Always using full shading for eevee + sculpt mode

Also disable for dyntopo & multires since its currently not supported.
This commit is contained in:
Campbell Barton 2017-07-13 19:09:40 +10:00
parent 86b7698a3e
commit a3240df269
2 changed files with 10 additions and 1 deletions

View File

@ -3266,7 +3266,7 @@ class VIEW3D_PT_view3d_display(Panel):
col.prop(view, "show_only_render")
col.prop(view, "show_world")
if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE', 'SCULPT'}:
if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
col.prop(view, "show_mode_shade_override")
col = layout.column()

View File

@ -34,6 +34,8 @@
#include "BLI_alloca.h"
#include "BKE_particle.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "GPU_material.h"
@ -928,7 +930,14 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0;
#if 0
const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0;
#else
/* For now just force fully shaded with eevee when supported. */
const bool is_sculpt_mode_draw =
is_sculpt_mode &&
((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES));
#endif
const bool is_default_mode_shader = is_sculpt_mode;
/* First get materials for this mesh. */