The overlay should now use the texture interpolation setting in material
mode.
In image mode, there is now a new button to let the user choose the texture
filter. The option is located in the Texture Slots popover and only shows
in Image mode.
Shaded triangles are not yet implemented (request from gpumaterials).
This also changes the mechanism to draw curve normals to make it not
dependant on normal size display. This way different viewport can
reuse the same batch.
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.
The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.
This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.
This remove the optimization introduced in f1975a4639.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).
The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
The original offset was wrong because it applied a constant to
homogenous coordinates (the actual depth is z/w), which broke
totally if near clip distance was reduced.
A correct depth offset has to take slope into account like
glPolygonOffset in order to avoid dotted lines caused by
interpolation precision variations. When drawing wire lines
however only the slope of the line itself is accessible, so
also generally increase the offset when the object is close.
Fixes T57931 Particle weight edit mode is not supported.
There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
Implement strand selection visualisation but without any shading.
I think this is not the overlay job to draw the strands shaded.
We can already view the children strands shaded for now but we might add
an option to draw the shaded strand instead of (or in addition to) the
guide strand.
So far this makes a new pass for image empties that does not write to the depth buffer.
Todo:
- Sort empties using `DRW_pass_sort_shgroup_z`.
- Calculate correct bounding boxes.
- fix bounding box memory leak.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3922
* Fixes vertices with bad coloring. Now vertices draw with depth write so
they occlude the underlying face geom overlay, avoiding double drawing the
vertex.
* Decrease the z_offset of edges so they don't poke too much through
geometry. Also delete this offset in ortho view.
* Add zoffset to active and selected vertices so they always draw on top
if they overlap a non selected vertex.
* Fix alpha of edge_fix in vertex selection mode
Now that the 3d grid is infinite, antialiased, not occluded, and overlaid
on top of rendered view, being able to decrease its opacity to reduce
visual strain is a must.
Make edge decoration a bit thinner and try to reduce missing edge segment
due to triangle barycentrics.
This invert the "edge fix" strip offset direction, meanning there is now
the possibility that these triangles poke through nearby geometry depending
on the viewport near/far clips distances.
Support for showing images in background/foreground and only in perspective/orthographic view.
Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.
The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)
Reviewer: fclem, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3863
This brings a big difference to meshes with edit cage adjusted for modifiers.
In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms.
By the tests I could only observe a considerable difference in the peformanse when the vertex size is 30.
Vertice 3 showed no difference in a suzzane with subdivision modifier level 3 + show-on-cage.
Point Size 30: 7.29ms vs 2.55ms
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D3805