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	<title>Dev:2.8/Source/Viewport/DrawModes - 版の履歴</title>
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	<updated>2026-05-09T06:07:09Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.8/Source/Viewport/DrawModes&amp;diff=154559&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:23:58Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:23時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.8/Source/Viewport/DrawModes&amp;diff=154558&amp;oldid=prev</id>
		<title>2018年4月18日 (水) 06:47にwiki&gt;Jbakkerによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.8/Source/Viewport/DrawModes&amp;diff=154558&amp;oldid=prev"/>
		<updated>2018-04-18T06:47:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Every engine will provide a set of Draw modes. In the 3d view the user can select one of these drawing modes. the associated render engine will then be used to render the 3d view.&lt;br /&gt;
&lt;br /&gt;
{{Note|F12 rendering|Draw modes other than OB_RENDER are not supported for F12 rendering}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
&lt;br /&gt;
For every draw mode a draw_engine is registered&lt;br /&gt;
&lt;br /&gt;
 void DRW_engines_register(void)&lt;br /&gt;
 {&lt;br /&gt;
 	RE_engines_register(NULL, &amp;amp;DRW_engine_viewport_eevee_type);&lt;br /&gt;
 	RE_engines_register(NULL, &amp;amp;DRW_engine_viewport_workbench_type);&lt;br /&gt;
 	&lt;br /&gt;
 	DRW_engine_register(&amp;amp;draw_engine_workbench_solid_flat); &lt;br /&gt;
 &lt;br /&gt;
         ...&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
In the RNA/DNA there is a field called drawtype which holds the main shading type (OB_WIRES, OB_SOLID, OB_MATCAP, OB_TEXTURE, OB_SHADED, OB_RENDER) there is also a drawsubtype per drawtype (when needed) to hold a chosen subtype.&lt;br /&gt;
&lt;br /&gt;
 drawtype_wires(All wires, Front wires)&lt;br /&gt;
 drawtype_solid(Flat, Studio, Scene lighting)&lt;br /&gt;
 drawtype_texture(Flat, Studio, Scene lighting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In draw_manager.c#drw_engines_enable_from_engine the correct draw_engine for the selected drawtype will be chosen.&lt;br /&gt;
&lt;br /&gt;
 static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int draw_mode,&lt;br /&gt;
                                            int draw_mode_wireframe, int draw_mode_solid, int draw_mode_texture)&lt;br /&gt;
 {&lt;br /&gt;
 	switch (draw_mode) {&lt;br /&gt;
 		case OB_SOLID:&lt;br /&gt;
 			if (draw_mode_solid == OB_LIGHTING_FLAT) {&lt;br /&gt;
 				use_drw_engine(&amp;amp;draw_engine_workbench_solid_flat);&lt;br /&gt;
 &lt;br /&gt;
 			} else if (draw_mode_solid == OB_LIGHTING_STUDIO) {&lt;br /&gt;
 				use_drw_engine(&amp;amp;draw_engine_workbench_solid_studio);&lt;br /&gt;
 &lt;br /&gt;
 			} else if (draw_mode_solid == OB_LIGHTING_SCENE) {&lt;br /&gt;
 				use_drw_engine(&amp;amp;draw_engine_eevee_solid_scene);&lt;br /&gt;
 &lt;br /&gt;
 			}&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
                     ...&lt;br /&gt;
 &lt;br /&gt;
 		default:&lt;br /&gt;
 		case OB_RENDER:&lt;br /&gt;
 			if (engine_type-&amp;gt;draw_engine != NULL) {&lt;br /&gt;
 				use_drw_engine(engine_type-&amp;gt;draw_engine);&lt;br /&gt;
 			} &lt;br /&gt;
 			break;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
{{note|draw_mode_material|draw_mode_material will be added when needed. During the code quest we will not be focusing on material draw modes}}&lt;br /&gt;
&lt;br /&gt;
== Supported Draw Modes ==&lt;br /&gt;
&lt;br /&gt;
The next draw modes will be made available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wireframe All ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_WIRES&lt;br /&gt;
 drawtype_wires: OB_WIRES_ALL&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all the wireframes of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wireframe Front ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_WIRES&lt;br /&gt;
 drawtype_wires: OB_WIRES_FRONT&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all front wires of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Solid Flat Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_SOLID&lt;br /&gt;
 drawtype_solid: OB_LIGHTING_FLAT&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all objects in a flat color like a silhouette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Solid Studio Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_SOLID&lt;br /&gt;
 drawtype_solid: OB_LIGHTING_STUDIO&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all objects in a single color, but uses an HDRI for lighting. Shadows (option) will be provided with the HDRI (single directional light)&lt;br /&gt;
&lt;br /&gt;
=== Solid Scene Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_SOLID&lt;br /&gt;
 drawtype_solid: OB_LIGHTING_SCENE&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Eevee engine.&lt;br /&gt;
&lt;br /&gt;
=== Textured Flat Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_TEXTURE&lt;br /&gt;
 drawtype_texture: OB_LIGHTING_FLAT&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all objects in a flat color like a silhouette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textured Studio Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_TEXTURE&lt;br /&gt;
 drawtype_texture: OB_LIGHTING_STUDIO&lt;br /&gt;
&lt;br /&gt;
This draw mode is provided by the Workbench engine. It will draw all objects in a single color, but uses an HDRI for lighting. Shadows (option) will be provided with the HDRI (single directional light)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textured Scene Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_TEXTURE&lt;br /&gt;
 drawtype_texture: OB_LIGHTING_SCENE&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Eevee engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Material Flat Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_MATERIAL&lt;br /&gt;
 drawtype_material: OB_LIGHTING_FLAT&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Eevee engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Material Studio Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_MATERIAL&lt;br /&gt;
 drawtype_material: OB_LIGHTING_STUDIO&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Eevee engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Material Scene Lighting ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_MATERIAL&lt;br /&gt;
 drawtype_material: OB_LIGHTING_SCENE&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Eevee engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MatCap ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_MATCAP&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Workbench engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rendered ===&lt;br /&gt;
&lt;br /&gt;
 drawtype: OB_RENDER&lt;br /&gt;
&lt;br /&gt;
This draw mode will be provided by the Scene render engine (Cycles, Eevee)&lt;br /&gt;
&lt;br /&gt;
{{Note|Code Quest|&lt;br /&gt;
during the code quest the workbench project will have a priority on the next Drawing modes&lt;br /&gt;
&lt;br /&gt;
* Wireframe All&lt;br /&gt;
* Wireframe Front&lt;br /&gt;
* Solid Flat Lighting&lt;br /&gt;
* Solid Studio Lighting&lt;br /&gt;
* Textured Flat Lighting&lt;br /&gt;
* Textured Studio Lighting&lt;br /&gt;
* MatCap&lt;br /&gt;
* Rendered&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Jbakker</name></author>
		
	</entry>
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