Draw Manager: Add additive blending.
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26b6bd6e90
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1413bee158
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@ -242,11 +242,12 @@ typedef enum {
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DRW_STATE_STIPPLE_3 = (1 << 11),
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DRW_STATE_STIPPLE_4 = (1 << 12),
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DRW_STATE_BLEND = (1 << 13),
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DRW_STATE_ADDITIVE = (1 << 14),
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DRW_STATE_WRITE_STENCIL_SELECT = (1 << 14),
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DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 15),
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DRW_STATE_TEST_STENCIL_SELECT = (1 << 16),
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DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 17),
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DRW_STATE_WRITE_STENCIL_SELECT = (1 << 27),
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DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 28),
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DRW_STATE_TEST_STENCIL_SELECT = (1 << 29),
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DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 30),
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} DRWState;
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#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
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@ -258,6 +259,7 @@ DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *materi
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DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
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DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size);
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void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
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void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
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@ -269,6 +271,7 @@ void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *at
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#define DRW_shgroup_call_dynamic_add_empty(shgroup) do { \
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DRW_shgroup_call_dynamic_add_array(shgroup, NULL, 0); \
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} while (0)
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void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count);
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void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
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void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);
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@ -1210,10 +1210,22 @@ static void DRW_state_set(DRWState state)
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/* Blending (all buffer) */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_BLEND))) {
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if (test == 1) {
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if (CHANGED_ANY_STORE_VAR(
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DRW_STATE_BLEND | DRW_STATE_ADDITIVE,
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test))
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{
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if (test) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if ((state & DRW_STATE_BLEND) != 0) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if ((state & DRW_STATE_ADDITIVE) != 0) {
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glBlendFunc(GL_ONE, GL_ONE);
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}
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else {
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BLI_assert(0);
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}
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}
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else {
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glDisable(GL_BLEND);
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