Age | Commit message (Collapse) | Author |
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The goal is to improve clarity and readability, without
introducing big design changes.
Follows the recent obmat to object_to_world refactor: the
similar naming is used, and it is a run-time only rename,
meaning, there is no affect on .blend files.
This patch does not touch the redundant inversions. Those
can be removed in almost (if not all) cases, but it would
be the best to do it as a separate change.
Differential Revision: https://developer.blender.org/D16367
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Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
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`Brush` has two attributes for holding texture information (`MTex`).
One for color textures (`mtex`) and one for mask textures (`mask_mtex`).
Unfortunately sculpt mode due to reasons used `mtex` to store mask textures.
Changes like brush asset/paint mode require modes/tools to read the mask/color texture from
one place.
To start sanatizing this we isolate the attributes in functions.
`BKE_brush_color_texture_get` and `BKE_brush_mask_texture_get`. All object
paint modes should use these functions.
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
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Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d33eeb50. This aligns better with
existing naming where the shorter names are much more common.
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For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
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SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
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Specifically BKE_texpaint_slots_refresh_object was being called, which
causes cycles to reset at strange times (like moving the mouse cursor
in pose, boundary and various other tools).
This (along with some code that checks if the pbvh pixels need
to be rebuilt) is only run if is_paint_mode (which used to be
needs_colors) is true.
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Unused since 4f616c93f7cb8c8c8e038
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the mesh ID for a full update. The conditions it uses are troublesome:
1. There must be an evaluated mesh
2. The evaluated mesh's active byte color layer must equal the original's
This logic doesn't make sense for a few reasons. First of all, the
`mloopcol` pointer doesn't make sense in the context of color
attributes (rather than the old vertex colors), since it only points
to byte color attribute on face corners. Second, just because the
layer pointers are equal doesn't mean something doesn't depend
on the attribute's values.
I think the best solution currently is to remove this "fast update"
case and instead work on optimizing the general case.
Also, T95842 suggests removing these pointers, and this is one
of the last remaining uses of `Mesh.mloopcol`.
Differential Revision: https://developer.blender.org/D15275
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- Avoid ambiguity which caused these values to be confused, use `mval`
for region relative mouse coordinates, otherwise `event_xy`.
- Pass region relative coordinates to sample_detail_dyntopo &
sample_detail_voxel as there is no reason to use screen-space values.
- Rename invalid use of mval for screen-space coordinates.
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This patch fixes T90120. The fundamental problem is that 2d and the old 3d paint modes share a single Paint struct, ToolSettings->imapaint. This patch is a temporary fix until the new 3d paint mode (which has its own Paint struct) is released.
The patch works by listening for `NC_SCENE|ND_MODE` inside `image_listener` in `space_image.c`. It does not use `ED_space_image_paint_update` since that requires a `bMain.` Instead it calls `paint_cursor_start` (which is promoted to `ED_paint_cursor_start`). `image_paint_poll` is also promoted to an `ED_` function.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D14946
Ref D14946
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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* Rename ambiguous rgb to scene_linear in some places
* Precompute matrices to directly go to scene instead of through XYZ
* Make function signatures more consistent
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This patch adds allows the user to select the initial fill color when
adding a new color attribute layer.
---
{F13035372}
Reviewed By: JulienKaspar, joeedh
Differential Revision: https://developer.blender.org/D14743
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The brush color wasn't being converted
to scene linear space properly.
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called by weight paint mode,
causing a crash
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No functional changes.
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Also remove unnecessary uses of `struct` and add const in one place.
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few warnings.
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- Verrtex paint mode has been refactored into C++ templates.
It now works with both byte and float colors and point
& corner attribute domains.
- There is a new API for mixing colors (also based
on C++ templates). Unlike the existing APIs byte
and float colors are interpolated identically.
Interpolation does happen in a squared rgb space,
this may be changed in the future.
- Vertex paint now uses the sculpt undo system.
Reviewed By: Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D14179
Ref D14179
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