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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-21 15:56:00 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-21 15:58:00 +0300
commitd5552a6d4ba5bb4ac34fe149c2ac9d7ff3f723fe (patch)
treeb1eb026add3eba7fc74fdb225e2ff25e098fb957 /source/blender
parent3584810fdd1e35831d5445cf9da24e58ed2fd6d7 (diff)
T55570: Moved Texture drawtype as to shading popover
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenloader/intern/versioning_280.c17
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl17
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl8
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c74
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c98
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c34
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h16
-rw-r--r--source/blender/draw/intern/draw_manager.c1
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h3
-rw-r--r--source/blender/makesrna/intern/rna_space.c51
12 files changed, 165 insertions, 170 deletions
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 39be7dda054..dd5deb0fb89 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -1490,5 +1490,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
}
+
+ for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ if (sl->spacetype == SPACE_VIEW3D) {
+ View3D *v3d = (View3D *)sl;
+ if (v3d->drawtype == OB_TEXTURE)
+ {
+ v3d->drawtype = OB_SOLID;
+ v3d->shading.light = V3D_LIGHTING_STUDIO;
+ v3d->shading.color_type = V3D_SHADING_TEXTURE_COLOR;
+ }
+ }
+ }
+ }
+ }
+
}
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 4a7d195a56a..1b3737193b0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -1,4 +1,4 @@
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
#endif
uniform mat4 ProjectionMatrix;
@@ -10,7 +10,7 @@ uniform vec4 viewvecs[3];
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
@@ -32,12 +32,12 @@ void main()
{
vec4 diffuse_color;
vec3 diffuse_light = vec3(1.0);
-#ifdef OB_SOLID
- diffuse_color = material_data.diffuse_color;
-#endif /* OB_SOLID */
-#ifdef OB_TEXTURE
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
-#endif /* OB_TEXTURE */
+#else
+ diffuse_color = material_data.diffuse_color;
+#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 200850e3036..6aeb912377c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -4,7 +4,7 @@ layout(std140) uniform material_block {
MaterialData material_data;
};
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
#endif
@@ -12,9 +12,9 @@ uniform sampler2D image;
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
-#endif /* OB_TEXTURE */
+#endif /* V3D_SHADING_TEXTURE_COLOR */
#ifdef HAIR_SHADER
flat in float hair_rand;
@@ -40,17 +40,16 @@ void main()
n = normalize(n);
#endif
-#ifdef OB_SOLID
+#ifdef V3D_SHADING_TEXTURE_COLOR
+ diffuseColor = texture(image, uv_interp);
+#else
diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
-
specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
+
# endif
-#endif /* OB_SOLID */
+#endif /* V3D_SHADING_TEXTURE_COLOR */
-#ifdef OB_TEXTURE
- diffuseColor = texture(image, uv_interp);
-#endif /* OB_TEXTURE */
#ifdef HAIR_SHADER
float hair_color_variation = hair_rand * 0.1;
diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 82443e7336b..66b529fcf5e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -9,7 +9,7 @@ in vec3 pos;
in vec3 nor;
in vec2 uv;
#else /* HAIR_SHADER */
-# ifdef OB_TEXTURE
+# ifdef V3D_SHADING_TEXTURE_COLOR
uniform samplerBuffer u; /* active texture layer */
# endif
flat out float hair_rand;
@@ -19,7 +19,7 @@ flat out float hair_rand;
out vec3 normal_viewport;
#endif
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
out vec2 uv_interp;
#endif
@@ -34,7 +34,7 @@ float integer_noise(int n)
void main()
{
#ifdef HAIR_SHADER
-# ifdef OB_TEXTURE
+# ifdef V3D_SHADING_TEXTURE_COLOR
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
@@ -55,7 +55,7 @@ void main()
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#endif
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index efadf969830..d544e7614ab 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -15,7 +15,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
View3D *v3d = draw_ctx->v3d;
if (v3d) {
wpd->shading = v3d->shading;
- wpd->drawtype = v3d->drawtype;
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.matcap, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
@@ -30,7 +29,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
- wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_find_first(STUDIOLIGHT_INTERNAL);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 9b1a17a372a..39a4197bdf3 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -175,17 +175,17 @@ static char *workbench_build_cavity_frag(void)
return str;
}
-static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
{
if (e_data.prepass_sh_cache[index] == NULL) {
- char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
+ char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_vert = workbench_build_prepass_vert();
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(
prepass_vert, NULL,
prepass_frag, defines);
- if (drawtype == OB_SOLID && !is_hair) {
+ if (!use_textures && !is_hair) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_vert);
@@ -197,15 +197,15 @@ static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int d
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
- int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
- int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
- int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
- int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
+ int index_solid = workbench_material_get_shader_index(wpd, false, false);
+ int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
+ int index_texture = workbench_material_get_shader_index(wpd, true, false);
+ int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
- ensure_deferred_shaders(wpd, index_solid, OB_SOLID, false);
- ensure_deferred_shaders(wpd, index_solid_hair, OB_SOLID, true);
- ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE, false);
