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)