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2019-02-19Cleanup: rename parent_origin_eval to parent_display_originCampbell Barton
The term 'eval' is often used by depsgraph result, where this is just used for drawing.
2019-02-19DNA: rename select_color -> select_idCampbell Barton
The term color is misleading, it's an integer id that happens to be written to a color in some cases, then converted back to an integer.
2019-02-19DNA: rename Object.col -> colorCampbell Barton
Was confusing, unrelated to: colbits, col_mask, col_group, actcol & totcol.
2019-02-18Wireframe: Fix selection broken since recent wireframe refactorClément Foucault
2019-02-18Fix T57457: animated image sequences not working in Eevee.Brecht Van Lommel
The dependency graph now handles updating image users to point to the current frame, and tags images to be refreshed on the GPU. The image editor user is still updated outside of the dependency graph. We still do not support multiple image users using a different current frame in the same image, same as 2.7. This may require adding a GPU image texture cache to keep memory usage under control. Things like rendering an animation while the viewport stays fixed at the current frame works though.
2019-02-18Overlay: Remove extra contour drawing in wireframe modeClément Foucault
This removes the overhead of rendering the object one more time.
2019-02-18Edit Mesh: CleanupClément Foucault
2019-02-18Sculpt Draw: Add support for wireframe geometryClément Foucault
This introduce the wireframe batches. Creating the indices buffer does not seems to slow down the sculpt in my testing (but it is kind of hard to test reliably) This includes a bit of cleanup in gpu_buffers.c.
2019-02-18Wireframe: Add workaround for osx wide wiresClément Foucault
2019-02-18Wireframe: Fix Artifacts with MSAAClément Foucault
We blit the depth buffer into the MSAA depth buffer so that wires are properly occluded. This also makes the "In front" option work with MSAA.
2019-02-18Wireframe: Add depth offset to prevent zfighting of wireframe overlayClément Foucault
2019-02-18Wireframe: Refactor to use GL_LINES instead of triangles with alpha blendClément Foucault
This gets rid of the progressive fading of the edges as it does not work with depth perception (sorting problem with alpha blending).
2019-02-18Cleanup: move 'orig' into Object_Runtime structCampbell Barton
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-17Cleanup: rename Mesh.edit_btmesh -> edit_meshCampbell Barton
When bmesh was in a branch we had both edit_mesh and edit_btmesh, now there is no reason to use this odd name.
2019-02-16DNA: rename near/far -> clip_start/clip_endCampbell Barton
Rename for Camera, View3D (also CameraParams & Render not DNA)
2019-02-14DRW: de-duplicate vertex & weight paint enginesCampbell Barton
These were almost exact duplicates, use one engine for drawing both kinds of vertex color.
2019-02-14DRW: use light wire for weight paint modeCampbell Barton
Black wire can be hard to see against dark blue, especially when shading is enabled. Use light grey, matches 2.7x.
2019-02-14DRW: Increase weight paint wire depth biasCampbell Barton
By default wire would z-fight against the surface. Increase the bias, also don't adjust the 'w' component since it causes bias that depends on the view direction.
2019-02-14Cleanup: vertex painting variable useCampbell Barton
Assign to local variables when setting up passes, avoids mix-up between similarly named struct members.
2019-02-14Fix vertex/weight paint showing edge selectionCampbell Barton
When vertex/face selection are disabled - show all wire ignoring selection & hidden state.
2019-02-11Fix T61374 : vertex not visible/selectable if it is at objects originClément Foucault
It was caused by Null normal if the vertex is at origin. Just add a small bias to avoid this case.
2019-02-11Cleanup: move runtime vars into Camera_RuntimeCampbell Barton
2019-02-10Cleanup: move clipping shader lib & define into structCampbell Barton
Also compare clipping with the draw context instead of accessing the RegionView3D, currently they're matching but this might not always be the case.
2019-02-10Cleanup: use shorter name for shader configCampbell Barton
The struct name is descriptive, this isn't going to be confused with other variables.
