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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/editors/armature/armature_edit.c
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (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/editors/armature/armature_edit.c')
-rw-r--r--source/blender/editors/armature/armature_edit.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/editors/armature/armature_edit.c b/source/blender/editors/armature/armature_edit.c
index 64857dd1874..4ca0cd117b6 100644
--- a/source/blender/editors/armature/armature_edit.c
+++ b/source/blender/editors/armature/armature_edit.c
@@ -57,6 +57,8 @@
#include "ED_screen.h"
#include "ED_view3d.h"
+#include "DEG_depsgraph.h"
+
#include "armature_intern.h"
/* ************************** Object Tools Exports ******************************* */
@@ -443,6 +445,7 @@ static int armature_calc_roll_exec(bContext *C, wmOperator *op)
if (changed) {
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
}
@@ -512,6 +515,7 @@ static int armature_roll_clear_exec(bContext *C, wmOperator *op)
if (changed) {
/* Note, notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
}
MEM_freeN(objects);
@@ -844,6 +848,7 @@ static int armature_fill_bones_exec(bContext *C, wmOperator *op)
/* updates */
ED_armature_edit_refresh_layer_used(arm);
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE);
/* free points */
BLI_freelistN(&points);
@@ -1038,6 +1043,7 @@ static int armature_merge_exec(bContext *C, wmOperator *op)
ED_armature_edit_sync_selection(arm->edbo);
ED_armature_edit_refresh_layer_used(arm);
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE);
}
MEM_freeN(objects);
@@ -1182,6 +1188,7 @@ static int armature_switch_direction_exec(bContext *C, wmOperator *UNUSED(op))
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
MEM_freeN(objects);
@@ -1327,6 +1334,7 @@ static int armature_align_bones_exec(bContext *C, wmOperator *op)
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
return OPERATOR_FINISHED;
}
@@ -1370,6 +1378,7 @@ static int armature_split_exec(bContext *C, wmOperator *UNUSED(op))
}
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
MEM_freeN(objects);
@@ -1447,6 +1456,7 @@ static int armature_delete_selected_exec(bContext *C, wmOperator *UNUSED(op))
ED_armature_edit_refresh_layer_used(arm);
BKE_pose_tag_recalc(CTX_data_main(C), obedit->pose);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
}
MEM_freeN(objects);
@@ -1621,6 +1631,7 @@ static int armature_dissolve_selected_exec(bContext *C, wmOperator *UNUSED(op))
ED_armature_edit_sync_selection(arm->edbo);
ED_armature_edit_refresh_layer_used(arm);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
}
MEM_freeN(objects);
@@ -1684,6 +1695,7 @@ static int armature_hide_exec(bContext *C, wmOperator *op)
ED_armature_edit_sync_selection(arm->edbo);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
MEM_freeN(objects);
return OPERATOR_FINISHED;
@@ -1736,6 +1748,7 @@ static int armature_reveal_exec(bContext *C, wmOperator *op)
ED_armature_edit_sync_selection(arm->edbo);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+ DEG_id_tag_update(&arm->id, ID_RECALC_SELECT);
}
}
MEM_freeN(objects);