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blender-archive/source/blender/draw/engines/workbench/workbench_engine.c
Pablo Dobarro f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00

635 lines
21 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Workbench Engine:
*
* Optimized engine to draw the working viewport with solid and transparent geometry.
*/
#include "DRW_render.h"
#include "BLI_alloca.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "DNA_fluid_types.h"
#include "DNA_hair_types.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "workbench_engine.h"
#include "workbench_private.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
void workbench_engine_init(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_TextureList *txl = vedata->txl;
workbench_shader_library_ensure();
if (!stl->wpd) {
stl->wpd = MEM_callocN(sizeof(*stl->wpd), __func__);
stl->wpd->taa_sample_len_previous = -1;
stl->wpd->view_updated = true;
}
WORKBENCH_PrivateData *wpd = stl->wpd;
workbench_private_data_init(wpd);
workbench_update_world_ubo(wpd);
if (txl->dummy_image_tx == NULL) {
float fpixel[4] = {1.0f, 0.0f, 1.0f, 1.0f};
txl->dummy_image_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, 0, fpixel);
}
wpd->dummy_image_tx = txl->dummy_image_tx;
if (OBJECT_ID_PASS_ENABLED(wpd)) {
wpd->object_id_tx = DRW_texture_pool_query_fullscreen(GPU_R16UI, &draw_engine_workbench);
}
else {
/* Dont free because it's a pool texture. */
wpd->object_id_tx = NULL;
}
workbench_opaque_engine_init(vedata);
workbench_transparent_engine_init(vedata);
workbench_dof_engine_init(vedata);
workbench_antialiasing_engine_init(vedata);
workbench_volume_engine_init(vedata);
}
void workbench_cache_init(void *ved)
{
WORKBENCH_Data *vedata = ved;
workbench_opaque_cache_init(vedata);
workbench_transparent_cache_init(vedata);
workbench_shadow_cache_init(vedata);
workbench_cavity_cache_init(vedata);
workbench_outline_cache_init(vedata);
workbench_dof_cache_init(vedata);
workbench_antialiasing_cache_init(vedata);
workbench_volume_cache_init(vedata);
}
/* TODO(fclem) DRW_cache_object_surface_material_get needs a refactor to allow passing NULL
* instead of gpumat_array. Avoiding all this boilerplate code. */
static struct GPUBatch **workbench_object_surface_material_get(Object *ob)
{
const int materials_len = DRW_cache_object_material_count_get(ob);
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len);
return DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
}
static void workbench_cache_sculpt_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
eV3DShadingColorType color_type)
{
const bool use_single_drawcall = !ELEM(color_type, V3D_SHADING_MATERIAL_COLOR);
BLI_assert(wpd->shading.color_type != V3D_SHADING_TEXTURE_COLOR);
if (use_single_drawcall) {
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, 0, color_type, NULL);
DRW_shgroup_call_sculpt(grp, ob, false, false);
}
else {
const int materials_len = DRW_cache_object_material_count_get(ob);
struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len);
for (int i = 0; i < materials_len; i++) {
shgrps[i] = workbench_material_setup(wpd, ob, i + 1, color_type, NULL);
}
DRW_shgroup_call_sculpt_with_materials(shgrps, materials_len, ob);
}
}
static void workbench_cache_texpaint_populate(WORKBENCH_PrivateData *wpd, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
const bool use_single_drawcall = imapaint->mode == IMAGEPAINT_MODE_IMAGE;
if (use_single_drawcall) {
struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
if (geom) {
Image *ima = imapaint->canvas;
eGPUSamplerState state = GPU_SAMPLER_REPEAT;
SET_FLAG_FROM_TEST(state, imapaint->interp == IMAGEPAINT_INTERP_LINEAR, GPU_SAMPLER_FILTER);
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, 0, ima, NULL, state);
DRW_shgroup_call(grp, geom, ob);
}
}
else {
