Commit: 69b33b6ed3f41de3d2d6e25e67e33ad695e2e3c4
Author: Antony Riakiotakis
Date:   Thu Apr 16 13:01:57 2015 +0200
Branches: master
https://developer.blender.org/rB69b33b6ed3f41de3d2d6e25e67e33ad695e2e3c4

Draw smoke domain in transparent pass. Should composite smoke domains
correctly in scene - with known limitations of blending between
transparent objects.

===================================================================

M       source/blender/editors/space_view3d/drawobject.c
M       source/blender/editors/space_view3d/drawvolume.c

===================================================================

diff --git a/source/blender/editors/space_view3d/drawobject.c 
b/source/blender/editors/space_view3d/drawobject.c
index 10db8c3..ecc2499 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -7501,7 +7501,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, 
Base *base, const short
        const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
        const bool is_picking = (G.f & G_PICKSEL) != 0;
        const bool has_particles = (ob->particlesystem.first != NULL);
-       bool particle_skip_object = false;  /* Draw particles but not their 
emitter object. */
+       bool skip_object = false;  /* Draw particles but not their emitter 
object. */
+       SmokeModifierData *smd = NULL;
 
        if (ob != scene->obedit) {
                if (ob->restrictflag & OB_RESTRICT_VIEW)
@@ -7525,17 +7526,37 @@ void draw_object(Scene *scene, ARegion *ar, View3D 
*v3d, Base *base, const short
                if (ob->mode == OB_MODE_OBJECT) {
                        ParticleSystem *psys;
 
-                       particle_skip_object = render_override;
+                       skip_object = render_override;
                        for (psys = ob->particlesystem.first; psys; psys = 
psys->next) {
                                /* Once we have found a psys which renders its 
emitter object, we are done. */
                                if (psys->part->draw & PART_DRAW_EMITTER) {
-                                       particle_skip_object = false;
+                                       skip_object = false;
                                        break;
                                }
                        }
                }
        }
 
+       if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && 
(modifier_isEnabled(scene, md, eModifierMode_Realtime))) {
+               smd = (SmokeModifierData *)md;
+
+               if (smd->domain) {
+                       if (!v3d->transp && (dflag & DRAW_PICKING) == 0) {
+                               if (!v3d->xray && !(ob->dtx & OB_DRAWXRAY)) {
+                                       /* object has already been drawn so 
skip drawing it */
+                                       
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
+                                       return;
+                               }
+                               else if (v3d->xray) {
+                                       /* object has already been drawn so 
skip drawing it */
+                                       
ED_view3d_after_add(&v3d->afterdraw_xraytransp, base, dflag);
+                                       return;
+                               }
+                       }
+               }
+       }
+
+
        /* xray delay? */
        if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && 
(v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
                /* don't do xray in particle mode, need the z-buffer */
@@ -7639,7 +7660,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, 
Base *base, const short
                }
        }
 
-       if (!particle_skip_object) {
+       if (!skip_object) {
                /* draw outline for selected objects, mesh does itself */
                if ((v3d->flag & V3D_SELECT_OUTLINE) && !render_override && 
ob->type != OB_MESH) {
                        if (dt > OB_WIRE && (ob->mode & OB_MODE_EDIT) == 0 && 
(dflag & DRAW_SCENESET) == 0) {
@@ -7858,9 +7879,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, 
Base *base, const short
        }
 
        /* draw code for smoke */
-       if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && 
(modifier_isEnabled(scene, md, eModifierMode_Realtime))) {
-               SmokeModifierData *smd = (SmokeModifierData *)md;
-
+       if (smd) {
 #if 0
                /* draw collision objects */
                if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll) {
@@ -7920,7 +7939,6 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, 
Base *base, const short
 
                        /* don't show smoke before simulation starts, this 
could be made an option in the future */
                        if (smd->domain->fluid && CFRA >= 
smd->domain->point_cache[0]->startframe) {
-
                                /* get view vector */
                                copy_v3_v3(viewnormal, rv3d->viewinv[2]);
                                invert_m4_m4(ob->imat, ob->obmat);
diff --git a/source/blender/editors/space_view3d/drawvolume.c 
b/source/blender/editors/space_view3d/drawvolume.c
index c0d8d13..50ccde6 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -253,8 +253,7 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
        glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
        glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
 
-       glDepthMask(GL_FALSE);
-       glDisable(GL_DEPTH_TEST);
+       glEnable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
 
        /* find cube vertex that is closest to the viewer */
@@ -437,8 +436,6 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
        if (gl_depth) {
                glEnable(GL_DEPTH_TEST);
        }
-
-       glDepthMask(GL_TRUE);
 }
 
 #ifdef SMOKE_DEBUG_VELOCITY

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