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2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-05-17Remove ViewLayer settings - cleanup 1/2Dalai Felinto
2018-05-09T55008: Migrating RE-Collection data to Scene dataJeroen Bakker
in Scene DNA is available in scene.display New DNA Struct DisplayData Added RNA (scene.display). We already have scene.display_settings which contains non viewpoert specific color management settings. I did not merge those two. Patch should be in line with the ideas that @brecht wrote in T55008. As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans. Reviewers: brecht, dfelinto Reviewed By: brecht Subscribers: brecht Tags: #code_quest, #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3290
2018-05-04Workbench: ShadowsJeroen Bakker
Initial review of the shard shadows in the workbench engine. Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged. @fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not. Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP Reviewers: fclem Reviewed By: fclem Tags: #code_quest Differential Revision: https://developer.blender.org/D3198
2018-05-03Workbench: studiolightJeroen Bakker
2018-04-26Workbench: Environment LightJeroen Bakker
- Changed defaults - Updated render panel
2018-04-25Workbench: Added studio lighting to view layerJeroen Bakker
2018-04-25Silhouette Overlap OverlayJeroen Bakker
Added Object Overlap Overlay - Added R32UI support to GPU_framebuffer - Added R32U support to draw manager - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee. Reviewers: fclem, brecht Reviewed By: fclem Subscribers: sergey Tags: #code_quest Maniphest Tasks: T54726 Differential Revision: https://developer.blender.org/D3174
2018-04-19Workbench: removed per collection object colorJeroen Bakker
Will be part of the collection manager where per collection the ob->col can be set. This currently depends on DepsGraph + CollectionManager. I removed it for now so the code won't influence development
2018-04-19Workbench: drawtype object color from collection to v3dJeroen Bakker
Now every 3d view can have its own solid draw color setting
2018-04-19Workbench: Option to use Object colorJeroen Bakker
- added `object_color_type` where the user can set if the collection determines the color, or the object will be used for the color. Implemented it as an enum as later this can have a random color option. - moved OB_LIGHTING_* to DNA_view3d_types and renamed it. - Fixed some DRY in workbench_materials.c. Can remove more DRY's but will need to discuss the responsibility of the workbench engine as it might become part of the eevee renderer.
2018-04-17Workbench: Switching Draw engines based on draw modeJeroen Bakker
2018-04-17Workbench: Draw modesJeroen Bakker
2018-04-16Workbench: Added Object Color to collection_propertiesJeroen Bakker
2018-04-13Workbench: Silhouette shadingJeroen Bakker
Currently it uses the `obj->col`. This needs to be made more intelligent with fe collection overrides.