Files
test/source/blender/draw/engines/eevee/eevee_world.cc
Habib Gahbiche 445eceb02a Nodes: Remove "Use Nodes" in Shader Editor for World
Part of https://projects.blender.org/blender/blender/pulls/141278

Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.

Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.

Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
 an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).

Pull Request: https://projects.blender.org/blender/blender/pulls/142342
2025-07-28 14:06:08 +02:00

174 lines
4.7 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*/
#include "BKE_lib_id.hh"
#include "BKE_node.hh"
#include "BKE_node_legacy_types.hh"
#include "DEG_depsgraph_query.hh"
#include "NOD_shader.h"
#include "eevee_instance.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name World
*
* \{ */
World::~World()
{
if (default_world_ != nullptr) {
BKE_id_free(nullptr, default_world_);
}
}
::World *World::default_world_get()
{
if (default_world_ == nullptr) {
default_world_ = BKE_id_new_nomain<::World>("EEVEE default world");
default_world_->nodetree = bke::node_tree_add_tree_embedded(
nullptr, &default_world_->id, "World Nodetree", ntreeType_Shader->idname);
BLI_listbase_clear(&default_world_->gpumaterial);
}
return default_world_;
}
::World *World::scene_world_get()
{
return (inst_.scene->world != nullptr) ? inst_.scene->world : default_world_get();
}
float World::sun_threshold()
{
/* No sun extraction during baking. */
if (inst_.is_baking()) {
return 0.0;
}
float sun_threshold = scene_world_get()->sun_threshold;
if (inst_.use_studio_light()) {
/* Do not call `lookdev_world_.intensity_get()` as it might not be initialized yet. */
sun_threshold *= inst_.v3d->shading.studiolight_intensity;
}
return sun_threshold;
}
void World::sync()
{
bool has_update = false;
WorldHandle wo_handle = {0};
if (inst_.scene->world != nullptr) {
/* Detect world update before overriding it. */
wo_handle = inst_.sync.sync_world(*inst_.scene->world);
has_update = wo_handle.recalc != 0;
}
bool wait_ready = true; // TODO !inst_.is_image_render;
/* Sync volume first since its result can override the surface world. */
sync_volume(wo_handle, wait_ready);
::World *bl_world;
if (inst_.use_studio_light()) {
has_update |= lookdev_world_.sync(LookdevParameters(inst_.v3d));
bl_world = lookdev_world_.world_get();
}
else if ((inst_.view_layer->layflag & SCE_LAY_SKY) == 0) {
bl_world = default_world_get();
}
else if (has_volume_absorption_) {
bl_world = default_world_get();
}
else {
bl_world = scene_world_get();
}
::World *world_override = DEG_get_evaluated(inst_.depsgraph, inst_.view_layer->world_override);
if (world_override) {
bl_world = world_override;
}
bNodeTree *ntree = (bl_world->nodetree) ? bl_world->nodetree : default_world_get()->nodetree;
{
if (has_volume_absorption_) {
/* Replace world by black world. */
bl_world = default_world_get();
}
}
/* We have to manually test here because we have overrides. */
::World *orig_world = DEG_get_original(bl_world);
if (assign_if_different(prev_original_world, orig_world)) {
has_update = true;
}
inst_.light_probes.sync_world(bl_world, has_update);
if (inst_.is_viewport() && has_update) {
/* Catch lookdev viewport properties updates. */
inst_.sampling.reset();
}
GPUMaterial *gpumat = inst_.shaders.world_shader_get(
bl_world, ntree, MAT_PIPE_DEFERRED, !wait_ready);
if (GPU_material_status(gpumat) == GPU_MAT_QUEUED) {
is_ready_ = false;
return;
}
is_ready_ = true;
inst_.manager->register_layer_attributes(gpumat);
float opacity = inst_.use_studio_light() ? lookdev_world_.background_opacity_get() :
inst_.film.background_opacity_get();
float background_blur = inst_.use_studio_light() ? lookdev_world_.background_blur_get() : 0.0;
inst_.pipelines.background.sync(gpumat, opacity, background_blur);
inst_.pipelines.world.sync(gpumat);
}
void World::sync_volume(const WorldHandle &world_handle, bool wait_ready)
{
/* Studio lights have no volume shader. */
::World *world = inst_.use_studio_light() ? nullptr : inst_.scene->world;
GPUMaterial *gpumat = nullptr;
/* Only the scene world nodetree can have volume shader. */
if (world && world->nodetree) {
gpumat = inst_.shaders.world_shader_get(
world, world->nodetree, MAT_PIPE_VOLUME_MATERIAL, !wait_ready);
}
bool had_volume = has_volume_;
if (gpumat && (GPU_material_status(gpumat) == GPU_MAT_SUCCESS)) {
has_volume_ = GPU_material_has_volume_output(gpumat);
has_volume_scatter_ = GPU_material_flag_get(gpumat, GPU_MATFLAG_VOLUME_SCATTER);
has_volume_absorption_ = GPU_material_flag_get(gpumat, GPU_MATFLAG_VOLUME_ABSORPTION);
}
else {
has_volume_ = has_volume_absorption_ = has_volume_scatter_ = false;
}
/* World volume needs to be always synced for correct clearing of parameter buffers. */
inst_.pipelines.world_volume.sync(gpumat);
if (has_volume_ || had_volume) {
inst_.volume.world_sync(world_handle);
}
}
/** \} */
} // namespace blender::eevee