache_init(sldata, vedata);
|
|
EEVEE_depth_of_field_cache_init(sldata, vedata);
|
|
EEVEE_effects_cache_init(sldata, vedata);
|
|
EEVEE_lightprobes_cache_init(sldata, vedata);
|
|
EEVEE_lights_cache_init(sldata, psl);
|
|
EEVEE_materials_cache_init(vedata);
|
|
EEVEE_motion_blur_cache_init(sldata, vedata);
|
|
EEVEE_occlusion_cache_init(sldata, vedata);
|
|
EEVEE_screen_raytrace_cache_init(sldata, vedata);
|
|
EEVEE_subsurface_cache_init(sldata, vedata);
|
|
EEVEE_temporal_sampling_cache_init(sldata, vedata);
|
|
EEVEE_volumes_cache_init(sldata, vedata);
|
|
}
|
|
|
|
static void eevee_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
const bool is_active = (ob == draw_ctx->obact);
|
|
if (is_active) {
|
|
if (DRW_object_is_mode_shade(ob) == true) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (DRW_check_object_visible_within_active_context(ob) == false) {
|
|
return;
|
|
}
|
|
|
|
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
|
|
EEVEE_materials_cache_populate(vedata, sldata, ob);
|
|
|
|
const bool cast_shadow = true;
|
|
|
|
if (cast_shadow) {
|
|
EEVEE_lights_cache_shcaster_object_add(sldata, ob);
|
|
}
|
|
}
|
|
else if (ob->type == OB_LIGHTPROBE) {
|
|
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
|
|
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
|
|
}
|
|
else {
|
|
EEVEE_lightprobes_cache_add(sldata, ob);
|
|
}
|
|
}
|
|
else if (ob->type == OB_LAMP) {
|
|
EEVEE_lights_cache_add(sldata, ob);
|
|
}
|
|
}
|
|
|
|
static void eevee_cache_finish(void *vedata)
|
|
{
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
EEVEE_materials_cache_finish(vedata);
|
|
EEVEE_lights_cache_finish(sldata);
|
|
EEVEE_lightprobes_cache_finish(sldata, vedata);
|
|
}
|
|
|
|
/* As renders in an HDR offscreen buffer, we need draw everything once
|
|
* during the background pass. This way the other drawing callback between
|
|
* the background and the scene pass are visible.
|
|
* Note: we could break it up in two passes using some depth test
|
|
* to reduce the fillrate */
|
|
static void eevee_draw_background(void *vedata)
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
/* Default framebuffer and texture */
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
/* Sort transparents before the loop. */
|
|
DRW_pass_sort_shgroup_z(psl->transparent_pass);
|
|
|
|
/* Number of iteration: needed for all temporal effect (SSR, TAA)
|
|
* when using opengl render. */
|
|
int loop_ct = DRW_state_is_image_render() ? 4 : 1;
|
|
|
|
while (loop_ct--) {
|
|
unsigned int primes[3] = {2, 3, 7};
|
|
double offset[3] = {0.0, 0.0, 0.0};
|
|
double r[3];
|
|
|
|
if (DRW_state_is_image_render() ||
|
|
((stl->effects->enabled_effects & EFFECT_TAA) != 0))
|
|
{
|
|
BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
|
|
EEVEE_update_noise(psl, fbl, r);
|
|
EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 1);
|
|
EEVEE_materials_init(sldata, stl, fbl);
|
|
}
|
|
/* Copy previous persmat to UBO data */
|
|
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
|
|
|
|
/* Refresh Probes */
|
|
DRW_stats_group_start("Probes Refresh");
|
|
EEVEE_lightprobes_refresh(sldata, vedata);
|
|
EEVEE_lightprobes_refresh_planar(sldata, vedata);
|
|
DRW_stats_group_end();
|
|
|
|
/* Update common buffer after probe rendering. */
|
|
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
|
|
|
|
/* Refresh shadows */
|
|
DRW_stats_group_start("Shadows");
|
|
EEVEE_draw_shadows(sldata, psl);
|
|
DRW_stats_group_end();
|
