This is used to send latest matrix values to shader when drawing.
Previously handled by calling OpenGL matrix functions, followed by gpuMatrixUpdate_legacy. With this change that function is no longer needed.
Part of T49450
For the sake of forward progress on T49450
We can now replace legacy gl* matrix function calls with their gpu equivalents. "Inactive" in this code means we're using the legacy matrix stacks, not our own. Setting up the proper gpuMatrixBegin2D/3D/End calls can be done afterward.
Most or all of this will be removed after the transition to core profile.
We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette.
Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations.
Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint.
Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
NOTE: This is really a backend-only implementation, nothing is changed in the UI
Adds a tab button-type and the basic drawing and handling code for it.
More work needs to be done on it, but idea is to get in ready for usage in the
topbar.
Differential Revision: https://developer.blender.org/D1371
Instead of calling a function looping over whole list of a given ID
type, make whole loop over Main in parent function, and call functions
writing a single datablock at a time.
This design is more in line with all other places in Blender where we
handle whole content of Main (including readfile.c), and much more easy
to extend and add e.g. some generic processing of IDs before/after
writing, etc.
From user point, there should be no change at all, only difference is
that data-block types won't be saved in same order as before (.blend
file specs enforces no order here, so this is not an issue, but it could
bug some third party users using other, simplified .blend file reader maybe).
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2510
Before now it lived in source/blender/gpu for convenience. Only a few files in the gpu module use Gawain directly.
Tested on Mac, time to push and test on Windows.
Todo: some CMake magic to make it easy to
#include "gawain/some_header.h"
from any C or H file. Main problem here is the many editors that include GPU_immediate.h which includes Gawain's immediate.h -- is there a way to avoid changing every editor's CMakeLists?
Meshes w/o modifiers wouldn't have their derived mesh applied.
Check was to avoid crash but its in fact meaningless,
since the modifier might be disabled, or there may be virtual modifiers.