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.
48 lines
1.4 KiB
C
48 lines
1.4 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 "workbench_engine.h"
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#include "workbench_private.h"
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#define OPENGL_ENGINE "BLENDER_OPENGL"
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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_opengl_type = {
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NULL, NULL,
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OPENGL_ENGINE, N_("OpenGL"), RE_INTERNAL,
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NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
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&workbench_render_update_passes,
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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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