Rewrite of the Workbench engine using C++ and the new Draw Manager API. The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`. After that, the engine can be selected in `Properties > Scene > Render Engine`. When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering. The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks: - `In Front` rendered objects now work correctly with DoF and Shadows. - The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`. - In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would) To do: - Sculpt PBVH. - Volume rendering. - Hair rendering. - Use the "no_geom" shader versions for shadow rendering. - Decide the final API for custom visibility culling (Needed for shadows). - Profile/optimize. Known Issues: - Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI) - Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle) Reviewed By: fclem Maniphest Tasks: T101619 Differential Revision: https://developer.blender.org/D16826
82 lines
2.0 KiB
Python
82 lines
2.0 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class DataButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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return context.lattice
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class DATA_PT_context_lattice(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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lat = context.lattice
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif lat:
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layout.template_ID(space, "pin_id")
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class DATA_PT_lattice(DataButtonsPanel, Panel):
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bl_label = "Lattice"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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lat = context.lattice
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col = layout.column()
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sub = col.column(align=True)
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sub.prop(lat, "points_u", text="Resolution U")
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sub.prop(lat, "points_v", text="V")
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sub.prop(lat, "points_w", text="W")
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col.separator()
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sub = col.column(align=True)
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sub.prop(lat, "interpolation_type_u", text="Interpolation U")
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sub.prop(lat, "interpolation_type_v", text="V")
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sub.prop(lat, "interpolation_type_w", text="W")
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col.separator()
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col.prop(lat, "use_outside")
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col.separator()
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col.prop_search(lat, "vertex_group", context.object, "vertex_groups")
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class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH','BLENDER_WORKBENCH_NEXT'}
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_context_path = "object.data"
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_property_type = bpy.types.Lattice
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classes = (
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DATA_PT_context_lattice,
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DATA_PT_lattice,
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DATA_PT_custom_props_lattice,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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