|
|
|
/* Attach depth to the hdr buffer and bind it */
|
|
DRW_framebuffer_texture_detach(dtxl->depth);
|
|
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
|
|
DRW_framebuffer_bind(fbl->main);
|
|
if (DRW_state_draw_background()) {
|
|
DRW_framebuffer_clear(false, true, true, NULL, 1.0f);
|
|
}
|
|
else {
|
|
/* We need to clear the alpha chanel in this case. */
|
|
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
DRW_framebuffer_clear(true, true, true, clear_col, 1.0f);
|
|
}
|
|
|
|
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
|
|
(stl->effects->taa_current_sample > 1) &&
|
|
!DRW_state_is_image_render())
|
|
{
|
|
DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
|
|
DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
|
|
DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
|
|
DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
|
|
}
|
|
|
|
/* Depth prepass */
|
|
DRW_stats_group_start("Prepass");
|
|
DRW_draw_pass(psl->depth_pass);
|
|
DRW_draw_pass(psl->depth_pass_cull);
|
|
DRW_stats_group_end();
|
|
|
|
/* Create minmax texture */
|
|
DRW_stats_group_start("Main MinMax buffer");
|
|
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
|
|
DRW_stats_group_end();
|
|
|
|
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
|
|
EEVEE_volumes_compute(sldata, vedata);
|
|
|
|
/* Shading pass */
|
|
DRW_stats_group_start("Shading");
|
|
if (DRW_state_draw_background()) {
|
|
DRW_draw_pass(psl->background_pass);
|
|
}
|
|
EEVEE_draw_default_passes(psl);
|
|
DRW_draw_pass(psl->material_pass);
|
|
EEVEE_subsurface_data_render(sldata, vedata);
|
|
DRW_stats_group_end();
|
|
|
|
/* Effects pre-transparency */
|
|
EEVEE_subsurface_compute(sldata, vedata);
|
|
EEVEE_reflection_compute(sldata, vedata);
|
|
EEVEE_occlusion_draw_debug(sldata, vedata);
|
|
DRW_draw_pass(psl->probe_display);
|
|
EEVEE_refraction_compute(sldata, vedata);
|
|
|
|
/* Opaque refraction */
|
|
DRW_stats_group_start("Opaque Refraction");
|
|
DRW_draw_pass(psl->refract_depth_pass);
|
|
DRW_draw_pass(psl->refract_depth_pass_cull);
|
|
DRW_draw_pass(psl->refract_pass);
|
|
DRW_stats_group_end();
|
|
|
|
/* Volumetrics Resolve Opaque */
|
|
EEVEE_volumes_resolve(sldata, vedata);
|
|
|
|
/* Transparent */
|
|
DRW_draw_pass(psl->transparent_pass);
|
|
|
|
/* Post Process */
|
|
DRW_stats_group_start("Post FX");
|
|
EEVEE_draw_effects(sldata, vedata);
|
|
DRW_stats_group_end();
|
|
|
|
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
|
|
DRW_viewport_matrix_override_unset(DRW_MAT_WININV);
|
|
}
|
|
}
|
|
|
|
/* Restore default framebuffer */
|
|
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
|
|
DRW_framebuffer_bind(dfbl->default_fb);
|
|
|
|
/* Tonemapping */
|
|
DRW_transform_to_display(stl->effects->final_tx);
|
|
|
|
/* Debug : Ouput buffer to view. */
|
|
switch (G.debug_value) {
|
|
case 1:
|
|
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
|
|
break;
|
|
case 2:
|
|
if (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output);
|
|
break;
|
|
case 3:
|
|
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
|
|
break;
|
|
case 4:
|
|
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
|
|
break;
|
|
case 5:
|
|
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
|
|
break;
|
|
case 6:
|
|
if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
|
|
break;
|
|
case 7:
|
|
if (txl->gtao_horizons) DRW_transform_to_display(txl->gtao_horizons);
|
|
break;
|
|
case 8:
|
|
