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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
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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
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This is part of the project of converting `MVert` into `float3`.
(more details in T93602), The pbvh update flag is removed and
replaced with a bitmap stored in the PBVH structure. This
patch is similar to D13878. This is mainly setup for an eventual
performance improvement by removing the extra data from
mesh vertices, but if it's consistent with testing in the other patch
doing the same thing for another "temp tag", then it may actually
increase the speed of sculpt code slightly, since less memory needs
to be loaded when checking/changing the flags.
Differential Revision: https://developer.blender.org/D14000
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Sculpt Smooth in Surface mode (as opposed to Laplacian) needs a cache
initialized on first time. In anchored stroke mode with spherical falloff
this was skipped though (because this starts of with no PBVH nodes and
an early return checks for this) and `first_time` was set to false before
cache initialization.
Now move the cache initalization to happen earlier (same as the cache
initialization for automasking).
Maniphest Tasks: T94635
Differential Revision: https://developer.blender.org/D13746
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Ref T92709
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Caused by {rB3e5431fdf439}
Issue is that sculpting could start with using `SCULPT_smooth` and
(because of the Pressure sensitivity dropping to zero) code would switch
to `SCULPT_enhance_details_brush` at strength zero.
Issue with this though is that this can be in the middle or end of a
stroke and the necessary `ss->cache->detail_directions` are only
initialized for the first brush step (see
`SCULPT_stroke_is_first_brush_step` in `SCULPT_enhance_details_brush`).
With these missing, it could only go downhill from there.
Suggest to prevent the "mode-flip" from `SCULPT_smooth` to
`SCULPT_enhance_details_brush` (happening solely because of pressure
strength) by changing the condition.
Now do `SCULPT_enhance_details_brush` only if strength is **below** zero
and `SCULPT_smooth` else (flipping from enhance_details to regular smooth
is fine).
If inverting the brush in the middle of the stroke will be supported at
some point, the codepath of `smooth` would have to inform the cache that
invert changed and detail_directions would have to be initialized then
(even if not at the start of the stroke).
Maniphest Tasks: T89164
Differential Revision: https://developer.blender.org/D12676
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adjacent edges
The exception to automatically pin vertices of grid corners also
has to take into account that the vertex is in a boundary.
Reviewed By: JacquesLucke
Maniphest Tasks: T90235
Differential Revision: https://developer.blender.org/D12044
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This shows the text as part of the assertion message.
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Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10707
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This removes indentations from if statements by converting them to early
returns and continue.
Most of the code of brushes and tools has loops with a full indented
body inside of an if, which was also copied into some of the new tools.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10333
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In 2.83 and previous versions there was a bug that was causing boundary
vertices to be detected incorrectly that was preventing the smooth brush
to work on boundaries if there was a pole on them.
In 2.90 the boundary vertex detection was fixed, but it was still using a
simplified version of the algorithm without any boundary smoothing. This
patch implements a similar smoothing algorithm to what I think it was
the intention of 2.83 and previous versions, but working correctly.
Reviewed By: sergey
Maniphest Tasks: T80008
Differential Revision: https://developer.blender.org/D8680
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This enables the invert mode in the smooth brush as Enhance Details.
The operation is similar to the Sharpen Filter intensify details parameter,
which consist in applying the laplacian smooth displacement in the opposite
direction calculated using the original coordinates.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8509
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Differential Revision: https://developer.blender.org/D8553
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8529
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Also order sizeof(..) first to promote other values to size_t.
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Just a missing update flag
Reviewed By: sergey
Maniphest Tasks: T79164
Differential Revision: https://developer.blender.org/D8364
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The custom smooth functions for bmesh and meshes where removed and
replaced by a generic smooth function using the sculpt API, which needs
to initialize the bmesh indices in order to be used
Reviewed By: sergey
Maniphest Tasks: T79007
Differential Revision: https://developer.blender.org/D8333
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This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.
This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:
- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking
- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.
- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.
Reviewed By: sergey
Maniphest Tasks: T78747
Differential Revision: https://developer.blender.org/D8260
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/sculpt_paint` module.
No functional changes.
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This adds three functions to check the state of the stroke in the
StrokeCache, removing the references to first_time and
mirror_symmetry_pass from the code. This makes easier to understand what
each code path is doing inside of each tool.
Some tools were using mirror_symmetry_pass incorrectly, so this should
also fix unreported bugs with radial and tiling symmetry related to that.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8164
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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
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The sculpt mask was hardcoded to 0.0
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8071
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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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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
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Without this flag the PBVH won't update taking the modified vertices
into account.
Reviewed By: brecht
Maniphest Tasks: T75778
Differential Revision: https://developer.blender.org/D7453
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In the vertex iterator vd.index should always be used. I probably
introduced this in a refactor.
Reviewed By: jbakker
Maniphest Tasks: T75766
Differential Revision: https://developer.blender.org/D7446
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