We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette.
Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations.
Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint.
Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
GPU_viewport_bind & unbind should be called as pairs. A recent commit -- 3b91989a09 -- called unbind only for some code paths, overflowing OpenGL's matrix & attrib stacks.
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Based on the previous overlay shader from merwin.
This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers).
As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh.
This problem can be fixed by a second pass.
This is work in progress.
This should give the overall direction to whom wants to finish it.
- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c
Basically DEG_OBJECT_ITER (or rather,
BKE_scene_layer_engine_settings_update) wasn't creating
Object->collection_settings data for invisible objects.
Now I'm removing those objects from the loop entirely. If we are to
bring them back we need to either create CollectionEngineSettings dat
from them or to skip them in DRW_mode_cache_populate.