Eevee: Post process parameters.

-Display almost all parameters.
-Made some small adjustment to motion blur to support FOV motion blur.
-Made DOF max radius a parameter.
This commit is contained in:
Clément Foucault 2017-05-10 15:58:18 +02:00
parent fdf2d8bb95
commit 45207bf3ce
9 changed files with 290 additions and 32 deletions

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@ -48,7 +48,7 @@ class RENDERLAYER_UL_renderlayers(UIList):
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@ -150,12 +150,69 @@ class RENDERLAYER_PT_clay_settings(RenderLayerButtonsPanel, Panel):
col.template_override_property(layer_props, scene_props, "ssao_samples")
class RENDERLAYER_PT_eevee_poststack_settings(RenderLayerButtonsPanel, Panel):
bl_label = "Post Process Stack"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "motion_blur_enable")
col.template_override_property(layer_props, scene_props, "dof_enable")
col.template_override_property(layer_props, scene_props, "bloom_enable")
class RENDERLAYER_PT_eevee_postprocess_settings(RenderLayerButtonsPanel, Panel):
bl_label = "Post Process Settings"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.label("Motion Blur:")
col.template_override_property(layer_props, scene_props, "motion_blur_samples")
col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
col.label("Depth of Field:")
col.template_override_property(layer_props, scene_props, "bokeh_max_size")
col.template_override_property(layer_props, scene_props, "bokeh_threshold")
col.separator()
col.label("Bloom:")
col.template_override_property(layer_props, scene_props, "bloom_threshold")
col.template_override_property(layer_props, scene_props, "bloom_knee")
col.template_override_property(layer_props, scene_props, "bloom_radius")
col.template_override_property(layer_props, scene_props, "bloom_intensity")
col.separator()
classes = (
RENDERLAYER_UL_renderlayers,
RENDERLAYER_PT_layers,
RENDERLAYER_UL_renderviews,
RENDERLAYER_PT_views,
RENDERLAYER_PT_clay_settings,
RENDERLAYER_PT_eevee_poststack_settings,
RENDERLAYER_PT_eevee_postprocess_settings,
)
if __name__ == "__main__": # only for live edit.

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@ -30,11 +30,13 @@
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "BKE_screen.h"
#include "eevee_private.h"
#include "GPU_texture.h"
@ -81,9 +83,12 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
const float *viewport_size = DRW_viewport_size_get();
@ -131,27 +136,58 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
effects->enabled_effects = 0;
#if ENABLE_EFFECT_MOTION_BLUR
{
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
float ctime = BKE_scene_frame_get(scene);
float past_obmat[4][4], future_obmat[4][4], winmat[4][4];
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
float past_obmat[4][4], future_obmat[4][4];
/* HACK */
Object cam_cpy;
Object cam_cpy; Camera camdata_cpy;
memcpy(&cam_cpy, v3d->camera, sizeof(cam_cpy));
memcpy(&camdata_cpy, v3d->camera->data, sizeof(camdata_cpy));
cam_cpy.data = &camdata_cpy;
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manualy */
BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, ctime - 1.0, ADT_RECALC_ANIM);
BKE_object_where_is_calc_time(scene, &cam_cpy, ctime - 1.0);
BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, ctime - delta, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, ctime - delta, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(scene, &cam_cpy, ctime - delta);
/* Compute winmat */
CameraParams params;
BKE_camera_params_init(&params);
/* copy of BKE_camera_params_from_view3d */
{
params.lens = v3d->lens;
params.clipsta = v3d->near;
params.clipend = v3d->far;
/* camera view */
BKE_camera_params_from_object(&params, &cam_cpy);
params.zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params.offsetx = 2.0f * rv3d->camdx * params.zoom;
params.offsety = 2.0f * rv3d->camdy * params.zoom;
params.shiftx *= params.zoom;
params.shifty *= params.zoom;
params.zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB / params.zoom;
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
/* FIXME Should be done per view (MULTIVIEW) */
normalize_m4_m4(past_obmat, cam_cpy.obmat);
invert_m4(past_obmat);
mul_m4_m4m4(effects->past_world_to_ndc, winmat, past_obmat);
mul_m4_m4m4(effects->past_world_to_ndc, params.winmat, past_obmat);
#if 0 /* for future high quality blur */
/* Future matrix */
@ -169,14 +205,14 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
/* Current matrix */
DRW_viewport_matrix_get(effects->current_ndc_to_world, DRW_MAT_PERSINV);
effects->blur_amount = 0.5f;
effects->motion_blur_samples = BKE_collection_engine_property_value_get_int(props, "motion_blur_samples");
effects->enabled_effects |= EFFECT_MOTION_BLUR;
}
}
#endif /* ENABLE_EFFECT_MOTION_BLUR */
#if ENABLE_EFFECT_BLOOM
{
if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
/* Bloom */
int blitsize[2], texsize[2];
@ -196,11 +232,10 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
&tex_blit, 1);
/* Parameters */
/* TODO UI Options */
float threshold = 0.8f;
float knee = 0.5f;
float intensity = 0.8f;
float radius = 8.5f;
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");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
@ -212,7 +247,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
effects->bloom_curve_threshold[0] = threshold - knee;
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / knee;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
effects->bloom_intensity = intensity;
@ -250,7 +285,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
#endif /* ENABLE_EFFECT_BLOOM */
#if ENABLE_EFFECT_DOF
{
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
/* Depth Of Field */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
Camera *cam = (Camera *)v3d->camera->data;
@ -302,6 +337,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
effects->dof_bokeh[0] = blades;
effects->dof_bokeh[1] = rotation;
effects->dof_bokeh[2] = ratio;
effects->dof_bokeh[3] = BKE_collection_engine_property_value_get_float(props, "bokeh_max_size");
effects->enabled_effects |= EFFECT_DOF;
}
@ -351,7 +387,7 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
DRW_shgroup_uniform_float(grp, "blurAmount", &effects->blur_amount, 1);
DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", (float *)effects->current_ndc_to_world);
DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", (float *)effects->past_world_to_ndc);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->source_buffer);
@ -432,7 +468,7 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer);
DRW_shgroup_uniform_buffer(grp, "cocBuffer", &txl->dof_coc);
DRW_shgroup_uniform_vec2(grp, "layerSelection", effects->dof_layer_select, 1);
DRW_shgroup_uniform_vec3(grp, "bokehParams", effects->dof_bokeh, 1);
DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 1);
psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);

