Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
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This is often invalid, outdated or misleading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.
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`.
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
shgroup_instance_alpha was getting a color[4] but would only use the
alpha defined upon creation of the shading group.
This was very limiting since it wouldn't allow for different instances
to have different alpha values.
Patch made with Clément Foucault (he made the code of it, while I fixed
all the parts of the code that were relying on shgroup_instance_alpha.
TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.
The color was zero'd when moving to the new 2.8x theme.
Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.
Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
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