Move EEVEE properties into scene
[blender.git] / source / blender / draw / engines / eevee / eevee_lightprobes.c
index 5a1fb4f4149df3cbbb7d6f0ebca8e3b50432a2fc..95d6acdf56b13a2aca2dc3c2a204391e2c026fd2 100644 (file)
@@ -43,6 +43,8 @@
 #include "GPU_texture.h"
 #include "GPU_glew.h"
 
+#include "DEG_depsgraph_query.h"
+
 #include "eevee_engine.h"
 #include "eevee_private.h"
 
@@ -301,8 +303,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda
        EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
        bool update_all = false;
        const DRWContextState *draw_ctx = DRW_context_state_get();
-       ViewLayer *view_layer = draw_ctx->view_layer;
-       IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, RE_engine_id_BLENDER_EEVEE);
+       const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
 
        /* Shaders */
        if (!e_data.probe_filter_glossy_sh) {
@@ -324,13 +325,13 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda
        common_data->ssr_toggle = true;
        common_data->sss_toggle = true;
 
-       int prop_bounce_num = BKE_collection_engine_property_value_get_int(props, "gi_diffuse_bounces");
+       int prop_bounce_num = scene_eval->eevee.gi_diffuse_bounces;
        if (sldata->probes->num_bounce != prop_bounce_num) {
                sldata->probes->num_bounce = prop_bounce_num;
                update_all = true;
        }
 
-       int prop_cubemap_res = BKE_collection_engine_property_value_get_int(props, "gi_cubemap_resolution");
+       int prop_cubemap_res = scene_eval->eevee.gi_cubemap_resolution;
        if (sldata->probes->cubemap_res != prop_cubemap_res) {
                sldata->probes->cubemap_res = prop_cubemap_res;
                update_all = true;
@@ -342,7 +343,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda
                DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
        }
 
-       int visibility_res = BKE_collection_engine_property_value_get_int(props, "gi_visibility_resolution");
+       const int visibility_res = scene_eval->eevee.gi_visibility_resolution;
        if (common_data->prb_irradiance_vis_size != visibility_res) {
                common_data->prb_irradiance_vis_size = visibility_res;
                update_all = true;