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/*
* 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_engine.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "GPU_shader.h"
#include "workbench_engine.h"
#include "workbench_private.h"
/* Shaders */
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
/* Functions */
static void workbench_engine_init(void *UNUSED(vedata))
{
workbench_materials_init();
}
static void workbench_cache_init(void *vedata)
{
workbench_materials_cache_init((WORKBENCH_Data *)vedata);
}
static void workbench_cache_populate(void *vedata, Object *ob)
{
workbench_materials_cache_populate((WORKBENCH_Data *)vedata, ob);
}
static void workbench_cache_finish(void *vedata)
{
workbench_materials_cache_finish((WORKBENCH_Data *)vedata);
}
static void workbench_draw_scene(void *vedata)
{
workbench_materials_draw_scene((WORKBENCH_Data *)vedata);
}
static void workbench_engine_free(void)
{
workbench_materials_free();
}
static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
float default_object_color[3] = {1.0, 1.0, 1.0};
BKE_collection_engine_property_add_float_array(props, "object_color", default_object_color, 3);
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_type = {
NULL, NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_engine_init,
&workbench_engine_free,
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
NULL,
&workbench_draw_scene,
NULL,
NULL,
NULL,
};
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
RenderEngineType DRW_engine_viewport_workbench_type = {
NULL, NULL,
WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, &workbench_layer_collection_settings_create, NULL,
&draw_engine_workbench_type,
{NULL, NULL, NULL}
};
#undef WORKBENCH_ENGINE
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