This lets us do the most common shading switching with one shortcut. We keep
alt+Z and shift+Z for quickly toggling to lookdev and rendered mode and back,
it's debatable which settings deserve a dedicated shortcut like this.
The downside is that switching X-ray is a little slower, and that there is
some risk of accidentally going to lookdev or rendered mode which can be slow
to cancel.
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.
Normally the time can be read from DEG_get_ctime(depsgraph), but this is a
bit more forgiving for e.g. addons that don't care too much about the details
of the COW depsgraph.
Added propagation of displacement to a higher levels.
Has the same limitation as reshape from object, which makes
grids somewhat choppy due to linear interpolation nature.
This is to be addressed next.
This brings basic implementation of displacement propagation
to a higher levels. Currently does linear interpolation between
grid points at which reshape happened. It makes results a bit
choppy, proper solution would be to use some interpolation
weights from the limit patch.
The image I get is a bit too dark, which is the same I get in the viewport
itself when there is no Display Device. So I believe for cases like this
we need to have color management on top of the buffer.
Also, on EEVEE it looks like it needs to clear some extra buffers. You can see
that, by rotating the camera view around.
That said, this is the first step to bring back fun addons
that use external offscreen buffers.
Note: When using gpu offscreen with POST_VIEW (as oppose to POST_PIXEL)
I get a crash with DST having 0xFF..
This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.