Commit Graph

43 Commits

Author SHA1 Message Date
b2ee1770d4 Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.

This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.

Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.

Also ran clan clang format on affected files.
2020-03-06 17:19:23 +01:00
79558a581d CodeCleanup: Use eDrawType
This patch will make use of the eDrawType where it was used as a
variable or parameter name. The eObjectDrawType was renamed to eDrawType
as it is also used by `View3DShading.type`.
2020-03-06 12:23:46 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
848b28d71e Fix T72104 Blender selects faces outside of Clipping Region if X-Ray is off 2020-01-15 19:54:27 +01:00
8b30847952 Fix T72076: Edit mode circle selection inconsistency with animation
The solution is to check for updates on `data->recalc`.
2019-12-04 15:07:35 -03:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
5c89c689db Fix selection and snapping misusing texture space as boundbox
This fixes the regression from T70103 introduced by the fix for T70103.
2019-09-23 16:27:03 +02:00
d8a7e5ee32 Cleanup: spelling 2019-09-19 13:19:53 +10:00
8f662e84e0 Fix T69716: Can't select geometry hidden by faces created by modifiers
This kind of reverts rBc060a835 that was committed without discussion.
2019-09-17 08:26:57 -03:00
5b2cebf49b Fix T69752: Texture paint sampling colors always 'merged down'
Rgression from rBaf4dcc6073fa.

paint_sample_color > imapaint_pick_face uses the the selection buffer
(DRW_select_buffer_sample_point) and to get flat colors [select_id_flat] we
need to be in SCE_SELECT_FACE mode. This was already fine if you had
'Face Selection Masking' turned on, but got colors including lighting
when turned of [select_id_uniform].

There was already an exception in 'select_cache_init' that turns on
SCE_SELECT_FACE for weightpaint, we just need this for texture paint
(vertex paint) as well... Also moved the logic into
select_id_get_object_select_mode.

Note we were also asserting here:
BLI_assert failed: /blender/source/blender/draw/engines/select/
select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode
!= 0'

Note also this is not working correctly for vertexpaint (yet), but has
been discussed in T69752 and there is a solution by @mano-wii in P1032.

Reviewers: mano-wii

Subscribers: mano-wii

Maniphest Tasks: T69752

Differential Revision: https://developer.blender.org/D5775
2019-09-12 18:23:36 +02:00
545f565426 Fix selection engine checks
- Don't use vertex selection in texture paint mode.
- Don't allow mixing vertex & face flags in vert/weight paint modes.
2019-09-03 23:43:15 +10:00
8be800dcdf Fix T69424: Weight paint sample doesn't work 2019-09-03 23:38:12 +10:00
899d2461bf Fix T68911: "illegal recursive expansion of macro id"
I imagined that could be a problem for some drivers.
I should have avoided.
2019-08-20 21:56:39 -03:00
247507a85f Cleanup: remove undefined function 2019-08-20 11:47:50 -03:00
c48d1d54f1 Select Engine: Move some private members out of select context 2019-08-20 11:36:36 -03:00
0827110a35 Cleanup: Move select_engine function to corresponding header 2019-08-20 11:36:35 -03:00
e69fb44027 Fix T68782: false occlusion in selecting vertices and edges with objects in any wire view 2019-08-17 18:40:08 -03:00
f4faf6d856 Cleanup: Remove redundant headers 2019-08-15 12:35:28 -03:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
b5f5f6e319 Cleanup: rename BaseOffset to ObjectOffsets 2019-08-12 12:29:38 -03:00
44d95cbf95 Cleanup: DRW manager: Move select_buffer.c utilities out of the selection engine internals 2019-08-12 12:10:44 -03:00
7c08cddedb Fix unassigned return argument in recent select refactor 2019-08-08 04:36:43 +10:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
9d7d34c12a Select utils refactor: remove lagacy ED_view3d_select_id_read_rect
`ED_view3d_select_id_read_rect` serves only as a bridge to `DRW_framebuffer_select_id_read`.
Keeping these codes similar only increases the complexity of some functions.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
f4e27bc2c9 Fix not reported: Face selection sometimes does not work in weight, paint and texture mode. 2019-08-06 17:27:00 -03:00
5ba070ce53 DRW: Select Engine: Create DRWPass only when context requests it 2019-08-02 12:14:12 -03:00
8fbe18dc8d DRW: Select Engine: Set uniform only once per ShadowGroup 2019-08-02 10:48:16 -03:00
c060a835bb Fix unreported: Selection of mesh_cage element occluded by the mesh_cage itself.
The right thing is to be occluded by the visible mesh (in the case with modifiers).
2019-08-01 23:19:00 -03:00
53a0916636 DRW: Select Engine: Add a utility to detect select_node 2019-08-01 23:00:34 -03:00
eff91da4df DRW: Select Engine: Use specified offset.
Due to current uses, this does not bring functional changes.
2019-08-01 23:00:34 -03:00
abebb27644 DRW: Select Engine: remove unnecessary DRWShadingGroup creations 2019-08-01 23:00:34 -03:00
49b2162309 Cleanup: remove unnecessary include 2019-08-01 11:31:25 -03:00
eb7fe7546c Fix T68055: mesh selection issues, once blend is loaded second time in a Blender session
The depth attachment of the framebuffer was missing.
2019-08-01 08:30:57 -03:00
421280a3f7 Cleanup: remove unused member 2019-07-31 22:46:41 -03:00
af4dcc6073 DRW manager: select engine: create generic draw_select_id_mesh 2019-07-30 20:47:18 -03:00
43ec8d7ae9 Cleanup: Rearrange Select Engine into multiple files 2019-07-30 20:47:18 -03:00
fe47c7bf84 DRW manager: select engine: remove redundant calls 2019-07-30 16:32:08 -03:00
651d8bfd98 3D View: Move selection API to a Selection engine.
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.

Reviewers: campbellbarton, fclem

Subscribers: jbakker, brecht

Differential Revision: https://developer.blender.org/D5090
2019-07-30 06:46:59 -03:00
795e839d3b Cleanup: rename select engine -> basic
This is used by depth drawing too and had no selection specific code.
2017-04-27 02:51:07 +10:00
edd1512741 Draw Manager: cleanup, use doxy categories
Also add DRW_state for accessing current draw state.
2017-04-27 02:04:56 +10:00
ab168f63f6 Remove show_backface_culling check in select engine
May add back so selection engine can read backface cull state
from from different engines.
2017-04-26 18:08:49 +10:00
3f91567052 Cleanup: draw engine
- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)
2017-04-26 17:42:39 +10:00
bfc2043332 Draw Manager: add select engine
This does very little currently, but allows changing behavior for
selection drawing in the future.
2017-04-26 17:25:41 +10:00