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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/intern/draw_cache.h | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff) |
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/intern/draw_cache.h')
-rw-r--r-- | source/blender/draw/intern/draw_cache.h | 32 |
1 files changed, 13 insertions, 19 deletions
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h index 273e97c6e49..11564464546 100644 --- a/source/blender/draw/intern/draw_cache.h +++ b/source/blender/draw/intern/draw_cache.h @@ -37,16 +37,15 @@ void DRW_shape_cache_reset(void); struct GPUBatch *DRW_cache_cursor_get(bool crosshair_lines); /* Common Shapes */ +struct GPUBatch *DRW_cache_groundline_get(void); struct GPUBatch *DRW_cache_grid_get(void); struct GPUBatch *DRW_cache_fullscreen_quad_get(void); struct GPUBatch *DRW_cache_quad_get(void); struct GPUBatch *DRW_cache_quad_wires_get(void); struct GPUBatch *DRW_cache_cube_get(void); struct GPUBatch *DRW_cache_sphere_get(void); -struct GPUBatch *DRW_cache_single_vert_get(void); -struct GPUBatch *DRW_cache_single_line_get(void); -struct GPUBatch *DRW_cache_single_line_endpoints_get(void); struct GPUBatch *DRW_cache_screenspace_circle_get(void); +struct GPUBatch *DRW_cache_normal_arrow_get(void); /* Common Object */ struct GPUBatch *DRW_cache_object_all_edges_get(struct Object *ob); @@ -66,41 +65,36 @@ struct GPUBatch *DRW_cache_plain_axes_get(void); struct GPUBatch *DRW_cache_single_arrow_get(void); struct GPUBatch *DRW_cache_empty_cube_get(void); struct GPUBatch *DRW_cache_circle_get(void); -struct GPUBatch *DRW_cache_square_get(void); struct GPUBatch *DRW_cache_empty_sphere_get(void); struct GPUBatch *DRW_cache_empty_cylinder_get(void); struct GPUBatch *DRW_cache_empty_cone_get(void); struct GPUBatch *DRW_cache_empty_capsule_cap_get(void); struct GPUBatch *DRW_cache_empty_capsule_body_get(void); -struct GPUBatch *DRW_cache_image_plane_get(void); -struct GPUBatch *DRW_cache_image_plane_wire_get(void); /* Force Field */ struct GPUBatch *DRW_cache_field_wind_get(void); struct GPUBatch *DRW_cache_field_force_get(void); struct GPUBatch *DRW_cache_field_vortex_get(void); +struct GPUBatch *DRW_cache_field_curve_get(void); struct GPUBatch *DRW_cache_field_tube_limit_get(void); struct GPUBatch *DRW_cache_field_cone_limit_get(void); - -/* Grease Pencil */ -struct GPUBatch *DRW_cache_gpencil_axes_get(void); +struct GPUBatch *DRW_cache_field_sphere_limit_get(void); /* Lights */ -struct GPUBatch *DRW_cache_light_get(void); -struct GPUBatch *DRW_cache_light_shadows_get(void); -struct GPUBatch *DRW_cache_light_sunrays_get(void); -struct GPUBatch *DRW_cache_light_area_square_get(void); -struct GPUBatch *DRW_cache_light_area_disk_get(void); -struct GPUBatch *DRW_cache_light_hemi_get(void); -struct GPUBatch *DRW_cache_light_spot_get(void); +struct GPUBatch *DRW_cache_light_point_lines_get(void); +struct GPUBatch *DRW_cache_light_sun_lines_get(void); +struct GPUBatch *DRW_cache_light_spot_lines_get(void); +struct GPUBatch *DRW_cache_light_area_disk_lines_get(void); +struct GPUBatch *DRW_cache_light_area_square_lines_get(void); struct GPUBatch *DRW_cache_light_spot_volume_get(void); -struct GPUBatch *DRW_cache_light_spot_square_get(void); -struct GPUBatch *DRW_cache_light_spot_square_volume_get(void); /* Camera */ -struct GPUBatch *DRW_cache_camera_get(void); struct GPUBatch *DRW_cache_camera_frame_get(void); +struct GPUBatch *DRW_cache_camera_volume_get(void); +struct GPUBatch *DRW_cache_camera_volume_wire_get(void); +struct GPUBatch *DRW_cache_camera_tria_wire_get(void); struct GPUBatch *DRW_cache_camera_tria_get(void); +struct GPUBatch *DRW_cache_camera_distances_get(void); /* Speaker */ struct GPUBatch *DRW_cache_speaker_get(void); |