UI: Rename "Z" pass to "Depth"

This is a UI change only. The Python API still uses `use_pass_z` to
preserve forward and backward compatibility.

The compositor still uses "Z" to refer to depth in the Z-Combine Node.
This is addressed separately in
https://projects.blender.org/blender/blender/pulls/141676

Pull Request: https://projects.blender.org/blender/blender/pulls/141675
This commit is contained in:
Habib Gahbiche
2025-07-18 10:27:29 +02:00
parent 2ea7d45f6e
commit 67ffbcd0ee
18 changed files with 34 additions and 33 deletions

View File

@@ -401,7 +401,7 @@ static void blo_update_defaults_scene(Main *bmain, Scene *scene)
/* Disable Z pass by default. */
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
view_layer->passflag &= ~SCE_PASS_Z;
view_layer->passflag &= ~SCE_PASS_DEPTH;
view_layer->eevee.ambient_occlusion_distance = 10.0f;
}

View File

@@ -1557,7 +1557,7 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *bmain)
if (srl->layflag & SCE_LAY_SOLID) {
srl->layflag |= SCE_LAY_SKY;
}
srl->passflag &= (SCE_PASS_COMBINED | SCE_PASS_Z | SCE_PASS_NORMAL | SCE_PASS_VECTOR);
srl->passflag &= (SCE_PASS_COMBINED | SCE_PASS_DEPTH | SCE_PASS_NORMAL | SCE_PASS_VECTOR);
}
/* node version changes */

View File

@@ -206,7 +206,7 @@ static eViewLayerEEVEEPassType enabled_passes(const ViewLayer *view_layer)
(view_layer->passflag & SCE_PASS_##name_legacy) != 0, \
EEVEE_RENDER_PASS_##name_eevee);
ENABLE_FROM_LEGACY(Z, Z)
ENABLE_FROM_LEGACY(DEPTH, DEPTH)
ENABLE_FROM_LEGACY(MIST, MIST)
ENABLE_FROM_LEGACY(NORMAL, NORMAL)
ENABLE_FROM_LEGACY(POSITION, POSITION)
@@ -306,7 +306,7 @@ void Film::init(const int2 &extent, const rcti *output_rect)
if (inst_.overlays_enabled() || inst_.gpencil_engine_enabled()) {
/* Overlays and Grease Pencil needs the depth for correct compositing.
* Using the render pass ensure we store the center depth. */
enabled_passes |= EEVEE_RENDER_PASS_Z;
enabled_passes |= EEVEE_RENDER_PASS_DEPTH;
}
if (assign_if_different(enabled_passes_, enabled_passes)) {
@@ -384,7 +384,8 @@ void Film::init(const int2 &extent, const rcti *output_rect)
data_.background_opacity = inst_.v3d->shading.studiolight_background;
}
const eViewLayerEEVEEPassType data_passes = EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_NORMAL |
const eViewLayerEEVEEPassType data_passes = EEVEE_RENDER_PASS_DEPTH |
EEVEE_RENDER_PASS_NORMAL |
EEVEE_RENDER_PASS_POSITION |
EEVEE_RENDER_PASS_VECTOR;
const eViewLayerEEVEEPassType color_passes_1 = EEVEE_RENDER_PASS_DIFFUSE_LIGHT |
@@ -422,7 +423,7 @@ void Film::init(const int2 &extent, const rcti *output_rect)
/* Combined is in a separate buffer. */
data_.combined_id = (enabled_passes_ & EEVEE_RENDER_PASS_COMBINED) ? 0 : -1;
/* Depth is in a separate buffer. */
data_.depth_id = (enabled_passes_ & EEVEE_RENDER_PASS_Z) ? 0 : -1;
data_.depth_id = (enabled_passes_ & EEVEE_RENDER_PASS_DEPTH) ? 0 : -1;
data_.color_len = 0;
data_.value_len = 0;
@@ -922,7 +923,7 @@ GPUTexture *Film::get_pass_texture(eViewLayerEEVEEPassType pass_type, int layer_
Texture &accum_tx = (pass_type == EEVEE_RENDER_PASS_COMBINED) ?
combined_tx_.current() :
(pass_type == EEVEE_RENDER_PASS_Z) ?
(pass_type == EEVEE_RENDER_PASS_DEPTH) ?
depth_tx_ :
(is_cryptomatte ? cryptomatte_tx_ :
(is_value ? value_accum_tx_ : color_accum_tx_));
@@ -943,7 +944,7 @@ static eShaderType get_write_pass_shader_type(eViewLayerEEVEEPassType pass_type)
switch (pass_type) {
case EEVEE_RENDER_PASS_COMBINED:
return FILM_PASS_CONVERT_COMBINED;
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_DEPTH:
return FILM_PASS_CONVERT_DEPTH;
default:
break;