struct GPUBatch **geoms = DRW_cache_mesh_surface_texpaint_get(ob);
if (geoms) {
const int materials_len = DRW_cache_object_material_count_get(ob);
for (int i = 0; i < materials_len; i++) {
if (geoms[i] == NULL) {
continue;
}
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, i + 1, NULL, NULL, 0);
DRW_shgroup_call(grp, geoms[i], ob);
}
}
}
}
static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
eV3DShadingColorType color_type,
bool *r_transp)
{
const bool use_tex = ELEM(color_type, V3D_SHADING_TEXTURE_COLOR);
const bool use_vcol = ELEM(color_type, V3D_SHADING_VERTEX_COLOR);
const bool use_single_drawcall = !ELEM(
color_type, V3D_SHADING_MATERIAL_COLOR, V3D_SHADING_TEXTURE_COLOR);
if (use_single_drawcall) {
struct GPUBatch *geom;
if (use_vcol) {
if (ob->mode & OB_MODE_VERTEX_PAINT) {
geom = DRW_cache_mesh_surface_vertpaint_get(ob);
}
else {
geom = DRW_cache_mesh_surface_sculptcolors_get(ob);
}
}
else {
geom = DRW_cache_object_surface_get(ob);
}
if (geom) {
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, 0, color_type, r_transp);
DRW_shgroup_call(grp, geom, ob);
}
}
else {
struct GPUBatch **geoms = (use_tex) ? DRW_cache_mesh_surface_texpaint_get(ob) :
workbench_object_surface_material_get(ob);
if (geoms) {
const int materials_len = DRW_cache_object_material_count_get(ob);
for (int i = 0; i < materials_len; i++) {
if (geoms[i] == NULL) {
continue;
}
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, i + 1, color_type, r_transp);
DRW_shgroup_call(grp, geoms[i], ob);
}
}
}
}
static void workbench_cache_hair_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
ParticleSystem *psys,
ModifierData *md,
eV3DShadingColorType color_type,
bool use_texpaint_mode,
const int matnr)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = use_texpaint_mode ? &scene->toolsettings->imapaint : NULL;
Image *ima = (imapaint && imapaint->mode == IMAGEPAINT_MODE_IMAGE) ? imapaint->canvas : NULL;
eGPUSamplerState state = 0;
state |= (imapaint && imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? GPU_SAMPLER_FILTER : 0;
DRWShadingGroup *grp = (use_texpaint_mode) ?
workbench_image_hair_setup(wpd, ob, matnr, ima, NULL, state) :
workbench_material_hair_setup(wpd, ob, matnr, color_type);
DRW_shgroup_hair_create_sub(ob, psys, md, grp);
}
/**
* Decide what color-type to draw the object with.
* In some cases it can be overwritten by #workbench_material_setup().
*/
static eV3DShadingColorType workbench_color_type_get(WORKBENCH_PrivateData *wpd,
Object *ob,
bool *r_sculpt_pbvh,
bool *r_texpaint_mode,
bool *r_draw_shadow)
{
eV3DShadingColorType color_type = wpd->shading.color_type;
const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool is_render = DRW_state_is_image_render() && (draw_ctx->v3d == NULL);
const bool is_texpaint_mode = is_active && (wpd->ctx_mode == CTX_MODE_PAINT_TEXTURE);
const bool is_vertpaint_mode = is_active && (wpd->ctx_mode == CTX_MODE_PAINT_VERTEX);
if ((color_type == V3D_SHADING_TEXTURE_COLOR) && (ob->dt < OB_TEXTURE)) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
/* Disable color mode if data layer is unavailable. */
if ((color_type == V3D_SHADING_TEXTURE_COLOR) && (me == NULL || me->mloopuv == NULL)) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
if (color_type == V3D_SHADING_VERTEX_COLOR) {
if (me == NULL) {
color_type = V3D_SHADING_OBJECT_COLOR;
}
if (!CustomData_has_layer(&me->vdata, CD_PROP_COLOR)) {
color_type = V3D_SHADING_OBJECT_COLOR;
}
}
if (r_sculpt_pbvh) {
*r_sculpt_pbvh = is_sculpt_pbvh;
}
if (r_texpaint_mode) {
*r_texpaint_mode = false;
}
if (!is_sculpt_pbvh && !is_render) {
/* Force texture or vertex mode if object is in paint mode. */
if (is_texpaint_mode && me && me->mloopuv) {
color_type = V3D_SHADING_TEXTURE_COLOR;
if (r_texpaint_mode) {
*r_texpaint_mode = true;
}
}
else if (is_vertpaint_mode && me && me->mloopcol) {
