This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
Create a new pass for them and draw them separately.
Beware of the double multisample resolve when multi-editing a mix of curves
with and without the "in front" option enabled.
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This is often invalid, outdated or misleading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`.
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.
Now handles are drawn using index buffer instead of duplicating memory
requirement.
Also make use of shader tricks to draw handles antialiased, and respond to
UI scalling.
Make vertex point match edit mesh vertex size.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
Because:
- Less redundancy.
- Better suffixes.
Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.
A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.