This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7.
We will use the outliner for this now.
I'm also moving the collections_ops.c to outliner_collections.c
The idea is to iterator over the active layer of the current scene and
then over the active layer of the set scenes.
In the future, once we get workspace we will get the initial renderlayer
from context, while the background sets will still use their active
renderlayer.
Instead of bothering with matrix transformations, I am simply adding the jitter to the vertices.
Related to: rB31a21135cf72c8623be7f5aee2bfdac983ceae2e
Note: This makes the jittering to not work :/
@merwin, would you know how to use gpuMatrixBegin2D for this case? I
think it must be the reason behind the lack of jittering. But I couldn't
get it to work (the 2D shader is asking for a 3D Matrix).
Part of T49043
All (except for stick and wire) are now rendered using batch or immediate API.
Using simple front facing lighting for now, waiting for gpu_basic_shader.c to be recoded.
This involved some refactoring. The original code was relying on a cache of pre-allocated arrays which in turn were still re-populated every redraw loop.
We now ditch those arrays, and make the draw "on the fly".
Part of T49043
@merwin can you just check if you foresee any performance impact with this approach?
How to test this drawing: create and edit a curve and press shift + drag your mouse (or tablet). The Curve needs a Bevel Depth > 0.0.
Note: The ideal solution would be to use a different shader, that takes
no lighting. However according to Clément Foucault there is an assert preventing the same batch to
me used with different attributes (or something like that). Il wait
until the end of such resolution before revisiting this. That said, it
is working fine.
Part of T49043
Differential Revision: https://developer.blender.org/D2501
Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
I didn't manage to get the proper object context in the collection
properties editor. That said I got it working for now in a temporary way
since this will change once we get workspaces anyways
(see changes in buttons_context.c and
rna_scene.c::rna_LayerCollection_mode_settings_get)
I still need to handle the merging of the settings. I will find a
provisory solution while we wait for depsgraph.
(also layer_collection_create_mode_settings_object and layer_collection_create_mode_settings_edit could probably be elsewhere - under draw/engines likely)