Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-04-11Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-04-11Fix T96957: creating paint curve crashesJacques Lucke
This was essentially double free due to a dangling pointer, because `op->customdata` was not properly set to null after the paint stroke was freed.
2022-04-11LibOverride: Massive edits to 'editable' IDs checks in editors code.Bastien Montagne
Add new `BKE_id_is_editable` helper in `BKE_lib_id.h`, that supercedes previous check (simple `ID_IS_LINKED()` macro) for many editing cases. This allows to also take into account 'system override' (aka non-editable override) case. Ref: {T95707}.
2022-04-11Paint: pass operator to stroke update functionJacques Lucke
This allows accessing properties of the operator that the stroke belongs to.
2022-04-11Paint: decouple op->customdata from PaintStrokeJacques Lucke
Previously, all operators using `PaintStroke` would have to store the stroke in `op->customdata`. That made it impossible to store other operator specific data in `op->customdata` that was unrelated to the stroke. This patch changes it so that the `PaintStroke` is passed to api functions as a separate argument, which allows storing the stroke as a subfield of some other struct in `op->customdata`.
2022-04-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-04-11Hook up invert and smooth mode to weight and vertex paintSebastian Parborg
Previously weight paint wasn't hooked up to the "Smooth" and "Invert" modes. With this patch it is not possible to use the "Smooth" and "Invert" modifiers for the draw keybindings. Reviewed By: Campbell Barton Differential Revision: http://developer.blender.org/D13857
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2021-12-10Cleanup: move public doc-strings into headers for various API'sCampbell Barton
Some doc-strings were skipped because of blank-lines between the doc-string and the symbol and needed to be moved manually. - Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. Ref T92709
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-10-26Cleanup: spelling in commentsCampbell Barton
2021-10-20Cleanup: use elem macrosCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-02Cleanup: Use const variables for object's evaluated meshHans Goudey
Generally the evaluated mesh should not be changed, since that is the job of the modifier stack. Current code is far from const correct in that regard. This commit uses a const variable for the reult of `BKE_object_get_evaluated_mesh` in some cases. The most common remaining case is retrieving a BVH tree from the mesh.
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-04-08Cleanup: spellingCampbell Barton
2021-04-02Fix T84520: Make the different weight paint code paths exclusive to each otherSebastian Parborg
Before this change, you could have the new sculpt symmetry code and the older weight paint symmetry code active at the same time. This would lead to users easily trashing their weigh paint data if they were not careful when switching between modes. Now the specific weight paint symmetry code is an exclusive toggle so the user can't accidentally mirror strokes and vertex groups at the same time. This also paves the way of supporting Y and Z symmetry in the future for weight groups mirroring if we decide to add it in the future. Reviewed By: Sybren Differential Revision: http://developer.blender.org/D10426
2021-03-13Cleanup: add BKE_pbvh_vertex_iter_begin to clang-formatPablo Dobarro
Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10707
2021-01-12Weight Paint: avoid creating very small values with locked weights.Alexander Gavrilov
When painting using Auto-Normalize or Lock Relative with some groups locked, the locked weights may not add up precisely to 1 because of precision limitations, which results in creating nonzero weights close to FLT_EPSILON. With Lock Relative display mode this is very obvious and annoying (random red points amid black or blue), so add an epsilon check to consider less than 1e-6 unlocked weight to be the same as 0. In addition, in cases when no weight can be painted due to locks, don't create vertex group entries at all if they don't exist yet. Also, don't run Auto Normalize when not painting a deform group. Differential Revision: https://developer.blender.org/D10000
2020-11-06Cleanup: use ELEM macroCampbell Barton
2020-11-06Cleanup: follow our code style for float literalsCampbell Barton
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-19Fix T81484: Weight/Vertex paint with mirror and viewport clipping does not ↵Philipp Oeser
update stroke on initial side Issue introduced in rB4f616c93f7cb. Issue here is that the the `StrokeCache` `mirror_symmetry_pass` is still in its previous state when entering `wpaint_do_symmetrical_brush_actions`. For the initial stroke this means that the (wrong) cache `mirror_symmetry_pass` ends up in SculptBrushTest `mirror_symmetry_pass` as well and thus the clipping test in `sculpt_brush_test_clipping` will fail. [ This one flips the coords to test against clipping according to (now wrong) `mirror_symmetry_pass` ] Solution seems simple: just ensure we start of with a `mirror_symmetry_pass` of zero in `wpaint_do_symmetrical_brush_actions` for the initial stroke. Same thing is done for vertex paint as well. Maniphest Tasks: T81484 Differential Revision: https://developer.blender.org/D9268
2020-10-07Fix T81461: Weight paint crash with "Vertex Groups X Symmetry" optionPhilipp Oeser
In that case, weightpainting would still be done threaded, but current mirroring code cannot be run in parallel. Caused by rB5502517c3c12 [which was checking mesh 'flag', needs to be 'editflag' -- thus test was always true]. Reviewers: pablodp606 Maniphest Tasks: T81461 Differential Revision: https://developer.blender.org/D9126
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-09-21Cleanup: Sculpt/Paint ED code: correct return constant types.Bastien Montagne
Mainly use false/true for bool, but also a few others. No change in behavior expected.
