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-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_mesh.c5
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c28
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c3
-rw-r--r--source/blender/draw/engines/overlay/overlay_paint.c27
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h2
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c13
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl19
-rw-r--r--source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl23
-rw-r--r--source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl15
-rw-r--r--source/blender/draw/engines/select/select_debug_engine.c135
-rw-r--r--source/blender/draw/engines/select/select_engine.c2
-rw-r--r--source/blender/draw/engines/select/select_engine.h6
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h2
14 files changed, 232 insertions, 50 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index f4dc553e982..879a7b08eba 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -246,7 +246,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state);
- /* Do not fadeout when doing probe rendering, only when drawing the background */
+ /* Do not fade-out when doing probe rendering, only when drawing the background. */
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
}
else {
diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
index a7ed6c777e8..3a2871249a2 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_mesh.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
@@ -132,6 +132,11 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length);
DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
+ DRW_shgroup_uniform_bool_copy(grp,
+ "isConstantScreenSizeNormals",
+ (flag & V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS) != 0);
+ DRW_shgroup_uniform_float_copy(
+ grp, "normalScreenSize", v3d->overlay.normals_constant_screen_size);
}
{
/* Mesh Analysis Pass */
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index 235104245cc..b07e86000fd 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -576,9 +576,20 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_extra_blend_draw(vedata);
OVERLAY_volume_draw(vedata);
- if (pd->ctx_mode == CTX_MODE_SCULPT) {
- /* Sculpt overlays are drawn here to avoid artifacts with wireframe opacity. */
- OVERLAY_sculpt_draw(vedata);
+ /* These overlays are drawn here to avoid artifacts with wireframe opacity. */
+ switch (pd->ctx_mode) {
+ case CTX_MODE_SCULPT:
+ OVERLAY_sculpt_draw(vedata);
+ break;
+ case CTX_MODE_EDIT_MESH:
+ case CTX_MODE_POSE:
+ case CTX_MODE_PAINT_WEIGHT:
+ case CTX_MODE_PAINT_VERTEX:
+ case CTX_MODE_PAINT_TEXTURE:
+ OVERLAY_paint_draw(vedata);
+ break;
+ default:
+ break;
}
if (DRW_state_is_fbo()) {
@@ -601,11 +612,6 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_xray_depth_infront_copy(vedata);
- if (pd->ctx_mode == CTX_MODE_PAINT_WEIGHT) {
- /* Fix weird case where weightpaint mode needs to draw before xray bones. */
- OVERLAY_paint_draw(vedata);
- }
-
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
}
@@ -640,7 +646,6 @@ static void OVERLAY_draw_scene(void *vedata)
switch (pd->ctx_mode) {
case CTX_MODE_EDIT_MESH:
- OVERLAY_paint_draw(vedata);
OVERLAY_edit_mesh_draw(vedata);
break;
case CTX_MODE_EDIT_SURFACE:
@@ -654,13 +659,8 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_edit_lattice_draw(vedata);
break;
case CTX_MODE_POSE:
- OVERLAY_paint_draw(vedata);
OVERLAY_pose_draw(vedata);
break;
- case CTX_MODE_PAINT_VERTEX:
- case CTX_MODE_PAINT_TEXTURE:
- OVERLAY_paint_draw(vedata);
- break;
case CTX_MODE_PARTICLE:
OVERLAY_edit_particle_draw(vedata);
break;
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index f5be9c846d1..2a9080eb217 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -1357,7 +1357,8 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb,
}
}
}
- BKE_constraints_clear_evalob(cob);
+ /* NOTE: Don't use BKE_constraints_clear_evalob here as that will reset ob->constinv. */