if (txl->sss_data) DRW_transform_to_display(txl->sss_data);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
EEVEE_volumes_free_smoke_textures();
|
|
|
|
stl->g_data->view_updated = false;
|
|
}
|
|
|
|
static void eevee_view_update(void *vedata)
|
|
{
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
if (stl->g_data) {
|
|
stl->g_data->view_updated = true;
|
|
}
|
|
}
|
|
|
|
static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
|
|
{
|
|
/* This is a bit mask of components which update is to be ignored. */
|
|
const int ignore_updates = ID_RECALC_COLLECTIONS;
|
|
const int allowed_updates = ~ignore_updates;
|
|
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
|
|
if (ped != NULL && (ped->engine_data.recalc & allowed_updates) != 0) {
|
|
ped->need_full_update = true;
|
|
ped->engine_data.recalc = 0;
|
|
}
|
|
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
|
|
if (led != NULL && (led->engine_data.recalc & allowed_updates) != 0) {
|
|
led->need_update = true;
|
|
led->engine_data.recalc = 0;
|
|
}
|
|
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
|
|
if (oedata != NULL && (oedata->engine_data.recalc & allowed_updates) != 0) {
|
|
oedata->need_update = true;
|
|
oedata->engine_data.recalc = 0;
|
|
}
|
|
}
|
|
|
|
static void eevee_id_update(void *vedata, ID *id)
|
|
{
|
|
/* Handle updates based on ID type. */
|
|
switch (GS(id->name)) {
|
|
case ID_OB:
|
|
eevee_id_object_update(vedata, (Object *)id);
|
|
break;
|
|
default:
|
|
/* pass */
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
|
|
|
|
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
|
|
|
|
/* Actually do the rendering. */
|
|
EEVEE_render_draw(vedata, engine, render_layer, rect);
|
|
}
|
|
|
|
static void eevee_engine_free(void)
|
|
{
|
|
EEVEE_bloom_free();
|
|
EEVEE_depth_of_field_free();
|
|
EEVEE_effects_free();
|
|
EEVEE_lightprobes_free();
|
|
EEVEE_lights_free();
|
|
EEVEE_materials_free();
|
|
EEVEE_mist_free();
|
|
EEVEE_motion_blur_free();
|
|
EEVEE_occlusion_free();
|
|
EEVEE_screen_raytrace_free();
|
|
EEVEE_subsurface_free();
|
|
EEVEE_temporal_sampling_free();
|
|
EEVEE_volumes_free();
|
|
}
|
|
|
|
static void eevee_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
|
|
{
|
|
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);
|
|
}
|
|
|
|
static void eevee_view_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
|
|
{
|
|
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, "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_size", 512);
|
|
BKE_collection_engine_property_add_bool(props, "shadow_high_bitdepth", false);
|
|
}
|
|
|
|
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
|
|
|
|
DrawEngineType draw_engine_eevee_type = {
|
|
NULL, NULL,
|
|
N_("Eevee"),
|
|
&eevee_data_size,
|
|
&eevee_engine_init,
|
|
&eevee_engine_free,
|
|
&eevee_cache_init,
|
|
&eevee_cache_populate,
|
|
&eevee_cache_finish,
|
|
&eevee_draw_background,
|
|
NULL, /* Everything is drawn in the background pass (see comment on function) */
|
|
&eevee_view_update,
|
|
&eevee_id_update,
|
|
&eevee_render_to_image,
|
|
};
|
|
|
|
RenderEngineType DRW_engine_viewport_eevee_type = {
|
|
NULL, NULL,
|
|
EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES,
|
|
NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
|
|
&EEVEE_render_update_passes,
|
|
&eevee_layer_collection_settings_create,
|
|
&eevee_view_layer_settings_create,
|
|
&draw_engine_eevee_type,
|
|
{NULL, NULL, NULL}
|
|
};
|
|
|
|
|
|
#undef EEVEE_ENGINE
|