Age | Commit message (Collapse) | Author |
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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In some cases functions were defined with arguments of different array
lengths in headers vs. implementations. This commit fixes some of the
cases I ran into, but probably not all of them.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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This implements the Sculpt Mode API functions needed for Face Sets and
visibility management for PBVH_GRIDS. No major changes were needed in
the operators and the sculpt mode code. This implementation stores the
face sets in the base mesh, so faces created in higher subdivision
levels can't be modified individually. Also, we are not checking for
multiple face sets per vertex (that can be added in the future), so
relax tools don't work yet. The rest of the features (paint, undo,
visibility operators..) work as expected.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7168
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This introduces a variable to store a face set ID which is going to be
rendered white. When initializing a mesh or randomizing the colors, this
variable gets updated to always render a white face set. This way the
face set overlay can be enabled without adding colors to the mesh if
face sets are not in use. After creating the first face set, new colors
are generated randomly like usual.
The face set stored as default does not have any special meaning for
tools or brushes, it just affects the rendering color.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7035
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Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
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With this commit sculpt mode draws the real mesh wireframe instead of the
triangulated version by ignoring non real edges when building the PBVH GPU buffers
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6032
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This commit includes the new brush cursor, active vertex updates and the normal radius brush property for all sculpt brushes.
-The new brush cursor previews the real stroke radius over the mesh and the sampled sculpt normal.
-The active vertex is used in sculpt tools and brushes as a starting point for an operation, similar to a preselection. It is also mirrored following the enabled symmetry options to preview the stroke symmetry.
-The normal radius brush property limits the radius that is going to be used to sample the sculpt normal and area center. It controls how closely the cursor follows the surface and it improves the behavior of most brushes, making them suitable for hard surface sculpting.
Reviewed By: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D3594
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This should have been removed in 2.80 as the functionality was removed.
This feature now does not do anything and can be removed.
Differential Revision: https://developer.blender.org/D5411
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The PBVHs raycast function calls `isect_ray_tri_epsilon_v3` with epsilon `0.1` which is inaccurate and may result in the problem presented in T65620.
The solution is to use `isect_ray_tri_watertight_v3` instead `isect_ray_tri_epsilon_v3`.
This can positively affect other areas as well.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5083
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Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Without this clang-format may wrap them onto a single line.
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Didn't realize the index buffer is stored once in a BVH
and same pointer is reused. Surprisingly, simple files
were fixed with the previous fix.
Now disabled the optimization all together, and it was
simpler to just completely remove all residue of the
code. It is likely to be a different implementation
anyway, so no need to try to keep code in a semi-broken
state.
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The statement that PBVH needs to keep track of CCGDM is wrong, PBVH itself
does not care about CCGDM at all, and it's weird for it to carry on this
beast so others can access.
Even more, nobody will actually caring about CCGDM itself, all the usages
were checking whether there is CCGDM or not. This is as good as simply
checking PBVH type.
Tested with an original report T53551 and everything is still stable.
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Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
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This behavior makes more sense for sculpt, less so for painting.
Restores non PBVH behavior, adding `BKE_pbvh_find_nearest_to_ray` -
similar to ray-cast except it finds the closest point on the surface.
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Prepare to add code that stores distance to the ray, avoid confusion.
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2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
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Since moving to MLoopTri this is no longer needed.
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That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
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Since many callers only need a single triangle
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This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.
This doesn't yet move all internal code from MFace to LoopTri just yet.
Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint
Thanks to @psy-fi for review, fixes and improvements to drawing!
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resolves building with gcc4.9
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multires.
Code had special guards for such edges to stop this from happening. I
don't see why this is needed though since code above assigns smoothed
positions for all vertices in the grid.
After removing the guards I saw that this in fact was the only place
where grd adjacency was used, so I completely removed it.
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Don't use a dedicated node layer but use temporary int layer instead.
Works like a charm as long as we are careful resetting the layer when
needed (after pbvh clearing and always after bmesh has been filled in
undo)
Tip by Campbell, thanks!
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Store PBVH node ID in CustomData. This avoids a number of hash deletions
and checks/insertions on big hashes.
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Located on topology panel.
To use just click on button and click on mesh.
Operator will just use the dimensions of the triangles below to set the
constant detail setting.
Also changed pair of scale/detail size with nice separate float
percentage value.
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reflect that. Previous name GPU_Buffers was very similar to GPU_Buffer,
renamed to GPU_PBVH_Buffers
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hides that an arg passed is really an array which may be modified by other functions.
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* Add BLI_pbvh_build_bmesh(), similar to the other PBVH builders but
specialized for BMesh. Whereas the PBVH leaf nodes for mesh and
grids only store a start-index and count into the primitive indices
array, the BMesh version uses GHashes to store the full set of faces
and vertices in leaf nodes
* Update PBVH iterator to handle BMesh
* Make some of the pbvh.c functions non-static so they can be used by
the new pbvh_bmesh code
* The BLI_pbvh_bmesh_update_topology() function is the main reason for
adding BMesh support to the PBVH. This function is used during a
sculpt stroke to dynamically collapse edges that are particular
short and subdivide edges that are particularly long.
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* This doesn't make much difference for regular mesh/multires
sculpting, but for dynamic topology sculpting the undo stack isn't
split up by PBVH nodes, so it's more convenient to store the layer
data in PBVH nodes.
* Note that the life cycle of the layer displacement data is
unchanged -- it's only valid during a stroke with the layer brush,
gets free'd when the undo step ends.
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