color_type = V3D_SHADING_VERTEX_COLOR;
}
}
if (r_draw_shadow) {
*r_draw_shadow = (ob->dtx & OB_DRAW_NO_SHADOW_CAST) == 0 && SHADOW_ENABLED(wpd);
/* Currently unsupported in sculpt mode. We could revert to the slow
* method in this case but I'm not sure if it's a good idea given that
* sculpted meshes are heavy to begin with. */
if (is_sculpt_pbvh) {
*r_draw_shadow = false;
}
if (is_active && DRW_object_use_hide_faces(ob)) {
*r_draw_shadow = false;
}
}
return color_type;
}
void workbench_cache_populate(void *ved, Object *ob)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->wpd;
if (!DRW_object_is_renderable(ob)) {
return;
}
if (ob->type == OB_MESH && ob->modifiers.first != NULL) {
bool use_texpaint_mode;
int color_type = workbench_color_type_get(wpd, ob, NULL, &use_texpaint_mode, NULL);
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
workbench_cache_hair_populate(
wpd, ob, psys, md, color_type, use_texpaint_mode, part->omat);
}
}
}
if (!(ob->base_flag & BASE_FROM_DUPLI)) {
ModifierData *md = BKE_modifiers_findby_type(ob, eModifierType_Fluid);
if (md && BKE_modifier_is_enabled(wpd->scene, md, eModifierMode_Realtime)) {
FluidModifierData *fmd = (FluidModifierData *)md;
if (fmd->domain && fmd->domain->type == FLUID_DOMAIN_TYPE_GAS) {
workbench_volume_cache_populate(vedata, wpd->scene, ob, md, V3D_SHADING_SINGLE_COLOR);
return; /* Do not draw solid in this case. */
}
}
}
if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
return;
}
if ((ob->dt < OB_SOLID) && !DRW_state_is_scene_render()) {
return;
}
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_POINTCLOUD)) {
bool use_sculpt_pbvh, use_texpaint_mode, draw_shadow, has_transp_mat = false;
eV3DShadingColorType color_type = workbench_color_type_get(
wpd, ob, &use_sculpt_pbvh, &use_texpaint_mode, &draw_shadow);
if (use_sculpt_pbvh) {
workbench_cache_sculpt_populate(wpd, ob, color_type);
}
else if (use_texpaint_mode) {
workbench_cache_texpaint_populate(wpd, ob);
}
else {
workbench_cache_common_populate(wpd, ob, color_type, &has_transp_mat);
}
if (draw_shadow) {
workbench_shadow_cache_populate(vedata, ob, has_transp_mat);
}
}
else if (ob->type == OB_HAIR) {
int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
workbench_cache_hair_populate(wpd, ob, NULL, NULL, color_type, false, HAIR_MATERIAL_NR);
}
else if (ob->type == OB_VOLUME) {
if (wpd->shading.type != OB_WIRE) {
int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
workbench_volume_cache_populate(vedata, wpd->scene, ob, NULL, color_type);
}
}
}
void workbench_cache_finish(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->wpd;
/* TODO(fclem) Only do this when really needed. */
{
/* HACK we allocate the infront depth here to avoid the overhead when if is not needed. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_texture_ensure_fullscreen_2d(&dtxl->depth_in_front, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&dfbl->in_front_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_ensure_config(&fbl->opaque_infront_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transp_accum_infront_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
GPU_ATTACHMENT_TEXTURE(wpd->accum_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->reveal_buffer_tx),
});
}
if (wpd->object_id_tx) {
GPU_framebuffer_ensure_config(&fbl->id_clear_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
});
}
else {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->id_clear_fb);
}
workbench_update_material_ubos(wpd);
/* TODO don't free reuse next redraw. */
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
for (int k = 0; k < 2; k++) {
if (wpd->prepass[i][j][k].material_hash) {
BLI_ghash_free(wpd->prepass[i][j][k].material_hash, NULL, NULL);
wpd->prepass[i][j][k].material_hash = NULL;
}
}
}
}
}
/* Used by viewport rendering & final rendering.
