Avoid accessing object mode via the view layer active object
when drawing since it's done everywhere we store the active object mode
in the draw-context.
Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.
Meters, kilograms and seconds are the default units for new and old scenes.
The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.
Reviewer: brecht
Differential: https://developer.blender.org/D3740
Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Now it's possible to disable the lasso effect of the fill color while drawing with a fill color.
This sometimes is required to see the lines and it's the first step to implement a new lasso brush.
Seems there is something wrong with ternary operator
and type deduction.
Copying matrix to a variable with cleaner name seems
to be better solution than to force cast to an array.
Move the weight paint drawing to the fragment shader. The shader
uses a texture that uses the U.coba_weight custom color band, or
an internal color band.
In addition to actual weights, the shader has to display two
alert colors: missing vertex group, and zero weight. The zero
weight alert has to be blended with regular weight colors,
so that a single alert vertex surrounded by weighted ones is
still visible.
Reviewers: campbellbarton, fclem
Differential Revision: https://developer.blender.org/D3675
This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.
Xray alpha is also decoupled.
Both variables are duplicated and exposed separately through RNA.
Now handles are drawn using index buffer instead of duplicating memory
requirement.
Also make use of shader tricks to draw handles antialiased, and respond to
UI scalling.
Make vertex point match edit mesh vertex size.
This was because weight paint was using the original obj to show weights.
But the mesh can be deformed by the armature and this is not visible on
the original object.
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.
Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.
Bumping version because we need to force set all extra draw options for
older files.