+ MEM_freeN(cob);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c
index d52640ed174..60a90616d29 100644
--- a/source/blender/draw/engines/overlay/overlay_paint.c
+++ b/source/blender/draw/engines/overlay/overlay_paint.c
@@ -92,18 +92,26 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
case CTX_MODE_PAINT_WEIGHT: {
opacity = is_edit_mode ? 1.0 : pd->overlay.weight_paint_mode_opacity;
if (opacity > 0.0f) {
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- state |= pd->painting.alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL;
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
- sh = OVERLAY_shader_paint_weight();
+ const bool do_shading = draw_ctx->v3d->shading.type != OB_WIRE;
+
+ sh = OVERLAY_shader_paint_weight(do_shading);
pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "drawContours", draw_contours);
- DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", pd->painting.alpha_blending);
DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp);
+ /* Arbitrary light to give a hint of the geometry behind the weights. */
+ if (do_shading) {
+ float light_dir[3];
+ copy_v3_fl3(light_dir, 0.0f, 0.5f, 0.86602f);
+ normalize_v3(light_dir);
+ DRW_shgroup_uniform_vec3_copy(grp, "light_dir", light_dir);
+ }
+
if (pd->painting.alpha_blending) {
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->paint_depth_ps, state | pd->clipping_state);
@@ -257,17 +265,10 @@ void OVERLAY_paint_draw(OVERLAY_Data *vedata)
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_FramebufferList *fbl = vedata->fbl;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
- if (pd->painting.alpha_blending) {
- GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
- fbl->overlay_default_fb);
- }
- else {
- /* Paint overlay needs final color because of multiply blend mode. */
- GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
- }
+ GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
+ fbl->overlay_default_fb);
}
if (psl->paint_depth_ps) {
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 03bfaf56f24..68f60bee779 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -736,7 +736,7 @@ GPUShader *OVERLAY_shader_paint_face(void);
GPUShader *OVERLAY_shader_paint_point(void);
GPUShader *OVERLAY_shader_paint_texture(void);
GPUShader *OVERLAY_shader_paint_vertcol(void);
-GPUShader *OVERLAY_shader_paint_weight(void);
+GPUShader *OVERLAY_shader_paint_weight(bool shading);
GPUShader *OVERLAY_shader_paint_wire(void);
GPUShader *OVERLAY_shader_particle_dot(void);
GPUShader *OVERLAY_shader_particle_shape(void);
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index 7a7ae9a921b..edf9148c8c0 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -211,7 +211,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *paint_point;
GPUShader *paint_texture;
GPUShader *paint_vertcol;
- GPUShader *paint_weight;
+ GPUShader *paint_weight[2];
GPUShader *paint_wire;
GPUShader *particle_dot;
GPUShader *particle_shape;
@@ -1334,13 +1334,14 @@ GPUShader *OVERLAY_shader_paint_vertcol(void)
return sh_data->paint_vertcol;
}
-GPUShader *OVERLAY_shader_paint_weight(void)
+GPUShader *OVERLAY_shader_paint_weight(const bool shading)
{
+ int index = shading ? 1 : 0;
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- if (!sh_data->paint_weight) {
- sh_data->paint_weight = GPU_shader_create_from_arrays({
+ if (!sh_data->paint_weight[index]) {
+ sh_data->paint_weight[index] = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
@@ -1349,10 +1350,10 @@ GPUShader *OVERLAY_shader_paint_weight(void)
.frag = (const char *[]){datatoc_common_globals_lib_glsl,
datatoc_paint_weight_frag_glsl,
NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
+ .defs = (const char *[]){sh_cfg->def, shading ? "#define FAKE_SHADING\n" : "", NULL},
});
}
- return sh_data->paint_weight;
+ return sh_data->paint_weight[index];
}
GPUShader *OVERLAY_shader_paint_wire(void)
diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
index 007495f84e0..d370943db03 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