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@ -731,7 +731,20 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
UNUSED_VARS_NDEBUG(props);
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);
BKE_collection_engine_property_add_bool(props, "bloom_enable", false);
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_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);
}
static const DrawEngineDataSize EEVEE_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);

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@ -202,12 +202,12 @@ typedef struct EEVEE_EffectsInfo {
float current_ndc_to_world[4][4];
float past_world_to_ndc[4][4];
float tmp_mat[4][4];
float blur_amount;
int motion_blur_samples;
/* Depth Of Field */
float dof_near_far[2];
float dof_params[3];
float dof_bokeh[3];
float dof_bokeh[4];
float dof_layer_select[2];
int dof_target_size[2];

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@ -10,10 +10,12 @@ uniform vec3 dofParams;
#define dof_distance dofParams.y
#define dof_invsensorsize dofParams.z
uniform vec3 bokehParams;
uniform vec4 bokehParams;
#define bokeh_sides bokehParams.x /* Polygon Bokeh shape number of sides */
#define bokeh_rotation bokehParams.y
#define bokeh_ratio bokehParams.z
#define bokeh_maxsize bokehParams.w
uniform vec2 nearFar; /* Near & far view depths values */

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@ -4,6 +4,13 @@ in vec2 uvs;
uniform vec2 layerSelection;
uniform vec4 bokehParams;
#define bokeh_sides bokehParams.x /* Polygon Bokeh shape number of sides */
#define bokeh_rotation bokehParams.y
#define bokeh_ratio bokehParams.z
#define bokeh_maxsize bokehParams.w
uniform sampler2D colorBuffer;
uniform sampler2D cocBuffer;
@ -28,7 +35,7 @@ void step_scatter()
float coc = dot(layerSelection, texelFetch(cocBuffer, texelco, 0).rg);
/* Clamp to max size for performance */
coc = min(coc, 100.0);
coc = min(coc, bokeh_maxsize);
if (coc >= 1.0) {
color = texelFetch(colorBuffer, texelco, 0);