View File

@@ -194,7 +194,7 @@ class Film {
static ePassStorageType pass_storage_type(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_DEPTH:
case EEVEE_RENDER_PASS_MIST:
return PASS_STORAGE_VALUE;
case EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT:
@@ -221,7 +221,7 @@ class Film {
switch (pass_type) {
case EEVEE_RENDER_PASS_COMBINED:
return data_.combined_id;
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_DEPTH:
return data_.depth_id;
case EEVEE_RENDER_PASS_MIST:
return data_.mist_id;
@@ -283,8 +283,8 @@ class Film {
case EEVEE_RENDER_PASS_COMBINED:
result.append(RE_PASSNAME_COMBINED);
break;
case EEVEE_RENDER_PASS_Z:
result.append(RE_PASSNAME_Z);
case EEVEE_RENDER_PASS_DEPTH:
result.append(RE_PASSNAME_DEPTH);
break;
case EEVEE_RENDER_PASS_MIST:
result.append(RE_PASSNAME_MIST);

View File

@@ -802,7 +802,7 @@ void Instance::update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view
} \
((void)0)
CHECK_PASS_LEGACY(Z, SOCK_FLOAT, 1, "Z");
CHECK_PASS_LEGACY(DEPTH, SOCK_FLOAT, 1, "Z");
CHECK_PASS_LEGACY(MIST, SOCK_FLOAT, 1, "Z");
CHECK_PASS_LEGACY(NORMAL, SOCK_VECTOR, 3, "XYZ");
CHECK_PASS_LEGACY(POSITION, SOCK_VECTOR, 3, "XYZ");

View File

@@ -49,7 +49,7 @@ class RenderBuffers {
static ePassStorageType pass_storage_type(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_DEPTH:
case EEVEE_RENDER_PASS_MIST:
case EEVEE_RENDER_PASS_SHADOW:
case EEVEE_RENDER_PASS_AO:

View File

@@ -77,7 +77,7 @@ static void render_init_buffers(const DRWContext *draw_ctx,
/* Create depth texture & color texture from render result. */
const char *viewname = RE_GetActiveRenderView(engine->re);
RenderPass *rpass_z_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_Z, viewname);
RenderPass *rpass_z_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_DEPTH, viewname);
RenderPass *rpass_col_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
float *pix_z = (rpass_z_src) ? rpass_z_src->ibuf->float_buffer.data : nullptr;
@@ -159,10 +159,10 @@ static void render_result_z(const DRWContext *draw_ctx,
const rcti *rect)
{
ViewLayer *view_layer = draw_ctx->view_layer;
if ((view_layer->passflag & SCE_PASS_Z) == 0) {
if ((view_layer->passflag & SCE_PASS_DEPTH) == 0) {
return;
}
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_DEPTH, viewname);
if (rp == nullptr) {
return;
}

View File

@@ -641,7 +641,7 @@ static void write_render_z_output(RenderLayer *layer,
const rcti *rect,
const float4x4 &winmat)
{
RenderPass *rp = RE_pass_find_by_name(layer, RE_PASSNAME_Z, viewname);
RenderPass *rp = RE_pass_find_by_name(layer, RE_PASSNAME_DEPTH, viewname);
if (rp) {
GPU_framebuffer_bind(fb);
GPU_framebuffer_read_depth(fb,
@@ -750,8 +750,8 @@ static void workbench_render_update_passes(RenderEngine *engine,
if (view_layer->passflag & SCE_PASS_COMBINED) {
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
}
if (view_layer->passflag & SCE_PASS_Z) {
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_Z, 1, "Z", SOCK_FLOAT);
if (view_layer->passflag & SCE_PASS_DEPTH) {
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_DEPTH, 1, "Z", SOCK_FLOAT);
}
}

View File

@@ -454,7 +454,7 @@ static bool write_external_bake_pixels(const char *filepath,
static bool is_noncolor_pass(eScenePassType pass_type)
{
return ELEM(pass_type,
SCE_PASS_Z,
SCE_PASS_DEPTH,
SCE_PASS_POSITION,
SCE_PASS_NORMAL,
SCE_PASS_VECTOR,

View File

@@ -444,7 +444,7 @@ static void prepare(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
controller->setPassDiffuse(rpass_buffer_data, rpass->rectx, rpass->recty);
diffuse = true;
}
if (STREQ(rpass->name, RE_PASSNAME_Z)) {
if (STREQ(rpass->name, RE_PASSNAME_DEPTH)) {
controller->setPassZ(rpass_buffer_data, rpass->rectx, rpass->recty);
z = true;
}