- ensure_deferred_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
+ ensure_deferred_shaders(wpd, index_solid, false, false);
+ ensure_deferred_shaders(wpd, index_solid_hair, false, true);
+ ensure_deferred_shaders(wpd, index_texture, true, false);
+ ensure_deferred_shaders(wpd, index_texture_hair, true, true);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
@@ -557,7 +557,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -570,7 +570,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
- material_template.drawtype = drawtype;
+ material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
@@ -578,22 +578,16 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(
- drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
+ color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = material_template.object_id;
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;
- switch (drawtype) {
- case OB_SOLID:
- break;
-
- case OB_TEXTURE:
- {
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
- DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
- break;
- }
+ if (color_type == V3D_SHADING_TEXTURE_COLOR)
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
+ DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
@@ -630,19 +624,11 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
if (draw_as == PART_DRAW_PATH) {
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
- int mat_drawtype = OB_SOLID;
-
- if (wpd->drawtype == OB_TEXTURE) {
- ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
- /* use OB_SOLID when no texture could be determined */
- if (image) {
- mat_drawtype = OB_TEXTURE;
- }
- }
-
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
- struct GPUShader *shader = (mat_drawtype == OB_SOLID)
+ struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->prepass_solid_hair_sh
: wpd->prepass_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
@@ -682,7 +668,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
- if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ELEM(ob->type, OB_MESH)) {
+ if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
@@ -697,12 +683,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
- /* use OB_SOLID when no texture could be determined */
- int mat_drawtype = OB_SOLID;
- if (image) {
- mat_drawtype = OB_TEXTURE;
- }
- material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
@@ -712,11 +694,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
- if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR)) {
+ if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
- material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
@@ -741,7 +723,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
- material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index db07f9bb6f5..6a4737ab8b9 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -144,7 +144,7 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -158,7 +158,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
- material_template.drawtype = drawtype;
+ material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
@@ -168,7 +168,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* transparent accum */
grp = DRW_shgroup_create(
- drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh,
+ color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->transparent_accum_texture_sh: wpd->transparent_accum_sh,
psl->transparent_accum_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
@@ -178,26 +178,20 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;
- switch (drawtype) {
- case OB_SOLID:
- {
- if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
- DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
- }
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
- DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
- }
- break;
- }
- case OB_TEXTURE:
- {
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f);
- DRW_shgroup_uniform_texture(grp, "image", tex);
- break;
- }
+ if (color_type == V3D_SHADING_TEXTURE_COLOR)
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
}
+ if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
+ DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
+ }
+ if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+ }
+
material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
DRW_shgroup_uniform_block(grp, "material_block", material->material_ubo);
material->shgrp = grp;
@@ -211,10 +205,10 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
return material;
}
-static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
+static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
{
- if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID && !is_hair) {
- char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
+ if (e_data.composite_sh_cache[index] == NULL && !use_textures && !is_hair) {
+ char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *composite_frag = workbench_build_forward_composite_frag();
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
MEM_freeN(composite_frag);
@@ -222,7 +216,7 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
}
if (e_data.transparent_accum_sh_cache[index] == NULL) {
- char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
+ char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert();
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
@@ -236,15 +230,15 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
{
- int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
- int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
- int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
- int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
+ int index_solid = workbench_material_get_shader_index(wpd, false, false);
+ int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
+ int index_texture = workbench_material_get_shader_index(wpd, true, false);
+ int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
- ensure_forward_shaders(wpd, index_solid, OB_SOLID, false);
- ensure_forward_shaders(wpd, index_solid_hair, OB_SOLID, true);
- ensure_forward_shaders(wpd, index_texture, OB_TEXTURE, false);
