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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials_solid.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials_solid.c143
1 files changed, 0 insertions, 143 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials_solid.c b/source/blender/draw/engines/workbench/workbench_materials_solid.c
deleted file mode 100644
index 6fb26609e90..00000000000
--- a/source/blender/draw/engines/workbench/workbench_materials_solid.c
+++ /dev/null
@@ -1,143 +0,0 @@
-/*
- * Copyright 2016, Blender Foundation.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Contributor(s): Blender Institute
- *
- */
-
-/** \file workbench_materials.c
- * \ingroup draw_engine
- */
-
-#include "workbench_private.h"
-#include "GPU_shader.h"
-
-extern char datatoc_solid_frag_glsl[];
-extern char datatoc_flat_lighting_frag_glsl[];
-extern char datatoc_workbench_vert_glsl[];
-
-/* *********** STATIC *********** */
-static struct {
- struct GPUShader *depth_sh;
-
- /* Shading Pass */
- struct GPUShader *solid_sh;
-
-} e_data = {NULL};
-
-
-void workbench_solid_materials_init() {
- if (!e_data.depth_sh) {
- /* Depth pass */
- e_data.depth_sh = DRW_shader_create_3D_depth_only();
-
- /* Shading pass */
- e_data.solid_sh = DRW_shader_create(
- datatoc_workbench_vert_glsl, NULL, datatoc_solid_frag_glsl, "\n");
- }
-}
-
-void workbench_solid_materials_cache_init(WORKBENCH_Data* vedata)
-{
- WORKBENCH_PassList *psl = vedata->psl;
- WORKBENCH_StorageList *stl = vedata->stl;
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- /* Depth Pass */
- {
- int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
- psl->depth_pass = DRW_pass_create("Depth Pass", state);
- stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
- }
-
- /* Solid Pass */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- psl->solid_pass = DRW_pass_create("Solid Pass", state);
- }
-
- /* Flat Lighting Pass */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- psl->lighting_pass = DRW_pass_create("Lighting Pass", state);
- }
-}
-
- void workbench_solid_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
-{
- WORKBENCH_PassList *psl = vedata->psl;
- WORKBENCH_StorageList *stl = vedata->stl;
-
- IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
- const float* color = BKE_collection_engine_property_value_get_float_array(props, "object_color");
-
- if (!DRW_object_is_renderable(ob))
- return;
-
- struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
- DRWShadingGroup *grp;
- if (geom) {
- /* Depth */
- DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
-
- /* Solid */
- grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass);
- DRW_shgroup_uniform_vec3(grp, "color", color, 1);
- DRW_shgroup_call_add(grp, geom, ob->obmat);
-
- /* Lighting */
- // if studio lighting
-
- }
-}
-
-void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata)
-{
- WORKBENCH_StorageList *stl = ((WORKBENCH_Data *)vedata)->stl;
-
- UNUSED_VARS(stl);
-}
-
-void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata)
-{
-
- WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
-// DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
-
- DRW_draw_pass(psl->depth_pass);
-// if (studio lighting) {
-// DRW_draw_pass(psl->lighting_pass);
-// DRW_draw_pass(psl->solid_pass);
-// TODO: COMPOSITE
-// }
-
-// if (flat lighting) {
- DRW_draw_pass(psl->solid_pass);
-// }
-}
-
-void workbench_solid_materials_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.solid_sh);
-}
-
-
-