We now treat Xray as being the mode where Limit selection to visible is off.
If Xray is OFF, Limit selection to visible is considered ON.
To allow 'see through wires' with solid shading (not Xray shading) we still
draw solid shading if Xray is ON with Xray Alpha set to 1.0.
This is using the existing engine (workbench forward) with 0.0 xray_alpha
and forcing wireframes on all objects.
There is no workflow/shortcut changes in this commit.
Do note that we force showing the face dot if we are in face select mode
but faces and edges overlays are disable to not loose the selected faces
entirely.
This was introduced in the original implementation of weightpaint
in 2.8 (20f95de6ba). But this is very shortsighted, we can't assume only one
object will be edited at once, nor should we tag things during drawing.
There is a chance this introduces "bugs". If it does, we then tackle them in the
proper way (usually tagging DEG after operators changing the weight paint data).
I'm using a different shading group for the active text box and the others.
This way I can assign different colors to them.
The alternative would be to create a new `shgroup_dynlines_dashed_flat_color`,
but I find this overkill for such a simple use case.
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.
This should fix T56466
Now wireframe does update in sculpt mode using the sculpt mesh VBOs.
The only thing that does not work is simplified wireframe (the wireframe
slider) when the mesh is shaded flat. In this case all edges are shown.
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
The core logic of this implementation comes from the drawobject.c from 2.7x.
I'm using `ts.colorGridAxisZ` for its color because of the legacy code:
```
UI_GetThemeColor3ubv(TH_GRID, col1);
UI_make_axis_color(col1, col2, 'Z');
glColor3ubv(col2);
```
There is nothing stopping us from adding this to the theme though, as it should
have been the case to start with.
The only difference from 2.7x is that we were using glLineWidth(2.0) before,
which is not supported reliably in the latest OpenGL.
Big thanks to Clément Foucault for helping with this, on the design as well as
debugging the implementation.
For the records, I'm creating and destroying batches for the path geometry at
every draw. The pipeline is as follows:
1. Create GPUBatch with all the points
2. Create new shgroup with simple shader
3. Add call with the gpubatch
4. Save it in a linked list in stl->g_data
5. Free it after all drawing is done