Workbench: Basic Solid Studio
Currently uses static lighting. Will become HDRI lighting. Added do_versions to set default drawtype_solid and drawtype_texture to OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and drawtype_texture are also set to OB_LIGHTING_STUDIO. Current studio lighting uses a dot product to simulate static lighting. Will need to be changed in the future with different lighting models.
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3f762dd764
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ccb104b9c2
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@ -948,4 +948,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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}
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}
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}
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if (!MAIN_VERSION_ATLEAST(main, 280, 6)) {
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bScreen *sc;
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ScrArea *sa;
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SpaceLink *sl;
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for (sc = main->screen.first; sc; sc = sc->id.next) {
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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for (sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->drawtype_solid = OB_LIGHTING_STUDIO;
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v3d->drawtype_wireframe = OB_LIGHTING_STUDIO;
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}
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}
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}
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}
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}
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}
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@ -106,6 +106,7 @@ set(SRC
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engines/eevee/eevee_volumes.c
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engines/workbench/workbench_engine.c
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engines/workbench/solid_flat_mode.c
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engines/workbench/solid_studio_mode.c
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engines/external/external_engine.c
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DRW_engine.h
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@ -206,7 +207,9 @@ data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
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data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
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@ -0,0 +1,11 @@
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uniform vec3 color;
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in vec3 normal;
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out vec4 fragColor;
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void main()
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{
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float intensity = dot(normal, vec3(0.0, 0.0, 1.0));
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vec3 shaded_color = color * intensity;
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fragColor = vec4(shaded_color, 1.0);
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}
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@ -0,0 +1,14 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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in vec3 pos;
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in vec3 nor;
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out vec3 normal;
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void main()
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{
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normal = normalize(NormalMatrix * nor);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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@ -84,12 +84,6 @@ static void workbench_solid_flat_cache_init(void *vedata)
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->solid_pass = DRW_pass_create("Solid Pass", state);
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}
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/* Flat Lighting Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->lighting_pass = DRW_pass_create("Lighting Pass", state);
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}
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}
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static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
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@ -0,0 +1,149 @@
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/*
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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_studio_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 "workbench_private.h"
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/* Shaders */
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extern char datatoc_solid_studio_frag_glsl[];
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extern char datatoc_workbench_studio_vert_glsl[];
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/* *********** STATIC *********** */
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static struct {
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struct GPUShader *depth_sh;
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/* Shading Pass */
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struct GPUShader *solid_sh;
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} e_data = {NULL};
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/* Functions */
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static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
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{
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if (!e_data.depth_sh) {
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/* Depth pass */
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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/* Shading pass */
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e_data.solid_sh = DRW_shader_create(
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datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, "\n");
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}
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}
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static void workbench_solid_studio_cache_init(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_StorageList *stl = data->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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/* Depth Pass */
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{
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int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->depth_pass = DRW_pass_create("Depth Pass", state);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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}
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/* Solid Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->solid_pass = DRW_pass_create("Solid Pass", state);
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}
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}
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static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_StorageList *stl = data->stl;
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IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
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const float* color = BKE_collection_engine_property_value_get_float_array(props, "object_color");
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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DRWShadingGroup *grp;
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if (geom) {
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/* Depth */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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/* Solid */
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grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass);
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DRW_shgroup_uniform_vec3(grp, "color", color, 1);
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DRW_shgroup_call_add(grp, geom, ob->obmat);
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}
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}
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static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
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{
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}
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static void workbench_solid_studio_draw_scene(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->solid_pass);
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}
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static void workbench_solid_studio_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.solid_sh);
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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_studio = {
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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_studio_engine_init,
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&workbench_solid_studio_engine_free,
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&workbench_solid_studio_cache_init,
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&workbench_solid_studio_cache_populate,
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&workbench_solid_studio_cache_finish,
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NULL,
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&workbench_solid_studio_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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@ -27,6 +27,7 @@
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#define __WORKBENCH_ENGINE_H__
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extern DrawEngineType draw_engine_workbench_solid_flat;
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extern DrawEngineType draw_engine_workbench_solid_studio;
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extern RenderEngineType DRW_engine_viewport_workbench_type;
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#endif /* __WORKBENCH_ENGINE_H__ */
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@ -38,9 +38,7 @@ typedef struct WORKBENCH_StorageList {
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typedef struct WORKBENCH_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *solid_pass;
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struct DRWPass *lighting_pass;
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} WORKBENCH_PassList;
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typedef struct WORKBENCH_FrameBufferList {
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@ -905,6 +905,10 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
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case OB_SOLID:
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if (draw_mode_solid == OB_LIGHTING_FLAT) {
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use_drw_engine(&draw_engine_workbench_solid_flat);
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} else if (draw_mode_solid == OB_LIGHTING_STUDIO) {
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use_drw_engine(&draw_engine_workbench_solid_studio);
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}
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break;
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@ -333,6 +333,8 @@ static SpaceLink *view3d_new(const bContext *C)
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v3d->gridlines = 16;
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v3d->gridsubdiv = 10;
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v3d->drawtype = OB_SOLID;
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v3d->drawtype_solid = OB_LIGHTING_STUDIO;
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v3d->drawtype_texture = OB_LIGHTING_STUDIO;
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v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;
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