- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
This is work in progress. Look is not final.
This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.
We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.
This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the
This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
* Use simple default view transform for color pickers, as Filmic does not work
well for all types of colors. We better handle this with an option and tagging
of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
settings like exposure are only taken into account if scene lighting is used,
since these are often dependent on scene light intensity.
Fixes T61022, T57649, T59363.
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This is often invalid, outdated or misleading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.
Originally I wanted to avoid adding draw manager specific ifdef's all
over generic shaders however this isn't needed in so many places.
Also there are shaders that are only used by the draw manager so
duplicating them only to have the original unused doesn't make sense.
DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.
Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.
Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
While verbose, this is a more flexible way to construct shaders.
Libs & defines can be optionally included for each shader type
which was previously done with inline string creation.
Use normal_quad_v3 instead of normal_tri_v3 and compute the mean of all
corner distance during frustum plane extraction.
Fix T58243 Flickering of viewport when rotating and zooming
The issue is that the edge fix geometry goes on top of the actual drawn
points.
This commit reduce the edge fix size to the strict minimum but does not
get rid of it.
Related to T60139