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source/blender/draw/engines/workbench/workbench_materials.c
Show First 20 Lines • Show All 46 Lines • ▼ Show 20 Line(s) | void workbench_material_update_data(WORKBENCH_PrivateData *wpd, | ||||
* texture could be determined */ | * texture could be determined */ | ||||
int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? | int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? | ||||
V3D_SHADING_MATERIAL_COLOR : | V3D_SHADING_MATERIAL_COLOR : | ||||
wpd->shading.color_type; | wpd->shading.color_type; | ||||
copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f); | copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f); | ||||
copy_v3_v3(data->base_color, data->diffuse_color); | copy_v3_v3(data->base_color, data->diffuse_color); | ||||
copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */ | copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */ | ||||
data->metallic = 0.0f; | data->metallic = 0.0f; | ||||
data->roughness = 0.5f; /* sqrtf(0.25f); */ | data->roughness = 0.632455532f; /* sqrtf(0.4f); */ | ||||
if (color_type == V3D_SHADING_SINGLE_COLOR) { | if (color_type == V3D_SHADING_SINGLE_COLOR) { | ||||
copy_v3_v3(data->diffuse_color, wpd->shading.single_color); | copy_v3_v3(data->diffuse_color, wpd->shading.single_color); | ||||
copy_v3_v3(data->base_color, data->diffuse_color); | copy_v3_v3(data->base_color, data->diffuse_color); | ||||
} | } | ||||
else if (color_type == V3D_SHADING_RANDOM_COLOR) { | else if (color_type == V3D_SHADING_RANDOM_COLOR) { | ||||
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); | uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); | ||||
if (ob->id.lib) { | if (ob->id.lib) { | ||||
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