This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.
Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.
This commits breaks texture paint batches. It will be added back in another
commit.
In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3989
* 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
This decouple the vertex display from the face+edges.
This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).
Also it makes all vertices visible (not cut-off) even when navigating.
However it makes the navigation drawing a bit slower because it has to
render twice.
Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.
Xray alpha is also decoupled.
Both variables are duplicated and exposed separately through RNA.
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.
Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.
Bumping version because we need to force set all extra draw options for
older files.
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.
Do note that we force showing the face dot if we are in face select mode
but faces and edges overlays are disable to not loose the selected faces
entirely.
This mimics the behaviour of the old wireframe mode. When in Xray mode,
don't use the limit selection to visible option.
Also hide the option if Xray is enabled.
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
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
- GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
This allows to create and configure more FBO without the need to attach
and detach texture at drawing time.
- GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
allows to configure the framebuffer inside a context other than the one
that will be rendering the framebuffer. We do the actual configuration
when binding the FBO. We also Keep track of config validity and save
drawbuffers state in the FBO. We remove the different bind/unbind
functions. These make little sense now that we have separate contexts.
- DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
ones to avoid another layer of abstraction. We move the DRW convenience
functions to GPUFramebuffer instead and even add new ones. The MACRO
GPU_framebuffer_ensure_config is pretty much all you need to create and
config a GPUFramebuffer.
- DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
functions to create textures for thoses framebuffers. Pool textures are
now using default texture parameters for the texture type asked.
- DRWManager: Make sure no framebuffer object is bound when doing cache
filling.
- GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
usage update. This let draw engines render to color/depth only target
and without the need to attach/detach textures.
- WM_window: Assert when a framebuffer is bound when changing context.
This balance the fact we are not track ogl context inside GPUFramebuffer.
- Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
code simplification.
This also come with some cleanups in some engine codes.
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.