2020-09-18Unify all XYZ symmetry options using Mesh SymmetryPablo Dobarro
This adds XYZ symmetry as a property of meshes and updates all modes to use the mesh symmetry by default to have a consistent tool behavior between all modes and when switching objects. Reviewed By: brecht, mano-wii, campbellbarton Maniphest Tasks: T79785 Differential Revision: https://developer.blender.org/D8587
2020-09-03Fix T63125: Gpencil: bones cannot be selected in weightpaint modePhilipp Oeser
Some underlying functionality was not ready for greasepencil: - BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist) - BKE_modifiers_is_deformed_by_armature - checks in drawing code - checks in (pose) selection code A couple of changes to make this work: - `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`) - `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`) - `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint` This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode) Reviewed By: campbellbarton Maniphest Tasks: T63125 Differential Revision: https://developer.blender.org/D8483
2020-07-03Cleanup: Editors/Sculpt/Paint, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors/sculpt_paint` module. No functional changes.
2020-07-01Cleanup: spellingCampbell Barton
2020-06-29Remove Threaded Sculpt optionPablo Dobarro
Threaded Sculpt is now always enabled by default. If it causes performance problems compared single threaded sculpt it should be considered a bug. Reviewed By: sergey Maniphest Tasks: T77638 Differential Revision: https://developer.blender.org/D7960
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
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
2020-06-04Fix error removing the image paint cursorCampbell Barton
Mix up with imapaint.paintcursor & imapaint.paint.paint_cursor Remove imapaint.paintcursor since it wasn't used. Also rename paint_cursor_start_explicit() to paint_cursor_start(), removing the existing paint_cursor_start() since it took the paint struct from the context, a value that's known by all callers.
2020-06-04Cleanup: remove window manager argument for paint cursor APICampbell Barton
This caused an additional argument when exiting object modes and many other low level functions which don't need to access context. This simplifies fixing T77073.
2020-05-29Cleanup: spelling, correct reference to 'Mesh.mcol'Campbell Barton
2020-05-13Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-13Fix extra undo step when switching object modesCampbell Barton
Changing between modes would always add a user visible undo step that set object mode. Avoid storing this extra undo step on object mode switching.
2020-05-08Fix T76498: Refactoring - Rename BKE modifiers funtionsAntonio Vazquez
2020-04-30Task: Use TBB as Task SchedulerBrecht Van Lommel
This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor. Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance. * Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend. * AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D7475
2020-04-03Cleanup: Rename ScrArea variables from sa to areaJulian Eisel
Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432. Now the area and region naming conventions should be less confusing. Mostly a careful batch rename but had to do few smaller fixes. Also ran clang-format on affected files.
2020-04-03Cleanup: split ED_mesh_mirror_*_table into multiple functionsCampbell Barton
Spatial & topology mirror table each used a single function taking a char as an identifier. Split these into begin/end/lookup functions.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-18Weight Paint: Implement a new Lock-Relative mode.Alexander Gavrilov
This check box alters how weights are displayed and painted, similar to Multi Paint, but in a different way. Specifically, weights are presented as if all locked vertex groups were deleted, and the remaining deform groups normalized. The new feature is intended for use when balancing weights within a group of bones while all others are locked. Enabling the option presents weight as if the locked bones didn't exist, and their weight was proportionally redistributed to the editable bones. Conversely, the Multi-Paint feature allows balancing a group of bones as a whole against all unselected bones, while ignoring weight distribution within the selected group. This mode also allows temporarily viewing non-normalized weights as if they were normalized, without actually changing the values. Differential Revision: https://developer.blender.org/D3837
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-03-06Cleanup: Use the SCULPT_ prefix in all sculpt_intern functionsPablo Dobarro
2020-03-06Cleanup: use 'BKE_' prefix for BKE_deform API callsCampbell Barton
- Use 'BKE_object_defgroup' prefix for object functions. - Rename 'defvert_verify_index' to 'defvert_ensure_index' since this adds the group if it isn't found.
2020-03-04Cleanup: spellingCampbell Barton
2020-03-04UI: rename View Selected" to "Frame Selected"Asad-ullah Khan
Addresses T74331