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
`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
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
Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
Always compute CD_ORCO undeformed coordinates now for rendering, same as before.
There is still a refresh issue to be fixed, when switching from solid to textured
mode in the viewport.
Computing such undeformed coordinates can be expensive and is not actually needed
if the mesh is only using e.g. UV maps. This was the same in 2.79, at least now we
are skipping the computation when there are no deforming mdifiers on the mesh.
The previous fix 8a6414ed46, resolved selection picking but didn't
work for box/circle/lasso select.
- Add ED_select_buffer_utils.h for general select-buffer operations
unrelated to edit-mesh.
- Circle select still needs to cache select-id's for each update.
The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.
view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
Now that we are looping over all image users that were previously ignored,
it shows some scene pointers are invalid. Always clear them on load, and
don't keep scene permanently in the image user except for the image editor.
Otherwise the pointer can go out of date.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.