* Do one render loop iteration (i.e: One TAA sample). */
void workbench_draw_sample(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
WORKBENCH_PassList *psl = vedata->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_col_with_alpha[4] = {0.0f, 0.0f, 0.0f, 1.0f};
const bool do_render = workbench_antialiasing_setup(vedata);
const bool xray_is_visible = wpd->shading.xray_alpha > 0.0f;
const bool do_transparent_infront_pass = !DRW_pass_is_empty(psl->transp_accum_infront_ps);
const bool do_transparent_pass = !DRW_pass_is_empty(psl->transp_accum_ps);
const bool do_opaque_infront_pass = !DRW_pass_is_empty(psl->opaque_infront_ps);
const bool do_opaque_pass = !DRW_pass_is_empty(psl->opaque_ps) || do_opaque_infront_pass;
if (dfbl->in_front_fb) {
GPU_framebuffer_bind(dfbl->in_front_fb);
GPU_framebuffer_clear_depth(dfbl->in_front_fb, 1.0f);
}
if (do_render) {
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color_depth_stencil(dfbl->default_fb, wpd->background_color, 1.0f, 0x00);
if (fbl->id_clear_fb) {
GPU_framebuffer_bind(fbl->id_clear_fb);
GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_col);
}
if (do_opaque_pass) {
GPU_framebuffer_bind(fbl->opaque_fb);
DRW_draw_pass(psl->opaque_ps);
if (psl->shadow_ps[0]) {
DRW_draw_pass(psl->shadow_ps[0]);
DRW_draw_pass(psl->shadow_ps[1]);
}
if (do_opaque_infront_pass) {
GPU_framebuffer_bind(fbl->opaque_infront_fb);
DRW_draw_pass(psl->opaque_infront_ps);
GPU_framebuffer_bind(fbl->opaque_fb);
DRW_draw_pass(psl->merge_infront_ps);
}
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->composite_ps);
if (psl->cavity_ps) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->cavity_ps);
}
}
workbench_volume_draw_pass(vedata);
if (xray_is_visible) {
if (do_transparent_pass) {
GPU_framebuffer_bind(fbl->transp_accum_fb);
GPU_framebuffer_clear_color(fbl->transp_accum_fb, clear_col_with_alpha);
DRW_draw_pass(psl->transp_accum_ps);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->transp_resolve_ps);
}
if (do_transparent_infront_pass) {
GPU_framebuffer_bind(fbl->transp_accum_infront_fb);
GPU_framebuffer_clear_color(fbl->transp_accum_infront_fb, clear_col_with_alpha);
DRW_draw_pass(psl->transp_accum_infront_ps);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->transp_resolve_ps);
}
}
workbench_transparent_draw_depth_pass(vedata);
if (psl->outline_ps) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->outline_ps);
}
workbench_dof_draw_pass(vedata);
}
workbench_antialiasing_draw_pass(vedata);
}
/* Viewport rendering. */
static void workbench_draw_scene(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
if (DRW_state_is_opengl_render()) {
while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
workbench_update_world_ubo(wpd);
workbench_draw_sample(vedata);
}
}
else {
workbench_draw_sample(vedata);
}
workbench_draw_finish(vedata);
}
void workbench_draw_finish(void *ved)
{
WORKBENCH_Data *vedata = ved;
workbench_volume_draw_finish(vedata);
/* Reset default view. */
DRW_view_set_active(NULL);
}
static void workbench_engine_free(void)
{
workbench_shader_free();
}
static void workbench_view_update(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_antialiasing_view_updated(data);
}
static void workbench_id_update(void *UNUSED(vedata), struct ID *id)
{
if (GS(id->name) == ID_OB) {
WORKBENCH_ObjectData *oed = (WORKBENCH_ObjectData *)DRW_drawdata_get(id,
&draw_engine_workbench);
if (oed != NULL && oed->dd.recalc != 0) {
oed->shadow_bbox_dirty = (oed->dd.recalc & ID_RECALC_ALL) != 0;
oed->dd.recalc = 0;
}
}
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench = {
NULL,
NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_engine_init,
&workbench_engine_free,
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
&workbench_draw_scene,
&workbench_view_update,
&workbench_id_update,
&workbench_render,
};
RenderEngineType DRW_engine_viewport_workbench_type = {
NULL,
NULL,
WORKBENCH_ENGINE,
N_("Workbench"),
RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
NULL,
&DRW_render_to_image,
NULL,
NULL,
NULL,
NULL,
&workbench_render_update_passes,
&draw_engine_workbench,
{NULL, NULL, NULL},
};
#undef WORKBENCH_ENGINE