Workbench: Silhouette shading
Currently it uses the `obj->col`. This needs to be made more intelligent with fe collection overrides.
This commit is contained in:
parent
31067c9757
commit
e6998b6e62
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@ -104,6 +104,8 @@ set(SRC
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engines/eevee/eevee_subsurface.c
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engines/eevee/eevee_temporal_sampling.c
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engines/eevee/eevee_volumes.c
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engines/workbench/workbench_engine.c
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engines/workbench/workbench_materials.c
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engines/external/external_engine.c
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DRW_engine.h
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@ -204,6 +206,9 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
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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/silhouette_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(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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data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC)
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@ -0,0 +1,8 @@
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uniform vec3 color;
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out vec4 fragColor;
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void main()
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{
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fragColor = vec4(color, 1.0);
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}
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@ -0,0 +1,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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@ -0,0 +1,105 @@
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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 workbench_engine.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 flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "GPU_shader.h"
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#include "workbench_engine.h"
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#include "workbench_private.h"
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/* Shaders */
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
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/* Functions */
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static void workbench_engine_init(void *UNUSED(vedata))
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{
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workbench_materials_init();
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}
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static void workbench_cache_init(void *vedata)
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{
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workbench_materials_cache_init((WORKBENCH_Data *)vedata);
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}
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static void workbench_cache_populate(void *vedata, Object *ob)
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{
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workbench_materials_cache_populate((WORKBENCH_Data *)vedata, ob);
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}
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static void workbench_cache_finish(void *vedata)
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{
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workbench_materials_cache_finish((WORKBENCH_Data *)vedata);
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}
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static void workbench_draw_scene(void *vedata)
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{
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workbench_materials_draw_scene((WORKBENCH_Data *)vedata);
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}
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static void workbench_engine_free(void)
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{
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workbench_materials_free();
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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_type = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_engine_init,
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&workbench_engine_free,
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&workbench_cache_init,
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&workbench_cache_populate,
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&workbench_cache_finish,
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NULL,
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&workbench_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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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_workbench_type = {
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NULL, NULL,
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WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&draw_engine_workbench_type,
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{NULL, NULL, NULL}
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};
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#undef WORKBENCH_ENGINE
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@ -0,0 +1,32 @@
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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 workbench_engine.h
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* \ingroup draw_engine
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*/
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#ifndef __WORKBENCH_ENGINE_H__
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#define __WORKBENCH_ENGINE_H__
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extern DrawEngineType draw_engine_workbench_type;
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extern RenderEngineType DRW_engine_viewport_workbench_type;
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#endif /* __WORKBENCH_ENGINE_H__ */
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@ -0,0 +1,119 @@
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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 workbench_materials.c
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* \ingroup draw_engine
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*/
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#include "workbench_private.h"
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#include "GPU_shader.h"
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extern char datatoc_silhouette_frag_glsl[];
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extern char datatoc_workbench_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 *silhouette_sh;
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} e_data = {NULL};
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void workbench_materials_init() {
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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.silhouette_sh = DRW_shader_create(
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datatoc_workbench_vert_glsl, NULL, datatoc_silhouette_frag_glsl, "\n");
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}
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}
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void workbench_materials_cache_init(WORKBENCH_Data* vedata)
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{
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_StorageList *stl = vedata->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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/* Shadeless Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->silhouette_pass = DRW_pass_create("Silhouette Pass", state);
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}
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}
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void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
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{
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_StorageList *stl = vedata->stl;
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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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/* Silhouette */
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grp = DRW_shgroup_create(e_data.silhouette_sh, psl->silhouette_pass);
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DRW_shgroup_uniform_vec3(grp, "color", ob->col, 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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void workbench_materials_cache_finish(WORKBENCH_Data *vedata)
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{
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WORKBENCH_StorageList *stl = ((WORKBENCH_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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}
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void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
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{
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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->silhouette_pass);
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}
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void workbench_materials_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.silhouette_sh);
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}
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@ -0,0 +1,74 @@
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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 workbench_private.h
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* \ingroup draw_engine
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*/
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#ifndef __WORKBENCH_PRIVATE_H__
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#define __WORKBENCH_PRIVATE_H__
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#include "DRW_render.h"
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typedef struct WORKBENCH_StorageList {
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struct WORKBENCH_PrivateData *g_data;
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} WORKBENCH_StorageList;
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typedef struct WORKBENCH_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *silhouette_pass;
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} WORKBENCH_PassList;
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typedef struct WORKBENCH_FrameBufferList {
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} WORKBENCH_FrameBufferList;
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typedef struct WORKBENCH_TextureList {
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} WORKBENCH_TextureList;
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typedef struct WORKBENCH_Data {
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void *engine_type;
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WORKBENCH_FrameBufferList *fbl;
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WORKBENCH_TextureList *txl;
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WORKBENCH_PassList *psl;
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WORKBENCH_StorageList *stl;
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} WORKBENCH_Data;
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typedef struct WORKBENCH_PrivateData {
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *shadeless_shgrp;
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} WORKBENCH_PrivateData; /* Transient data */
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/* workbench_materials.c */
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void workbench_materials_init(void);
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void workbench_materials_cache_init(WORKBENCH_Data* vedata);
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void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object* ob);
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void workbench_materials_cache_finish(WORKBENCH_Data* vedata);
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void workbench_materials_draw_scene(WORKBENCH_Data* vedata);
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void workbench_materials_free(void);
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#endif
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@ -76,6 +76,7 @@
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#include "engines/clay/clay_engine.h"
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#include "engines/eevee/eevee_engine.h"
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#include "engines/basic/basic_engine.h"
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#include "engines/workbench/workbench_engine.h"
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#include "engines/external/external_engine.h"
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#include "../../../intern/gawain/gawain/gwn_context.h"
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@ -1924,6 +1925,7 @@ void DRW_engines_register(void)
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RE_engines_register(NULL, &DRW_engine_viewport_clay_type);
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#endif
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RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
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RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
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DRW_engine_register(&draw_engine_object_type);
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DRW_engine_register(&draw_engine_edit_armature_type);
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