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While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051
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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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This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower.
I did not benchmark the performance impact.
This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6610
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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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Made the code fully thread safe now.
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Ref T70295
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This improves performance of some sculpt tools, particularly those that modify
many vertices like filter and mask tools, or use brushes with large radius.
For mask expand it can make updates up to 2x faster on heavy meshes, but for
most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to
solve, like normal updates.
Ref T70295
Differential Revision: https://developer.blender.org/D5926
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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Recently Shader parameter names for UVMaps and vertex colors were renamed.
The sculpt drawing code still used the old parameter names.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5320
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This is a mix of solutions rBe60b18d51d58 and rB52af5fa31fbc.
What happened was that when a node of the BVH gets 0 vertices, the batch is untouched and therefore still drawn.
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Prepare for enabling ReflowComments.
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For good this time...
forgot to commit it in the previous commit rBedde48f57844.
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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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The assert was not true if the pbvh node had no triangle.
Also update the comment to reflect that.
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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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There is still work needed to be done from multires side to fully
support smooth shading. So can't just always have smooth shading.
Roll back to a proper code in GPU side, the rest will be handled
from CCG side.
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The multires sculpt drawing was a not working in smooth mode.
Also hidding was not supported by the wireframe overlay and flat shaded
faces.
Codewise it is cleaner and index buffers are only updated if the
smoothing changes.
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This introduce the wireframe batches. Creating the indices buffer does
not seems to slow down the sculpt in my testing (but it is kind of hard to
test reliably)
This includes a bit of cleanup in gpu_buffers.c.
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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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Needed for clan-format not to wrap onto one line.
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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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Differential Revision: https://developer.blender.org/D3719
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Flat shaded grids are now rendered as a long triangle strip with
degenerate triangles.
Smooth shaded grids are not changed.
Also add back fast navigate. The only difference with 2.79 is that fast
navigate + flat shading will show slitly "incorrect" smooth face. But that's too
much effort to fix for what it is.
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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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Nodes can have different number of grids, so can not so simply
re-use index buffer across nodes. For now allow re-using buffer
if number of grids matches.
The issue is, number of grids is probably almost never matches,
so in order to have this optimization working need more tricks.
Maybe we can "instance" index buffers?
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* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.
This should fix T56466
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indexbuf generation.
It's cleaner, and actually assert that BMFace is a triangle. Same code
as when generating vertexbuf for flat shading!
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We have to discard the batch in smooth case, because we are modifying
the index buffer (flat shading don't need it, only changes vertex buffer
on redraw, which is safe).
Many thanks to @fclem for his help on debuging/understanding what was
wrong here!
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