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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/editors/armature/armature_edit.c | |
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/editors/armature/armature_edit.c')
-rw-r--r-- | source/blender/editors/armature/armature_edit.c | 13 |
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); |