Draw Manager: Add additive blending.

This commit is contained in:
Clément Foucault 2017-05-09 21:51:30 +02:00
parent 26b6bd6e90
commit 1413bee158
2 changed files with 22 additions and 7 deletions

View File

@ -242,11 +242,12 @@ typedef enum {
DRW_STATE_STIPPLE_3 = (1 << 11),
DRW_STATE_STIPPLE_4 = (1 << 12),
DRW_STATE_BLEND = (1 << 13),
DRW_STATE_ADDITIVE = (1 << 14),
DRW_STATE_WRITE_STENCIL_SELECT = (1 << 14),
DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 15),
DRW_STATE_TEST_STENCIL_SELECT = (1 << 16),
DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 17),
DRW_STATE_WRITE_STENCIL_SELECT = (1 << 27),
DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 28),
DRW_STATE_TEST_STENCIL_SELECT = (1 << 29),
DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 30),
} DRWState;
#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
@ -258,6 +259,7 @@ DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *materi
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size);
void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
@ -269,6 +271,7 @@ void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *at
#define DRW_shgroup_call_dynamic_add_empty(shgroup) do { \
DRW_shgroup_call_dynamic_add_array(shgroup, NULL, 0); \
} while (0)
void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count);
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);

View File

@ -1210,10 +1210,22 @@ static void DRW_state_set(DRWState state)
/* Blending (all buffer) */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_BLEND))) {
if (test == 1) {
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND | DRW_STATE_ADDITIVE,
test))
{
if (test) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if ((state & DRW_STATE_BLEND) != 0) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_ADDITIVE) != 0) {
glBlendFunc(GL_ONE, GL_ONE);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_BLEND);