This adds existing behavior from calc_weightpaint_vert_array
that was missing from the new rendering code:
- No selected Vertex Group displays as a solid pink color.
- Zero weight displays as alert color depending on Options.
- Multipaint mode correctly displays collective weight.
In order to properly implement this variety, a data structure
holding all relevant parameters is introduced.
Reviewers: fclem, campbellbarton
Subscribers: jbakker
Differential Revision: https://developer.blender.org/D3722
We now treat Xray as being the mode where Limit selection to visible is off.
If Xray is OFF, Limit selection to visible is considered ON.
To allow 'see through wires' with solid shading (not Xray shading) we still
draw solid shading if Xray is ON with Xray Alpha set to 1.0.
This is using the existing engine (workbench forward) with 0.0 xray_alpha
and forcing wireframes on all objects.
There is no workflow/shortcut changes in this commit.
Flat shaded grids are now rendered as a long triangle strip with
degenerate triangles.
Smooth shaded grids are not changed.
Also add back fast navigate. The only difference with 2.79 is that fast
navigate + flat shading will show slitly "incorrect" smooth face. But that's too
much effort to fix for what it is.
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.
This should fix T56466
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
This make the workbench draw everything in the background routine just like
eevee. This is because the workbench uses floating point buffers too and
rendering background to this buffer makes it incorrect without proper
color management.
This could be improved because in xray the background is not blended but
dithered as it's drawn after the main pass.
A lot of code in codegen was used by previous GLSL system.
Now most of it is not used due to all the things being written from scratch
in 2.8 and we can clean most of it.
As a side not this make the system a bit less flexible (no support for
cubemaps, preview image, etc...) but can be extended again.