- 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
100 lines
2.6 KiB
C
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,
|
|
};
|