- ensure_forward_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
+ ensure_forward_shaders(wpd, index_solid, false, false);
+ ensure_forward_shaders(wpd, index_solid_hair, false, true);
+ ensure_forward_shaders(wpd, index_texture, true, false);
+ ensure_forward_shaders(wpd, index_texture_hair, true, true);
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
@@ -399,19 +393,11 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (draw_as == PART_DRAW_PATH) {
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
- int mat_drawtype = OB_SOLID;
+ ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
- if (wpd->drawtype == OB_TEXTURE) {
- ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
- /* use OB_SOLID when no texture could be determined */
- if (image) {
- mat_drawtype = OB_TEXTURE;
- }
- }
-
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
-
- struct GPUShader *shader = (mat_drawtype == OB_SOLID)
+ struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->transparent_accum_hair_sh
: wpd->transparent_accum_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
@@ -461,14 +447,14 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
return;
}
+ WORKBENCH_MaterialData *material;
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
- if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ELEM(ob->type, OB_MESH)) {
+ if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
@@ -484,11 +470,16 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
- int mat_drawtype = OB_SOLID;
- if (image) {
- mat_drawtype = OB_TEXTURE;
+
+ int color_type = wpd->shading.color_type;
+ if (color_type == V3D_SHADING_TEXTURE_COLOR) {
+ /* use OB_SOLID when no texture could be determined */
+ if (image == NULL) {
+ color_type = V3D_SHADING_MATERIAL_COLOR;
+ }
}
- material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+
+ material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@@ -499,10 +490,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
- if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR)) {
+ if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
@@ -529,7 +521,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
- material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index c0857cf74aa..58f23deab16 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -9,8 +9,8 @@
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data)
{
- /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
- int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
+ /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
+ int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR? V3D_SHADING_MATERIAL_COLOR: wpd->shading.color_type;
static float default_diffuse_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
static float default_specular_color[] = {0.5f, 0.5f, 0.5f, 0.5f};
copy_v4_v4(data->material_data.diffuse_color, default_diffuse_color);
@@ -40,7 +40,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
}
}
-char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
char *str = NULL;
@@ -79,15 +79,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype,
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
}
- switch (drawtype) {
- case OB_SOLID:
- BLI_dynstr_appendf(ds, "#define OB_SOLID\n");
- break;
- case OB_TEXTURE:
- BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n");
- break;
+ if (use_textures) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
}
-
if (NORMAL_ENCODING_ENABLED()) {
BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
}
@@ -129,19 +123,19 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
input[3] = (uint)(material_template->material_data.roughness * 512);
result += BLI_ghashutil_uinthash_v4_murmur(input);
- if (material_template->drawtype == OB_TEXTURE) {
+ if (material_template->color_type == V3D_SHADING_TEXTURE_COLOR) {
/* add texture reference */
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
}
return result;
}
-int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
/* NOTE: change MAX_SHADERS accordingly when modifying this function. */
int index = 0;
- /* 1 bit OB_SOLID and OB_TEXTURE */
- SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1 << 0);
+ /* 1 bit V3D_SHADING_TEXTURE_COLOR */
+ SET_FLAG_FROM_TEST(index, use_textures, 1 << 0);
/* 2 bits FLAT/STUDIO/MATCAP/SCENE */
SET_FLAG_FROM_TEST(index, wpd->shading.light, wpd->shading.light << 1);
/* 1 bit V3D_SHADING_SPECULAR_HIGHLIGHT */
@@ -171,3 +165,13 @@ void workbench_material_set_normal_world_matrix(
DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix);
}
}
+
+int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima)
+{
+ int color_type = wpd->shading.color_type;
+ if (color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL)
+ {
+ color_type = V3D_SHADING_MATERIAL_COLOR;
+ }
+ return color_type;
+} \ No newline at end of file
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 68d50a85c35..57cfd6b4718 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -41,11 +41,10 @@
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS (1 << 10)
-#define OB_SOLID_ENABLED(wpd) (wpd->drawtype & OB_SOLID)
-#define OB_TEXTURE_ENABLED(wpd) (wpd->drawtype & OB_TEXTURE)
+#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR)
#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
-#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP && OB_SOLID_ENABLED(wpd))
+#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD))
#define STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_CAMERA))
#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL))
@@ -57,6 +56,8 @@
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
+#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR)
+
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
@@ -147,7 +148,7 @@ typedef struct WORKBENCH_PrivateData {
View3DShading shading;
StudioLight *studio_light;
UserDef *user_preferences;
- int drawtype;
+ int color_type;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
@@ -176,7 +177,7 @@ typedef struct WORKBENCH_MaterialData {
struct GPUUniformBuffer *material_ubo;
int object_id;
- int drawtype;
+ int color_type;
Image *ima;
/* Linked shgroup for drawing */
