Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel.
Follow-up to 941e739d70
vertexColor output was not being written --> shader failed to link --> assert hit while setting that shader's uniforms.
Vertex attribs are smooth by default, so I shortened the declaration.
@fclem or @dfelinto: is color = 0 ok here?
This still has a couple of issues:
* Instancing is not working when multiple particle systems use the same
primitive. Only the last particle system to be drawn with a particular
primitive shows up.
* Because of colors being passed as uniforms with static variables, the
color of the collection of the last object to be evauluated is used for
all particles being displayed.
Also, note that while this is being drawn in the clay engine, this might
be moved to the object mode later intead.
Part of T51378
This was introduced by a removed line in
rB0eb32ab22809d9c0c41bfff5082f58b1a7aa9965
If we want to change the value to a differen default, it should be done
in a separated commit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.
Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
Envelope bones are now pretty much identical to old drawing code.
Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.
Some notes:
I did not try to implement the 'capsule' approach suggested by @fclem, because:
1. I spent enough time on this already, and finally got something working.
2. I managed to get rid of geometry shader completely.
3. Current approach allows us to use same shader for
distance outline and envelope wire.
It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
Was using intermediate functions to store each data type.
This is still done in some places (for more involved access).
For basic data: coords, normals, colors..etc this is unnecessarily indirect.