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.
This was deliberately disabled since I didn't get the drawing working
originally. It is fully working now.
Note: camera lens widget still needs to be fixed since it still draws it
wrongly.
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This is often invalid, outdated or misleading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`.
Instead of doing manual ray-plane intersection we use normalized positions
of the grid mesh and apply scaling after interpolation so that we keep
good precision even at really far distances.
Precision is now two order of magnitude better and does not produce the
same kind of artifact at lower clip start values.
This commit also cleanup the implementation.
Fixes T58918 Grid not appearing correctly at low clip start in 2.8
Base outline is 2px wide (because of how we detect them).
And since inflating this outline will only produce outlines that are 2*x
thick we map the UI scalling and the outline width setting to the closest
match.
Do note that thicker outlines have a performance cost since they need more
texture fetches and passes.
This fixes T60252 3D View Outline Width not working
The viewport stereoscopy support helpers are finally ported to 2.80.
We now can scale the camera and the "stereo cameras" will scale
in the viewport as well (unlike 2.7x).
At the moment I disabled the drawing of the camera frame when
stereo is selected and you are looking through the camera.
It is to be fixed later, but for now it draws the border wrong.
In 2.79 this was not a problem because the camera frame was drawn
afterwards as a hack.
Viewport > Stereoscopy:
* Cameras
* Convergence plane
* Convergence plane alpha
* Stereoscopy volume
* Stereoscopy volume alpha
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.
Object visibility is now handled by the depsgraph iterator, but this API
was incomplete as it made no distinction for visibility of the object itself,
particles and generated instances.
The depsgraph iterator API now includes information about which part of the
object is visible, and this is used by Cycles to replace the old custom logic.
Cycles and EEVEE visibility should now be consistent, which unfortunately does
means some subtle compatibility breakage for both.
Fixes T58956, T58202, T59284.
Differential Revision: https://developer.blender.org/D4109
This commit makes it so curve path parent solving accepts an explicit
arguments for both time and curve speed flag, making it so we don't
have to mock around with scene's frame.
One unfortunate issue still is that if the instancing object is used
for something else, we might be running into a threading conflict.
Possible solution would be to create a temp copy of an object, but
then it will be an issue of preventing drivers from modifying other
datablocks.
At least the original issue is fixed now, and things behave same as
in older Blender version. Additionally, the global variable which
was defining curve speed flag behavior is gone now!
this can be different though (e.g. vertex parenting) and correct location
is already stored in ob->orig
spotted while looking into T59332
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4076
Also this display is optimized. It does not use blending and pixel discard.
Working with scanned data should be more pleasant with this.
A better option would be to use gl_FragDepth to have a better sense of
volume but this discards early depth test.