@@ -228,10 +229,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* workbench_materials.c */
-char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair);
+int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima);
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
-int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair);
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index fcdc4a3a016..52c8ca1f6fb 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1024,7 +1024,6 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
break;
case OB_SOLID:
- case OB_TEXTURE:
if (shading_flags & V3D_SHADING_XRAY) {
use_drw_engine(&draw_engine_workbench_transparent);
}
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index b7ad9f7d921..2bb90b92cf6 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -355,11 +355,12 @@ enum {
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
};
-/* View3DShading->single_color_type */
+/* View3DShading->color_type */
enum {
V3D_SHADING_MATERIAL_COLOR = 0,
V3D_SHADING_RANDOM_COLOR = 1,
V3D_SHADING_SINGLE_COLOR = 2,
+ V3D_SHADING_TEXTURE_COLOR = 3,
};
/* View3DOverlay->flag */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 458be5bb8f9..ed1705cf847 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -237,11 +237,9 @@ static const EnumPropertyItem autosnap_items[] = {
#endif
const EnumPropertyItem rna_enum_shading_type_items[] = {
- {OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
- {OB_SOLID, "SOLID", ICON_SOLID, "Single Color", "Display the object or material in a single color"},
- {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"},
+ {OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display in solid mode"},
+ {OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "LookDev", "Display in LookDev mode"},
+ {OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
{0, NULL, 0, NULL, NULL}
};
@@ -252,6 +250,15 @@ const EnumPropertyItem rna_enum_viewport_lighting_items[] = {
{0, NULL, 0, NULL, NULL}
};
+static const EnumPropertyItem rna_enum_shading_color_type_items[] = {
+ {V3D_SHADING_SINGLE_COLOR, "SOLID", 0, "Single", "Show scene in a single color"},
+ {V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
+ {V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
+ {V3D_SHADING_TEXTURE_COLOR, "TEXTURE", 0, "Texture", "Show texture"},
+ {0, NULL, 0, NULL, NULL}
+};
+
+
static const EnumPropertyItem rna_enum_studio_light_items[] = {
{0, "DEFAULT", 0, "Default", ""},
{0, NULL, 0, NULL, NULL}
@@ -692,9 +699,6 @@ static void rna_3DViewShading_type_set(PointerRNA *ptr, int value)
if (value != v3d->drawtype && value == OB_RENDER) {
v3d->prev_drawtype = v3d->drawtype;
}
- if (value == OB_TEXTURE && v3d->shading.light == V3D_LIGHTING_MATCAP) {
- v3d->shading.light = V3D_LIGHTING_STUDIO;
- }
v3d->drawtype = value;
}
@@ -710,7 +714,6 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
int totitem = 0;
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_SOLID);
- RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_TEXTURE);
if (BKE_scene_uses_blender_eevee(scene)) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_MATERIAL);
@@ -753,10 +756,13 @@ static int rna_View3DShading_light_get(PointerRNA *ptr)
static void rna_View3DShading_light_set(PointerRNA *ptr, int value)
{
View3D *v3d = (View3D *)ptr->data;
+ if (value == V3D_LIGHTING_MATCAP && v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
+ v3d->shading.color_type = V3D_SHADING_MATERIAL_COLOR;
+ }
v3d->shading.light = value;
}
-static const EnumPropertyItem *rna_View3DShading_light_itemf(
+static const EnumPropertyItem *rna_View3DShading_color_type_itemf(
bContext *UNUSED(C), PointerRNA *ptr,
PropertyRNA *UNUSED(prop), bool *r_free)
{
@@ -765,14 +771,15 @@ static const EnumPropertyItem *rna_View3DShading_light_itemf(
int totitem = 0;
EnumPropertyItem *item = NULL;
- if (v3d->drawtype == OB_SOLID || v3d->drawtype == OB_TEXTURE) {
- RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_FLAT);
- RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_STUDIO);
- }
-
if (v3d->drawtype == OB_SOLID) {
- RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_MATCAP);
+ RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_SINGLE_COLOR);
+ RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_MATERIAL_COLOR);
+ RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_RANDOM_COLOR);
+ if (v3d->shading.light != V3D_LIGHTING_MATCAP) {
+ RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_TEXTURE_COLOR);
+ }
}
+
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
@@ -2367,13 +2374,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
- static const EnumPropertyItem color_type_items[] = {
- {V3D_SHADING_SINGLE_COLOR, "SINGLE", 0, "Single", "Show scene in a single color"},
- {V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
- {V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
- {0, NULL, 0, NULL, NULL}
- };
-
srna = RNA_def_struct(brna, "View3DShading", NULL);
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_nested(brna, srna, "SpaceView3D");
@@ -2391,7 +2391,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "light", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.light");
RNA_def_property_enum_items(prop, rna_enum_viewport_lighting_items);
- RNA_def_property_enum_funcs(prop, "rna_View3DShading_light_get", "rna_View3DShading_light_set", "rna_View3DShading_light_itemf");
+ RNA_def_property_enum_funcs(prop, "rna_View3DShading_light_get", "rna_View3DShading_light_set", NULL);
RNA_def_property_ui_text(prop, "Lighting", "Lighting Method for Solid/Texture Viewport Shading");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
@@ -2450,7 +2450,8 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "color_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.color_type");
- RNA_def_property_enum_items(prop, color_type_items);
+ RNA_def_property_enum_items(prop, rna_enum_shading_color_type_items);
+ RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_View3DShading_color_type_itemf");
RNA_def_property_ui_text(prop, "Color", "Color Type");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);