/* * 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 2016, Blender Foundation. */ /** \file \ingroup draw_engine * * Simple engine for drawing color and/or depth. * When we only need simple studio shaders. */ #include "DRW_render.h" #include "GPU_shader.h" #include "RE_pipeline.h" #include "workbench_private.h" /* Functions */ static void workbench_solid_engine_init(void *vedata) { WORKBENCH_Data *data = vedata; workbench_deferred_engine_init(data); } static void workbench_solid_cache_init(void *vedata) { WORKBENCH_Data *data = vedata; workbench_deferred_cache_init(data); } static void workbench_solid_cache_populate(void *vedata, Object *ob) { WORKBENCH_Data *data = vedata; workbench_deferred_solid_cache_populate(data, ob); } static void workbench_solid_cache_finish(void *vedata) { WORKBENCH_Data *data = vedata; workbench_deferred_cache_finish(data); } static void workbench_solid_draw_background(void *vedata) { WORKBENCH_Data *data = vedata; workbench_deferred_draw_background(data); workbench_deferred_draw_scene(data); workbench_deferred_draw_finish(data); } static void workbench_solid_engine_free(void) { workbench_deferred_engine_free(); } static void workbench_solid_view_update(void *vedata) { WORKBENCH_Data *data = vedata; workbench_taa_view_updated(data); } static void workbench_solid_id_update(void *UNUSED(vedata), struct ID *id) { if (GS(id->name) == ID_OB) { WORKBENCH_ObjectData *oed = (WORKBENCH_ObjectData *)DRW_drawdata_get(id, &draw_engine_workbench_solid); if (oed != NULL && oed->dd.recalc != 0) { oed->shadow_bbox_dirty = (oed->dd.recalc & ID_RECALC_ALL) != 0; oed->dd.recalc = 0; } } } static void workbench_render_to_image(void *vedata, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect) { workbench_render(vedata, engine, render_layer, rect); } static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data); DrawEngineType draw_engine_workbench_solid = { NULL, NULL, N_("Workbench"), &workbench_data_size, &workbench_solid_engine_init, &workbench_solid_engine_free, &workbench_solid_cache_init, &workbench_solid_cache_populate, &workbench_solid_cache_finish, &workbench_solid_draw_background, NULL, &workbench_solid_view_update, &workbench_solid_id_update, &workbench_render_to_image, };