@@ -1,5 +1,7 @@
uniform float normalSize;
+uniform float normalScreenSize;
+uniform bool isConstantScreenSizeNormals;
uniform sampler2D depthTex;
uniform float alpha = 1.0;
@@ -49,11 +51,24 @@ void main()
}
vec3 n = normalize(normal_object_to_world(nor));
-
vec3 world_pos = point_object_to_world(pos);
if (gl_VertexID == 0) {
- world_pos += n * normalSize;
+ if (isConstantScreenSizeNormals) {
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ if (is_persp) {
+ float dist_fac = length(cameraPos - world_pos);
+ float cos_fac = dot(cameraForward, cameraVec(world_pos));
+ world_pos += n * normalScreenSize * dist_fac * cos_fac * pixelFac * sizePixel;
+ }
+ else {
+ float frustrum_fac = mul_project_m4_v3_zfac(n) * sizePixel;
+ world_pos += n * normalScreenSize * frustrum_fac;
+ }
+ }
+ else {
+ world_pos += n * normalSize;
+ }
}
gl_Position = point_world_to_ndc(world_pos);
diff --git a/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl
index 0020d76ed6a..8009713d655 100644
--- a/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl
@@ -1,12 +1,12 @@
in vec2 weight_interp; /* (weight, alert) */
+in float color_fac;
out vec4 fragColor;
uniform float opacity = 1.0;
uniform sampler1D colorramp;
-uniform bool useAlphaBlend = false;
uniform bool drawContours = false;
float contours(float value, float steps, float width_px, float max_rel_width, float gradient)
@@ -68,6 +68,13 @@ vec4 contour_grid(float weight, float weight_gradient)
return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0);
}
+vec4 apply_color_fac(vec4 color_in)
+{
+ vec4 color = color_in;
+ color.rgb = max(vec3(0.005), color_in.rgb) * color_fac;
+ return color;
+}
+
void main()
{
float alert = weight_interp.y;
@@ -75,12 +82,13 @@ void main()
/* Missing vertex group alert color. Uniform in practice. */
if (alert > 1.1) {
- color = colorVertexMissingData;
+ color = apply_color_fac(colorVertexMissingData);
}
/* Weights are available */
else {
float weight = weight_interp.x;
vec4 weight_color = texture(colorramp, weight, 0);
+ weight_color = apply_color_fac(weight_color);
/* Contour display */
if (drawContours) {
@@ -93,14 +101,9 @@ void main()
}
/* Zero weight alert color. Nonlinear blend to reduce impact. */
- color = mix(weight_color, colorVertexUnreferenced, alert * alert);
+ vec4 color_unreferenced = apply_color_fac(colorVertexUnreferenced);
+ color = mix(weight_color, color_unreferenced, alert * alert);
}
- if (useAlphaBlend) {
- fragColor = vec4(color.rgb, opacity);
- }
- else {
- /* mix with 1.0 -> is like opacity when using multiply blend mode */
- fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
- }
+ fragColor = vec4(color.rgb, opacity);
}
diff --git a/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl
index b3baa8c7b07..31b6dc42cf4 100644
--- a/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl
@@ -1,8 +1,13 @@
+#ifdef FAKE_SHADING
+uniform vec3 light_dir;
+#endif
in float weight;
in vec3 pos;
+in vec3 nor;
out vec2 weight_interp; /* (weight, alert) */
+out float color_fac;
void main()
{
@@ -14,6 +19,16 @@ void main()
/* Separate actual weight and alerts for independent interpolation */
weight_interp = max(vec2(weight, -weight), 0.0);
+ /* Saturate the weight to give a hint of the geometry behind the weights. */
+#ifdef FAKE_SHADING
+ vec3 view_normal = normalize(normal_object_to_view(nor));
+ color_fac = abs(dot(view_normal, light_dir));
+ color_fac = color_fac * 0.9 + 0.1;
+
+#else
+ color_fac = 1.0;
+#endif
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
diff --git a/source/blender/draw/engines/select/select_debug_engine.c b/source/blender/draw/engines/select/select_debug_engine.c
new file mode 100644
index 00000000000..e9437c5ab92
--- /dev/null
+++ b/source/blender/draw/engines/select/select_debug_engine.c
@@ -0,0 +1,135 @@
+/*
+ * 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.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ *
+ * Engine for debugging the selection map drawing.
