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source/blender/editors/space_view3d/view3d_draw.c
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| { | { | ||||
| /* TODO - Technically this should be drawn to a few FBO, so we can handle | /* TODO - Technically this should be drawn to a few FBO, so we can handle | ||||
| * compositing better, but for now this will get the ball rolling (dfelinto) */ | * compositing better, but for now this will get the ball rolling (dfelinto) */ | ||||
| glDepthMask(GL_TRUE); /* should be set by default */ | glDepthMask(GL_TRUE); /* should be set by default */ | ||||
| glClear(GL_DEPTH_BUFFER_BIT); | glClear(GL_DEPTH_BUFFER_BIT); | ||||
| // glDisable(GL_DEPTH_TEST); /* should be set by default */ | // glDisable(GL_DEPTH_TEST); /* should be set by default */ | ||||
| gpuMatrixBegin3D(); | |||||
| view3d_draw_background(C); /* clears/overwrites entire color buffer */ | view3d_draw_background(C); /* clears/overwrites entire color buffer */ | ||||
| view3d_draw_setup_view(C, ar); | view3d_draw_setup_view(C, ar); | ||||
| glEnable(GL_DEPTH_TEST); | glEnable(GL_DEPTH_TEST); | ||||
| glDepthFunc(GL_LEQUAL); | glDepthFunc(GL_LEQUAL); | ||||
| view3d_draw_prerender_buffers(C, ar, draw_data); /* depth pre-pass */ | view3d_draw_prerender_buffers(C, ar, draw_data); /* depth pre-pass */ | ||||
| // glDepthFunc(GL_EQUAL); /* TODO: do this after separating surfaces from wires */ | // glDepthFunc(GL_EQUAL); /* TODO: do this after separating surfaces from wires */ | ||||
| // glDepthMask(GL_FALSE); /* same TODO as above */ | // glDepthMask(GL_FALSE); /* same TODO as above */ | ||||
| view3d_draw_solid_plates(C, ar, draw_data); | view3d_draw_solid_plates(C, ar, draw_data); | ||||
| // glDepthFunc(GL_LEQUAL); /* same TODO as above */ | // glDepthFunc(GL_LEQUAL); /* same TODO as above */ | ||||
| // glDepthMask(GL_TRUE); /* same TODO as above */ | // glDepthMask(GL_TRUE); /* same TODO as above */ | ||||
| view3d_draw_geometry_overlay(C); | view3d_draw_geometry_overlay(C); | ||||
| view3d_draw_non_meshes(C, ar); | view3d_draw_non_meshes(C, ar); | ||||
| view3d_draw_other_elements(C, ar); | view3d_draw_other_elements(C, ar); | ||||
| view3d_draw_tool_ui(C); | view3d_draw_tool_ui(C); | ||||
| view3d_draw_reference_images(C); | view3d_draw_reference_images(C); | ||||
| view3d_draw_manipulators(C, ar); | view3d_draw_manipulators(C, ar); | ||||
| gpuMatrixEnd(); | |||||
| glDisable(GL_DEPTH_TEST); | glDisable(GL_DEPTH_TEST); | ||||
| view3d_draw_region_info(C, ar); | view3d_draw_region_info(C, ar); | ||||
| #if VIEW3D_DRAW_DEBUG | #if VIEW3D_DRAW_DEBUG | ||||
| view3d_draw_debug(C, ar, draw_data); | view3d_draw_debug(C, ar, draw_data); | ||||
| #endif | #endif | ||||
| } | } | ||||
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