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source/blender/draw/engines/workbench/workbench_private.h
| Context not available. | |||||
| #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 MATCAP_RIDGE_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_MATCAP_RIDGE_PASS) | |||||
| #define MATCAP_VALLEY_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_MATCAP_VALLEY_PASS) | |||||
| #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) \ | #define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) \ | ||||
| (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) | (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) | ||||
| Context not available. | |||||
| GPUShader *workbench_shader_shadow_pass_get(bool manifold); | GPUShader *workbench_shader_shadow_pass_get(bool manifold); | ||||
| GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap); | GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap); | ||||
| GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature); | GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature, bool matcap_cavity); | ||||
| GPUShader *workbench_shader_outline_get(void); | GPUShader *workbench_shader_outline_get(void); | ||||
| GPUShader *workbench_shader_antialiasing_accumulation_get(void); | GPUShader *workbench_shader_antialiasing_accumulation_get(void); | ||||
| Context not available. | |||||