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2021-08-04Viewport normal drawing with constant lengthJeroen Bakker
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
2021-07-13Cleanup: replace BKE_customdata.h in BKE_editmesh.hCampbell Barton
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-06-02Cleanup: spelling in commentsCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-29Fix T85178: edit-mesh show_edges overlay option toggles face-dotsCampbell Barton
When this behavior was added it made sense, since then show_edges has changed to make edge-display more subtle (see 1a4b60c30db319b71bdc2e2fed2612c873fa8757) instead of removing edge-selection display entirely.
2020-08-12Fix T77424 Overlay: Editmode: Issue with multi edit and in-front optionClément Foucault
This is a nice addition to the refactor. Now any combination of in-front / not in-front will work in non x-ray edit mode.
2020-07-21Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONTClément Foucault
This is to match the option name and to avoid confusion with workbench xray mode.
2020-07-01Fix T77655 Overlay: Edit mode + wire drawtype + infront not transparentClément Foucault
2020-04-03Cleanup: use term 'attr' instead of 'attrib'Campbell Barton
This was already the case in most parts of the GPU API. Use full name for descriptive-comments.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing.
2020-04-02Revert "Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ↵Dalai Felinto
Armatures" This reverts commit 782e6ea4edd9cb09f2583c8f28a24d6330dc6ce8. Said fix introduced a crash the moment one goes to edit mode.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7289
2020-03-17OverlayEngine: crash when using hidden facesJeroen Bakker
Unreported Crash. When hidden faces are active (retopology) the depth test could fail as the default framebuffers aren't set. This patch will check if we are rendering a depth only and skip the clearing of the buffer.
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-02-05Fix T73517 Overlay: Edit Mode: X-Ray does not work if xray is equal to 1Clément Foucault
2020-02-03Fix T72261 Overlay: Edit Mesh: Edges not visible when using "In front"Clément Foucault
This was caused by additional depth pass not rendering in the correct view.
2020-01-13Overlay: Edit Mode: Fix vertices depth test not always onClément Foucault
2019-12-11Add missing draw state check to OVERLAY_edit_mesh_drawRobert Guetzkow
Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6380
2019-12-05Overlay Engine: Cleanup & enable line AA on in front passesClément Foucault
- Remove pd->view_default, was a leftover from TAA implementation - Sanitize active_view switches. - Sanitize framebuffers switches.
2019-12-05Overlay Engine: LightProbe: Simplify drawing of irradiance grid dataClément Foucault
This separates it from the outline pass and fix a visibility bug when extras were off.
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
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