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.
110 lines
2.8 KiB
C
110 lines
2.8 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 solid_mode.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 studio shaders.
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "RE_pipeline.h"
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#include "workbench_private.h"
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/* Functions */
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static void workbench_solid_engine_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_engine_init(data);
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}
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static void workbench_solid_cache_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_cache_init(data);
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}
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static void workbench_solid_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_solid_cache_populate(data, ob);
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}
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static void workbench_solid_cache_finish(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_cache_finish(data);
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}
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static void workbench_solid_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_draw_background(data);
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}
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static void workbench_solid_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_draw_scene(data);
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workbench_deferred_draw_finish(data);
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}
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static void workbench_solid_engine_free(void)
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{
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workbench_deferred_engine_free();
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}
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static void workbench_solid_view_update(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_taa_view_updated(data);
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}
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static void workbench_render_to_image(void *vedata, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect)
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{
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workbench_render(vedata, engine, render_layer, rect);
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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DrawEngineType draw_engine_workbench_solid = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_solid_engine_init,
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&workbench_solid_engine_free,
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&workbench_solid_cache_init,
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&workbench_solid_cache_populate,
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&workbench_solid_cache_finish,
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&workbench_solid_draw_background,
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&workbench_solid_draw_scene,
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&workbench_solid_view_update,
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NULL,
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&workbench_render_to_image,
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};
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