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blender-archive/source/blender/draw/engines/workbench/transparent_mode.c
Jeroen Bakker b52a0c78af Workbench,EEVEE: Viewport Render Samples
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
   samples means no AA, 1 sample uses FXAA and more samples will use
   TAA.
   The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
   method.
 - Use TAA when rendering images. (this used to be CPU based FSAA)
 - Removed `R_OSA` related settings.

Reviewers: fclem, brecht

Maniphest Tasks: T60847

Differential Revision: https://developer.blender.org/D4773
2019-05-02 16:19:12 +02:00

100 lines
2.6 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple studio shaders.
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "workbench_private.h"
/* Functions */
static void workbench_transparent_engine_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_engine_init(data);
}
static void workbench_transparent_cache_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_init(data);
}
static void workbench_transparent_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_populate(data, ob);
}
static void workbench_transparent_cache_finish(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_finish(data);
}
static void workbench_transparent_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
const int num_samples = workbench_num_viewport_rendering_iterations(data);
for (int sample = 0; sample < num_samples; sample++) {
workbench_forward_draw_background(data);
workbench_forward_draw_scene(data);
}
workbench_forward_draw_finish(data);
}
static void workbench_transparent_engine_free(void)
{
workbench_forward_engine_free();
}
static void workbench_transparent_view_update(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_taa_view_updated(data);
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_transparent = {
NULL,
NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_transparent_engine_init,
&workbench_transparent_engine_free,
&workbench_transparent_cache_init,
&workbench_transparent_cache_populate,
&workbench_transparent_cache_finish,
&workbench_transparent_draw_background,
NULL,
&workbench_transparent_view_update,
NULL,
NULL,
};