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
68 lines
2.0 KiB
C
68 lines
2.0 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file workbench_engine.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "GPU_shader.h"
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#include "workbench_engine.h"
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#include "workbench_private.h"
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/* Shaders */
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
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/* Functions */
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static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
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{
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BLI_assert(props &&
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props->type == IDP_GROUP &&
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props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
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BKE_collection_engine_property_add_float(props, "random_object_color_saturation", 0.5f);
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BKE_collection_engine_property_add_float(props, "random_object_color_value", 0.9f);
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}
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_workbench_type = {
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NULL, NULL,
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WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, &workbench_layer_collection_settings_create, NULL,
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&draw_engine_workbench_solid,
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{NULL, NULL, NULL}
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};
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#undef WORKBENCH_ENGINE
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