+ */
+
+#include "DNA_ID.h"
+#include "DNA_vec_types.h"
+
+#include "DRW_engine.h"
+#include "DRW_select_buffer.h"
+
+#include "draw_cache.h"
+#include "draw_manager.h"
+
+#include "select_engine.h"
+
+#define SELECT_DEBUG_ENGINE "SELECT_DEBUG_ENGINE"
+
+/* -------------------------------------------------------------------- */
+/** \name Structs and static variables
+ * \{ */
+
+typedef struct SELECTIDDEBUG_PassList {
+ struct DRWPass *debug_pass;
+} SELECTIDDEBUG_PassList;
+
+typedef struct SELECTIDDEBUG_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ SELECTIDDEBUG_PassList *psl;
+ DRWViewportEmptyList *stl;
+} SELECTIDDEBUG_Data;
+
+static struct {
+ struct GPUShader *select_debug_sh;
+} e_data = {{NULL}}; /* Engine data */
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Engine Functions
+ * \{ */
+
+static void select_debug_engine_init(void *vedata)
+{
+ SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
+
+ if (!e_data.select_debug_sh) {
+ e_data.select_debug_sh = DRW_shader_create_fullscreen(
+ "uniform usampler2D image;"
+ "in vec4 uvcoordsvar;"
+ "out vec4 fragColor;"
+ "void main() {"
+ " uint px = texture(image, uvcoordsvar.xy).r;"
+ " fragColor = vec4(1.0, 1.0, 1.0, 0.0);"
+ " if (px != 0u) {"
+ " fragColor.a = 1.0;"
+ " px &= 0x3Fu;"
+ " fragColor.r = ((px >> 0) & 0x3u) / float(0x3u);"
+ " fragColor.g = ((px >> 2) & 0x3u) / float(0x3u);"
+ " fragColor.b = ((px >> 4) & 0x3u) / float(0x3u);"
+ " }"
+ "}\n",
+ NULL);
+ }
+
+ psl->debug_pass = DRW_pass_create("Debug Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
+ GPUTexture *texture_u32 = DRW_engine_select_texture_get();
+ if (texture_u32) {
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.select_debug_sh, psl->debug_pass);
+ DRW_shgroup_uniform_texture(shgrp, "image", texture_u32);
+ DRW_shgroup_call_procedural_triangles(shgrp, NULL, 1);
+ }
+}
+
+static void select_debug_draw_scene(void *vedata)
+{
+ SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
+ DRW_draw_pass(psl->debug_pass);
+}
+
+static void select_debug_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.select_debug_sh);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Engine Type
+ * \{ */
+
+static const DrawEngineDataSize select_debug_data_size = DRW_VIEWPORT_DATA_SIZE(
+ SELECTIDDEBUG_Data);
+
+DrawEngineType draw_engine_debug_select_type = {
+ NULL,
+ NULL,
+ N_("Select ID Debug"),
+ &select_debug_data_size,
+ &select_debug_engine_init,
+ &select_debug_engine_free,
+ NULL,
+ NULL,
+ NULL,
+ &select_debug_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+};
+
+/** \} */
+
+#undef SELECT_DEBUG_ENGINE
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index 86b4a0ac727..96ab8a28e09 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -193,7 +193,7 @@ static void select_cache_init(void *vedata)
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
DRW_PASS_CREATE(psl->select_id_vert_pass, state);
pd->shgrp_vert = DRW_shgroup_create(sh->select_id_flat, psl->select_id_vert_pass);
- DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", G_draw.block.sizeVertex);
+ DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", 2 * G_draw.block.sizeVertex);
}
}
diff --git a/source/blender/draw/engines/select/select_engine.h b/source/blender/draw/engines/select/select_engine.h
index 2b35cf6bee5..d6192103178 100644
--- a/source/blender/draw/engines/select/select_engine.h
+++ b/source/blender/draw/engines/select/select_engine.h
@@ -22,9 +22,15 @@
#pragma once
+/* select_engine.c */
extern DrawEngineType draw_engine_select_type;
extern RenderEngineType DRW_engine_viewport_select_type;
+#ifdef WITH_DRAW_DEBUG
+/* select_debug_engine.c */
+extern DrawEngineType draw_engine_debug_select_type;
+#endif
+
struct SELECTID_Context *DRW_select_engine_context_get(void);
struct GPUFrameBuffer *DRW_engine_select_framebuffer_get(void);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 453ef9c7f8e..e17bd7d9956 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -399,7 +399,7 @@ typedef struct WORKBENCH_ViewLayerData {
/* inline helper functions */
BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
{
- if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
+ if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) {
if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0;
}