2019-02-08DRW: support clipping for stick & wire bonesCampbell Barton
2019-02-08DRW: edit-mesh edge clipping broke in recent updateCampbell Barton
2019-02-07Edit Mode: Draw Vertices after edgesClément Foucault
This avoid edges covering a part of vertices. This comes at a (very minor) perf cost as vertices can cover some edges pixels and early discard them with the depth test. But this only happens in artificialy dense mesh and is not a real problem for common cases.
2019-02-07Edit Mode: Reduce number of edges drawnClément Foucault
This make sure only one line is drawn per edge. It makes the function mesh_create_edit_loops_points_lines() non-thread safe but this is fine as of now because nothing is multithreaded at this point. Also this is the only function use this flag so it might be OK. The side effect is that we don't need to use depth test in edit mode overlay so the masking artifact will not appear.
2019-02-07Edit Mode: Make active face hint part of the face colorClément Foucault
This remove the hint on the face edges. This is because the hint was displayed on both sides and was requiring to draw every edges twice.
2019-02-07Edit Mesh: Rework new implementation and use geometry shader to draw linesClément Foucault
This make it (theoriticaly) compatible with all supported hardware with consistent results. Also we now draw the lines with analytic anti-aliasing instead of relying on MSAA (which offers less benefits in our case). The remaining aliasing comes from edges cut in half by the mesh which is not rendered with MSAA. Hopefully this is not too much distracting and only happen if the face is almost parallel to the view.
2019-02-07Edit Mode: Fix geometry shader workaround not respecting aspect ratioClément Foucault
2019-02-07DRW: support clipping for octahedral & box bonesCampbell Barton
2019-02-06DRW: Support edit-metaball clippingCampbell Barton
2019-02-06DRW: Support edit-curve clippingCampbell Barton
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-06GPU: refactor clipped drawing from DRW into GPUCampbell Barton
Needed to fix T61196, supporting clipped back-buffer in the 3D view which is done outside the draw module. It was also inconvenient having DRW_shader_* versions of GPU_shader_* API calls. - Clipping distances are now supported as a shader configuration for builtin shaders. - Add shader config argument when accessing builtin shaders. - Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-05Fix T61204: Can't select Camera in stereoscopy modeDalai Felinto
This was deliberately disabled since I didn't get the drawing working originally. It is fully working now. Note: camera lens widget still needs to be fixed since it still draws it wrongly.
2019-02-05Edit Mode: Increase depth Bias for verticesClément Foucault
2019-02-05Edit Mode: Fix Xray edit mode broken due to recent refactorClément Foucault
2019-02-05Edit Mesh: Add workaround for system that does not support wide linesClément Foucault
This adds a new geometry shader (specific to edit mesh for now) that reproduces the effect of glLineWidth > 1.0, since this is not supported on all platform. This fix could be generalized to other shaders later.
2019-02-05Edit Mesh: Fix some problem with new implementationClément Foucault
- Add manual depth offset to vertices and edges. - Revert to plain edge decoration. - Fix active edge coloring. - Remove active face display if not in face selection mode. - Add wide line support.
2019-02-05Edit Mesh: Remove old unused code and filesClément Foucault
Cleanup after recent refactor.
2019-02-05Edit Mesh: Refactor Edit cage drawing to use old style drawingClément Foucault
This is work in progress. Look is not final. This align data VBO data structure used for edti cage drawing to the one use for normal drawing. We no longer use barycentric coords to draw the lines an just rasterize line primitives for edge drawing. This is a bit slower than using the previous fast method but faster than the "correct" (edge artifact free) method. This also make the code way simpler. This also makes it possible to reuse possible and normal vbos used for shading if the edit cage matches the This also touches the UV batch code to share as much render data as possible. The code also prepare for edit cage "modified" drawing cage (with modifier applied) but is not enabled since selection and operators does not work with modified cage yet.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-31Cleanup: add trailing commasCampbell Barton
Improve clang-format output.
2019-01-29Object Mode: Fix reading past buffer end when drawing cameraClément Foucault
2019-01-29DRW: support clipping for all lamp typesCampbell Barton
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.