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source/blender/draw/engines/workbench/workbench_private.h
| Show All 33 Lines | |||||
| #include "DRW_render.h" | #include "DRW_render.h" | ||||
| #include "workbench_engine.h" | #include "workbench_engine.h" | ||||
| #define WORKBENCH_ENGINE "BLENDER_WORKBENCH" | #define WORKBENCH_ENGINE "BLENDER_WORKBENCH" | ||||
| #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 | #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 | ||||
| #define MAX_COMPOSITE_SHADERS (1 << 6) | #define MAX_COMPOSITE_SHADERS (1 << 6) | ||||
| #define MAX_PREPASS_SHADERS (1 << 7) | #define MAX_PREPASS_SHADERS (1 << 7) | ||||
| #define MAX_ACCUM_SHADERS (1 << 5) | #define MAX_ACCUM_SHADERS (1 << 6) | ||||
| #define MAX_CAVITY_SHADERS (1 << 3) | #define MAX_CAVITY_SHADERS (1 << 3) | ||||
| #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) | #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) | ||||
| #define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT) | #define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT) | ||||
| #define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO) | #define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO) | ||||
| #define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP) | #define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP) | ||||
| #define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0) | #define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0) | ||||
| #define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) | #define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) | ||||
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| #define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback)) | #define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback)) | ||||
| #define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) | #define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) | ||||
| #define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) | #define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) | ||||
| #define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) | #define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) | ||||
| #define MATDATA_PASS_ENABLED(wpd) (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) | #define MATDATA_PASS_ENABLED(wpd) (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) | ||||
| #define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd)) | #define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd)) | ||||
| #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) | #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) | ||||
| #define NORMAL_ENCODING_ENABLED() (true) | #define NORMAL_ENCODING_ENABLED() (true) | ||||
| #define WORLD_CLIPPING_ENABLED(wpd) (wpd->world_clip_planes != NULL) | |||||
| struct RenderEngine; | struct RenderEngine; | ||||
| struct RenderLayer; | struct RenderLayer; | ||||
| struct rcti; | struct rcti; | ||||
| typedef struct WORKBENCH_FramebufferList { | typedef struct WORKBENCH_FramebufferList { | ||||
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