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blender-archive/source/blender/draw/engines/overlay/overlay_facing.c
Clément Foucault 1b33e1f9ae Overlay Engine: Cleanup & enable line AA on in front passes
- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
2019-12-05 00:43:37 +01:00

59 lines
1.7 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "overlay_private.h"
void OVERLAY_facing_init(OVERLAY_Data *UNUSED(vedata))
{
}
void OVERLAY_facing_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->facing_ps, state | pd->clipping_state);
GPUShader *sh = OVERLAY_shader_facing();
pd->facing_grp = DRW_shgroup_create(sh, psl->facing_ps);
}
void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call(pd->facing_grp, geom, ob);
}
}
void OVERLAY_facing_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->facing_ps);
}