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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index e5872dbac50..da5ab0c3122 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -567,16 +567,15 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
/* Prepass */
{
DRWShadingGroup *grp;
- const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
+ DRWState clip_state = WORLD_CLIPPING_ENABLED(wpd) ? DRW_STATE_CLIP_PLANES : 0;
+ DRWState cull_state = CULL_BACKFACE_ENABLED(wpd) ? DRW_STATE_CULL_BACK : 0;
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->prepass_pass = DRW_pass_create("Prepass",
- (do_cull) ? state | DRW_STATE_CULL_BACK : state);
- psl->prepass_hair_pass = DRW_pass_create("Prepass", state);
+ psl->prepass_pass = DRW_pass_create("Prepass", state | cull_state | clip_state);
+ psl->prepass_hair_pass = DRW_pass_create("Prepass", state | clip_state);
- psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost",
- (do_cull) ? state | DRW_STATE_CULL_BACK : state);
- psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state);
+ psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost", state | cull_state | clip_state);
+ psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state | clip_state);
psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
@@ -807,18 +806,19 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
* this in a clean way.
*/
if (OIT_ENABLED(wpd)) {
- const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
- const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
+ DRWState clip_state = WORLD_CLIPPING_ENABLED(wpd) ? DRW_STATE_CLIP_PLANES : 0;
+ DRWState cull_state = CULL_BACKFACE_ENABLED(wpd) ? DRW_STATE_CULL_BACK : 0;
/* Transparency Accum */
{
/* Same as forward but here we use depth test to
* not bleed through other solid objects. */
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | DRW_STATE_DEPTH_LESS | cull_state;
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND_OIT | cull_state |
+ clip_state;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
/* Depth */
{
- int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state;
+ int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state | clip_state;
psl->object_outline_pass = DRW_pass_create("Transparent Depth", state);
}
/* OIT Composite */