When playing animations the anti-aliasing was not reset, resulting in ghosts from previous frames to be drawn. Also when playing animations and switching to X-Ray mode for the first time would most likely result in a write to uninitialized memory.
102 lines
2.6 KiB
C
102 lines
2.6 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file transparent_mode.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple studio shaders.
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "workbench_private.h"
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/* Functions */
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static void workbench_transparent_engine_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_engine_init(data);
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}
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static void workbench_transparent_cache_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_init(data);
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}
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static void workbench_transparent_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_populate(data, ob);
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}
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static void workbench_transparent_cache_finish(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_finish(data);
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}
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static void workbench_transparent_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_background(data);
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}
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static void workbench_transparent_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_scene(data);
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}
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static void workbench_transparent_engine_free(void)
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{
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workbench_forward_engine_free();
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}
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static void workbench_transparent_view_update(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_taa_view_updated(data);
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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DrawEngineType draw_engine_workbench_transparent = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_transparent_engine_init,
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&workbench_transparent_engine_free,
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&workbench_transparent_cache_init,
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&workbench_transparent_cache_populate,
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&workbench_transparent_cache_finish,
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&workbench_transparent_draw_background,
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&workbench_transparent_draw_scene,
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&workbench_transparent_view_update,
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NULL,
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NULL,
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};
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