/* * 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 solid_studio_mode.c * \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 "workbench_private.h" /* Functions */ static void workbench_solid_studio_engine_init(void *UNUSED(vedata)) { workbench_materials_engine_init(); } static void workbench_solid_studio_cache_init(void *vedata) { WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; WORKBENCH_PassList *psl = data->psl; WORKBENCH_StorageList *stl = data->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); } /* Solid Pass */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; psl->solid_pass = DRW_pass_create("Solid Pass", state); } workbench_materials_cache_init(data); } static void workbench_solid_studio_cache_populate(void *vedata, Object *ob) { WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; workbench_materials_solid_cache_populate(data, ob); } static void workbench_solid_studio_cache_finish(void *UNUSED(vedata)) { } static void workbench_solid_studio_draw_scene(void *vedata) { WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; WORKBENCH_PassList *psl = data->psl; DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->solid_pass); workbench_materials_draw_scene_finish(data); } static void workbench_solid_studio_engine_free(void) { workbench_materials_engine_free(); } static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data); DrawEngineType draw_engine_workbench_solid_studio = { NULL, NULL, N_("Workbench"), &workbench_data_size, &workbench_solid_studio_engine_init, &workbench_solid_studio_engine_free, &workbench_solid_studio_cache_init, &workbench_solid_studio_cache_populate, &workbench_solid_studio_cache_finish, NULL, &workbench_solid_studio_draw_scene, NULL, NULL, NULL, };