Some draw code did not respect Show Overlays option. These were:
* All mode based drawing engines (edit mode)
* Wireframe drawing
This change make them respect the Show Overlays Option.
Reviewed By: fclem, billreynish
Maniphest Tasks: T62774
Differential Revision: https://developer.blender.org/D4572
Stencil mask drawing was not implemented yet. This commit will implement this for texture painting.
It brings the state back to how it was for B279.
Reviewed By: fclem
Maniphest Tasks: T58727
Differential Revision: https://developer.blender.org/D4570
Basically the framebuffer size was different from the glViewport size.
This made the depth read in glReadPixel not corresponding to the center of the pixel.
Another thing that reduced precision compared to blender 2.79 is the `GPU_matrix_unproject` that now computes using `float`s instead of `double`s.
But this may be for another commit.
Finding visible connected elements is often a direct lookup
when they're not connected to hidden geometry.
Add inline wrappers that avoid a function call,
gives minor speedup creating GPU edit-mesh data.
Was due to incorrect output size. Use engine->resolution_x/y instead of
computing the size on the fly from the scene specific settings (which are
not overwritten by the rendering scene).
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
Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.
Additionally, de-duplicated some check, by moving everything needed to
a single place.
Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
The fix was move the grease pencil engine before overlays
This also fix the origin not visible bug T62100
There is a limitation of this fix, but we cannot fix both problems. If you have object behind a transparent graese pencil objects, this objects will not be visible.
Thanks @fclem for his advices to fix this bug.
This is still is a dirty workaround.
Note that we are drawing the whole sets of point multiple times. While this
is ineficient, the main bottleneck is CPU transformation.
Note this was broken even in 2.7x.
We had a different logic for the plane wire, as for the plane itself.
And they were both wrong when changing the camera shift or the stereo
pivot.
Both of their logic is now unified and correct.
Also I had to create a new gpu batch for the quad wires, since there is
no state that allows me to filter out the geometry, and the square gpu
batch is quite different than the quad one (2d x 3d and orientation).
State tracking works in pretty much all cases but calling the clear command
does change the write mask outside the draw manager. For now we just reset
the write mask before each pass.
Fix T62203 The selected bone is not highlighted inside the other bone.