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2019-01-18Subdiv CCG: Cleanup, commentsSergey Sharybin
2018-12-18Fix T59478: Information Bar Missing Data when in Sculpt ModeSergey Sharybin
Display statistics from CCG structure. This makes values to be different from what is shown in object mode, since CCG is operating on individual grids, and object mode will stitch those grids. But on another, those values from CCG is what sculpt mode is actually "sees" or "uses". The number of faces should be the same in both sculpt and object modes.
2018-09-24Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-21Subdiv: CCG, initialize grid mask from paint maskSergey Sharybin
2018-09-20Fix build for MSVC: Remove trailing double semicolonDalai Felinto
Not sure why but MSVC is complaining for some of those. In particular for the struct in BKE_subdiv_ccg.h. Those were the ones crashing here..
2018-09-20Subdiv: CCG, store vertex adjacency informationSergey Sharybin
Similar to previous commit, but for vertices.
2018-09-20Subdiv: CCG, store edge adjacency informationSergey Sharybin
This information is stored for each non-loose edge. For each of such edge we store: - List of CCG faces it is adjacent to. This way we can easily check whether it is adjacent to any face which is tagged for update or so. - List of boundary elements from adjacent grids. This allows to traverse along the edge and average all adjacent grids.
2018-09-20Subdiv: CCG, localize Mesh usage even moreSergey Sharybin
2018-09-18Subdiv: CCG, implement stitching of given facesSergey Sharybin
Will speed up (or rather bring speed back to what it is supposed to be) for brushes like smooth.
2018-09-18Subdiv: CCG, initial grids stitching implementationSergey Sharybin
Currently is only working on an "inner" grid boundaries. Need to implement averaging across face edges.
2018-09-18Subdiv: CCG, evaluate final position for multiresSergey Sharybin
This makes it so coordinates and normals for CCG are calculated with mutires displacement taken into account. This solves issues with multires displacement being lost when entering sculpt mode. The missing part is averaging of normals along grid boundaries. But even then sculpting shows decent results. The plan to solve that would be to introduce function to stitch grids, which can also be used by Smooth brush which requires this.
2018-09-14Multires: Initial work to get sculpting to work with OpenSubdivSergey Sharybin
Allows to go to sculpt mode, do brush strokes, get out of sculpt mode and have deformation preserved. The issues currently is that the current implementation of CCG storage is created from the limit surface, without displacement taken into account. It is trivial to get displaced coordinates, but it is more tricky to get displaced normals. This is something to be solved next. Another limitation is that this only works for sculpting at a maximal multires level. There is code to be done to support propagation of displacement onto a higher levels.
2018-09-14Subdiv: Cache Subdiv in CCG surfaceSergey Sharybin
Allows to do re-shaping easier, since we will know for sure what was the limit surface the CCG is created for.
2018-09-11Subdiv: Initial implementation of CCGSergey Sharybin
Attempts to substitude CCGDM with an OpenSubdiv based structure which has less abstraction levels. The missing part in this substitude is a face pointers which old CCGDM/multires code was using to stitch faces (averaging boundaries). Another curial bit missing: "reshaping" of multires CD_MDISPS to the state of new PBVH grids. The new code is only available when OpenSubdiv modifier is enabled (WITH_OPENSUBDIV_MODIFIER=ON) and with debug value of 128. This is so this WIP code is not interfering with current production machines in the studio. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3685
2018-09-06Subdiv: Some ground work for CCG supportSergey Sharybin
Nothing really interesting, just starting laying down API which seems to be a decent substitute to CCGDM, without requiring too much work be done in sculpting area.