Files
test2/source/blender/draw/engines/workbench/workbench_engine.c
Jeroen Bakker 6c608b2f8a Workbench: Environment Light
- Changed defaults
 - Updated render panel
2018-04-26 08:31:14 +02:00

89 lines
3.1 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_engine.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "GPU_shader.h"
#include "workbench_engine.h"
#include "workbench_private.h"
/* Shaders */
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
/* Functions */
static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_float(props, "random_object_color_saturation", 0.5f);
BKE_collection_engine_property_add_float(props, "random_object_color_value", 0.9f);
}
static void workbench_view_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
const float diffuse_x_pos[3] = {1.0, 0.8, 0.6};
const float diffuse_x_neg[3] = {1.0, 0.6, 0.6};
const float diffuse_y_pos[3] = {0.9, 0.9, 1.0};
const float diffuse_y_neg[3] = {0.05, 0.025, 0.025};
const float diffuse_z_pos[3] = {0.8, 0.8, 0.75};
const float diffuse_z_neg[3] = {1.0, 0.95, 0.8};
BKE_collection_engine_property_add_float_array(props, "diffuse_light_x_pos", diffuse_x_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_x_neg", diffuse_x_neg, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_y_pos", diffuse_y_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_y_neg", diffuse_y_neg, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_pos", diffuse_z_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_neg", diffuse_z_neg, 3);
}
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
RenderEngineType DRW_engine_viewport_workbench_type = {
NULL, NULL,
WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, &workbench_layer_collection_settings_create, &workbench_view_layer_settings_create,
&draw_engine_workbench_solid,
{NULL, NULL, NULL}
};
#undef WORKBENCH_ENGINE