View File

@@ -19,7 +19,7 @@
*/
typedef enum eViewLayerEEVEEPassType {
EEVEE_RENDER_PASS_COMBINED = (1 << 0),
EEVEE_RENDER_PASS_Z = (1 << 1),
EEVEE_RENDER_PASS_DEPTH = (1 << 1),
EEVEE_RENDER_PASS_MIST = (1 << 2),
EEVEE_RENDER_PASS_NORMAL = (1 << 3),
EEVEE_RENDER_PASS_DIFFUSE_LIGHT = (1 << 4),

View File

@@ -289,7 +289,7 @@ enum {
/** #SceneRenderLayer::passflag */
typedef enum eScenePassType {
SCE_PASS_COMBINED = (1 << 0),
SCE_PASS_Z = (1 << 1),
SCE_PASS_DEPTH = (1 << 1),
SCE_PASS_UNUSED_1 = (1 << 2), /* RGBA */
SCE_PASS_UNUSED_2 = (1 << 3), /* DIFFUSE */
SCE_PASS_UNUSED_3 = (1 << 4), /* SPEC */
@@ -325,7 +325,7 @@ typedef enum eScenePassType {
#define RE_PASSNAME_DEPRECATED "Deprecated"
#define RE_PASSNAME_COMBINED "Combined"
#define RE_PASSNAME_Z "Depth"
#define RE_PASSNAME_DEPTH "Depth"
#define RE_PASSNAME_VECTOR "Vector"
#define RE_PASSNAME_POSITION "Position"
#define RE_PASSNAME_NORMAL "Normal"

View File

@@ -27,7 +27,7 @@
/* Deprecated, only provided for API compatibility. */
const EnumPropertyItem rna_enum_render_pass_type_items[] = {
{SCE_PASS_COMBINED, "COMBINED", 0, "Combined", ""},
{SCE_PASS_Z, "Z", 0, "Z", ""},
{SCE_PASS_DEPTH, "Z", 0, "Z", ""},
{SCE_PASS_SHADOW, "SHADOW", 0, "Shadow", ""},
{SCE_PASS_AO, "AO", 0, "Ambient Occlusion", ""},
{SCE_PASS_POSITION, "POSITION", 0, "Position", ""},

View File

@@ -5031,8 +5031,8 @@ void rna_def_view_layer_common(BlenderRNA *brna, StructRNA *srna, const bool sce
}
prop = RNA_def_property(srna, "use_pass_z", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, nullptr, "passflag", SCE_PASS_Z);
RNA_def_property_ui_text(prop, "Z", "Deliver Z values pass");
RNA_def_property_boolean_sdna(prop, nullptr, "passflag", SCE_PASS_DEPTH);
RNA_def_property_ui_text(prop, "Depth", "Deliver depth values pass");
if (scene) {
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_ViewLayer_pass_update");
}

View File

@@ -49,7 +49,7 @@
static blender::bke::bNodeSocketTemplate cmp_node_rlayers_out[] = {
{SOCK_RGBA, N_("Image"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_(RE_PASSNAME_Z), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_(RE_PASSNAME_DEPTH), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, N_(RE_PASSNAME_NORMAL), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, N_(RE_PASSNAME_UV), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_VECTOR, N_(RE_PASSNAME_VECTOR), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},

View File

@@ -1056,7 +1056,7 @@ int RE_pass_depth(const eScenePassType pass_type)
return 4;
switch (pass_type) {
case SCE_PASS_Z:
case SCE_PASS_DEPTH:
case SCE_PASS_AO:
case SCE_PASS_MIST: {
return 1;

View File

@@ -2902,7 +2902,7 @@ RenderPass *RE_pass_find_by_type(RenderLayer *rl, int passtype, const char *view
((void)0)
CHECK_PASS(COMBINED);
CHECK_PASS(Z);
CHECK_PASS(DEPTH);
CHECK_PASS(VECTOR);
CHECK_PASS(NORMAL);
CHECK_PASS(UV);

View File

@@ -220,7 +220,7 @@ static void render_layer_allocate_pass(RenderResult *rr, RenderPass *rp)
buffer_data[x] = PASS_VECTOR_MAX;
}
}
else if (STREQ(rp->name, RE_PASSNAME_Z)) {
else if (STREQ(rp->name, RE_PASSNAME_DEPTH)) {
for (int x = rectsize - 1; x >= 0; x--) {
buffer_data[x] = 10e10;
}
@@ -545,7 +545,7 @@ static int passtype_from_name(const char *name)
((void)0)
CHECK_PASS(COMBINED);
CHECK_PASS(Z);
CHECK_PASS(DEPTH);
CHECK_PASS(VECTOR);
CHECK_PASS(NORMAL);
CHECK_PASS(UV);