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2022-03-30Overlay: Port Edit Mode shaders to ShaderCreateInfoClément Foucault
This should have no regression.
2021-08-05Cleanup: make formatAaron Carlisle
2021-08-04Viewport normal drawing with constant lengthJeroen Bakker
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
2020-09-16Fix T79315 Normals Overlays broken with hidden geometryClément Foucault
Was caused by non-initialized variables before a return inside the vertex shader.
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.
2020-03-30NormalOverlay: Center Dot Normal Drawing With ModifiersJeroen Bakker
When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU.
2020-02-17Fix T73518: Normal OverlayJeroen Bakker
This change will not render the normals for faces that are hidden. Before we had instance drawing the hidden faces were registered in the index buffer. During the overlay refactoring the rendering was migrated to instance rendering. Instance rendering does not use the index buffer so the data was ignored. This patch stored the normal visibility in the .w part of the normal or for face normals it will set the normal to zero. The shader looks at this and renders the normals fully transparent when detected. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6798
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