The actual code is a bit convoluted but allows good and "pseudo efficient"
drawing. (pseudo efficient because rendering instances with that amount of
vertices is really inneficient. We should go full procedural but need to
have bufferTexture implemented first) But drawing speed is not a bottleneck
here and it's already a million time less crappy than the old (2.79) immediate
mode method.
Instead of drawing actual wires with different width we render a triangle
fan batch (containing 3 fans: bone, head, tail) which is then oriented in
screen space to the bone direction. We then interpolate a float value
accross vertices giving us a nice blend factor to blend the colors and
gives us really smooth interpolation inside the bone.
The outside edge still being geometry will be antialiased by MSAA if enabled.
In object mode, the axes are drawn like any other wire objects with
depth test and depth write. Thus enabling MSAA to work but not their xray
behaviour.
In edit armature/pose mode, draw smooth line without depth testing. This
produces wrong draw ordering problem but still gives the desired xray
behaviour. We do it outside of the MSAA pass since the xray behaviour is not
compatible with it. But we are drawing smoothed lines so no need for MSAA.
The lines are 2px thick and improve readability.
Now the axes are displayed correctly at the tip of the bone and with the
axes names.
I've made some modifications though:
- Axes are colored. (should not be in object mode but that's TODO)
- Axes ends are not flat arrows anymore. Replaced with a small diamond.
- Axes names are now scale by their respective axes instead of being
affected by other axes.
- Changed axes names "font" to be a bit more sexy.
This makes a few changes:
- Remove the old "overlay" wires.
- Add constraints colors to bones.
- Specify a a new "hint" color per bone. Making selection/Active state
more obvious.
- Unify Octahedral/B-Bones/Envelope shading and colors.
- Change outline size depending on the selection/active state of the bone.
Note that thoses changes are not final and needs review.
This will enable us to do more nice stuff in future commits.
This commit is a temporary commit, it will compile but will crash if
trying to display any armature. Next commit does work.
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.
Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198