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authorJeroen Bakker <j.bakker@atmind.nl>2018-04-20 17:40:08 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-04-20 17:40:08 +0300
commitc4e007d5f6e0058ca6cb6af3a384a6831a1ab637 (patch)
treea6bb2ea456ce054fe6ac25192fc3178c756d88bb
parent8ec25e5dccd21e25ea11336b88e14306ed2f77a0 (diff)
Workbench: Removed Clay engine draw mode
- need a draw mode in workbench engine. - reorganized render engine retrieval in 3d view. There are 2 places where this happenes 1. 3d view draw code and 2. draw manager. the draw manager code is not used for external engines, currently added an exception in for cycles. will need to have a better solution in place.
-rw-r--r--source/blender/draw/intern/draw_manager.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c15
-rw-r--r--source/blender/makesdna/DNA_object_types.h1
-rw-r--r--source/blender/makesrna/intern/rna_space.c2
4 files changed, 7 insertions, 17 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 485f5e63d65..dcc005d190a 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -912,12 +912,6 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
}
break;
-#ifdef WITH_CLAY_ENGINE
- case OB_CLAY:
- use_drw_engine(&draw_engine_clay_type);
- break;
-#endif
-
case OB_TEXTURE:
case OB_MATERIAL:
case OB_RENDER:
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 5316520ccab..166684e7230 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1245,16 +1245,15 @@ static void view3d_draw_view(const bContext *C, ARegion *ar)
RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
{
- /* Tempory viewport draw modes until we have a proper system. */
- if (drawtype == OB_RENDER) {
- return RE_engines_find(scene->r.engine);
- }
- else if (drawtype == OB_MATERIAL) {
+ /*
+ * Tempory viewport draw modes until we have a proper system.
+ * all modes are done in the draw manager, except
+ * cycles material as it is an external render engine.
+ */
+ if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
}
- else {
- return RE_engines_find(RE_engine_id_BLENDER_WORKBENCH);
- }
+ return RE_engines_find(scene->r.engine);
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 9c25da12da7..0f9cbc06fa8 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -442,7 +442,6 @@ enum {
OB_MATERIAL = 4,
OB_TEXTURE = 5,
OB_RENDER = 6,
- OB_CLAY = 7,
};
/* dtx: flags (short) */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 7d5745c423e..3c02b60140a 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -176,7 +176,6 @@ static const EnumPropertyItem autosnap_items[] = {
const EnumPropertyItem rna_enum_viewport_shade_items[] = {
{OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display the object solid"},
- {OB_CLAY, "MATCAP", ICON_SOLID, "Clay", "Display using Clay"},
{OB_TEXTURE, "TEXTURED", ICON_POTATO, "Texture", "Display the object solid, with a texture"},
{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "Material", "Display objects solid, with GLSL material"},
{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
@@ -692,7 +691,6 @@ static const EnumPropertyItem *rna_SpaceView3D_viewport_shade_itemf(
int totitem = 0;
RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_shade_items, OB_SOLID);
- RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_shade_items, OB_CLAY);
if (BKE_scene_uses_blender_eevee(scene)) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_shade_items, OB_RENDER);