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authorJoseph Eagar <joeedh@gmail.com>2021-09-17 06:29:33 +0300
committerJoseph Eagar <joeedh@gmail.com>2021-09-17 06:29:33 +0300
commit04c3690299c51b79412fe395c2507a28fbae7b56 (patch)
tree50692b216a2ad00b7e81770dbf02d721a937bd1b /source/blender/makesrna/intern/rna_brush.c
parent627edd1efabb0baaed3127bd127215ffb0ddfbac (diff)
Sculpt dyntopo: Roughed out skeleton of new brush engine API
Command Lists * The new system will be based on command lists generated by (eventually) a node editor. * For now, the lists will be hardcoded. * Idea is to make a minimal viable brush engine that won't cause file breakage when the upgrade to node-based brushes happen. Brush Channels * Wrote new structures and API to wrange brush parameters: BrushChannel. * Supports, floats, ints, enums, bitmasks, with plans for vec3 and vec4. * This will replace UnifiedPaintStruct, most of the members of Brush and the DynTopoSettings struct. * Brush channels can be mapped to various input device channels (e.g. pen pressure); each mapping has its own associated curve (CurveMapping instance) and bounds. Brush channel inheritence chaining * Brush channels can form inheritence chains * Channel sets are stored in three places: in the scene toolsettings, in Brush, and in individual brush commands. * Node groups will also have a channel set. * Channels in each set can be flagged to inherit from the parent set. * Inheritence happens in seperate merged channel sets at runtime. The final Brush channels live in Brush->channels_final, while the final command channels live in BrushCommand->params_final.
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