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@ -2,7 +2,6 @@
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
uniform float blurAmount;
/* current frame */
uniform mat4 currInvViewProjMatrix;
@ -14,7 +13,9 @@ in vec4 uvcoordsvar;
out vec4 FragColor;
#define MAX_SAMPLE 16
#define MAX_SAMPLE 64
uniform int samples;
float wang_hash_noise(uint s)
{
@ -37,7 +38,8 @@ void main()
ndc_pos.xy = uvcoordsvar.xy;
ndc_pos.z = texture(depthBuffer, uvcoordsvar.xy).x;
float noise = 2.0 * wang_hash_noise(0u) / MAX_SAMPLE;
float inv_samples = 1.0 / float(samples);
float noise = 2.0 * wang_hash_noise(0u) * inv_samples;
/* Normalize Device Coordinates are [-1, +1]. */
ndc_pos = ndc_pos * 2.0 - 1.0;
@ -50,10 +52,12 @@ void main()
vec4 old_ndc = pastViewProjMatrix * vec4(world_pos, 1.0);
old_ndc.xyz /= old_ndc.w; /* Perspective divide */
vec2 motion = (ndc_pos.xy - old_ndc.xy) * blurAmount;
vec2 motion = (ndc_pos.xy - old_ndc.xy) * 0.25; /* 0.25 fit cycles ref */
const float inc = 2.0 / MAX_SAMPLE;
for (float i = -1.0 + noise; i < 1.0; i += inc) {
FragColor += texture(colorBuffer, uvcoordsvar.xy + motion * i) / MAX_SAMPLE;
float inc = 2.0 * inv_samples;
float i = -1.0 + noise;
for (int j = 0; j < samples && j < MAX_SAMPLE; j++) {
FragColor += texture(colorBuffer, uvcoordsvar.xy + motion * i) * inv_samples;
i += inc;
}
}

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@ -1946,6 +1946,7 @@ enum {
extern const char *RE_engine_id_BLENDER_RENDER;
extern const char *RE_engine_id_BLENDER_GAME;
extern const char *RE_engine_id_BLENDER_CLAY;
extern const char *RE_engine_id_BLENDER_EEVEE;
extern const char *RE_engine_id_CYCLES;
/* **************** SCENE ********************* */

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@ -1944,6 +1944,9 @@ static StructRNA *rna_SceneLayerSettings_refine(PointerRNA *ptr)
return &RNA_SceneLayerEngineSettingsClay;
}
#endif
if (STREQ(props->name, RE_engine_id_BLENDER_EEVEE)) {
return &RNA_SceneLayerEngineSettingsEevee;
}
break;
case IDP_GROUP_SUB_MODE_OBJECT:
case IDP_GROUP_SUB_MODE_EDIT:
@ -1969,6 +1972,10 @@ 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;
case IDP_GROUP_SUB_MODE_OBJECT:
return &RNA_LayerCollectionModeSettingsObject;
@ -2502,6 +2509,15 @@ 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, COLLECTION_MODE_NONE, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(float, Eevee, COLLECTION_MODE_NONE, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(int, Eevee, COLLECTION_MODE_NONE, _NAME_)
#define RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(bool, Eevee, COLLECTION_MODE_NONE, _NAME_)
/* mode engines */
#define RNA_LAYER_MODE_OBJECT_GET_SET_FLOAT(_NAME_) \
@ -2545,6 +2561,20 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_distance)
RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_attenuation)
#endif /* WITH_CLAY_ENGINE */
/* eevee engine */
/* SceneLayer settings. */
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(bloom_knee)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_radius)
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)
/* object engine */
RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_wire)
RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_backface_culling)
@ -6105,6 +6135,113 @@ static void rna_def_scene_layer_engine_settings_clay(BlenderRNA *brna)
}
#endif /* WITH_CLAY_ENGINE */
static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "SceneLayerEngineSettingsEevee", "SceneLayerSettings");
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 */
/* 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, "Enable 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_SceneLayerEngineSettings_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 values increase performance)");
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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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, "Enable 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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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, "Enable 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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_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_SceneLayerEngineSettings_update");
RNA_define_verify_sdna(1); /* not in sdna */
}
#ifdef WITH_CLAY_ENGINE
static void rna_def_layer_collection_engine_settings_clay(BlenderRNA *brna)
{
@ -6387,6 +6524,7 @@ static void rna_def_scene_layer_settings(BlenderRNA *brna)
#ifdef WITH_CLAY_ENGINE
rna_def_scene_layer_engine_settings_clay(brna);
#endif
rna_def_scene_layer_engine_settings_eevee(brna);
#if 0
rna_def_scene_layer_mode_settings_object(brna);