In some cases it is mandatory to be able to hide parts of the mesh
in order to paint certain areas. The Mask modifier doesn't work in
weight paint, and edit mode hiding requires using selection, which
is not always convenient.
This makes the weight and vertex paint modes always respect edit mode
hiding like sculpt mode. The change in behavior affects drawing and
building paint PBVH. Thus it affects brushes, but not menu operators
like Smooth or Normalize.
In addition, this makes the Alt-H shortcut available even without
any selection enabled, and implements Hide for vertex selection.
Differential Revision: https://developer.blender.org/D14163
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.
In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.
To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.
Differential Revision: https://developer.blender.org/D15219
This was preventing correct attribute rendering with multiple attributes.
Since the `CurveInfos` struct is used for data sharing between C++ and
GLSL and inside a UBO it needs to obey the `std140` alignment rules which
states that arrays of scalars are padded to the size of `vec4` for each
array entry.
When using the old particle hair with the hair info length it wasn't
working with AMD GPUs. The reason was that the drw_curves uniform buffer
wasn't initialized what made the shader select the incorrect length.
When GPU subdivision is used, and the modifier is not set to be applied
on the cage, UV selection is not synced with the face selection in the
viewport.
This happens because the extraction, despite being in edit mode, is set
to `MESH` instead of `BMESH` (or `MAPPED` in some cases) like for CPU
subdivision, and since the mesh is not always synchrnised with the BMesh
the edit mode flags are not always updated.
With GPU subdivision, when creating the `MeshRenderData`, the condition
`has_mdata && do_final && editmesh_eval_final != editmesh_eval_cage` is
true which forces the `MESH` extraction. Following comment in D14485,
this replace the `has_mdata` in the condition with `use_mapped` which
solves the issue.
Differential Revision: https://developer.blender.org/D15248
Addendum to previous fix, which was for point selection, this fixes the
face selection mode. The issue is caused by wrong flags used for paint
mode (the edit mode flag was always used). Also add back flag which was
accidentally removed in 16f5d51109.
Issue is caused by an off by one error which would map some edge loops to
the loops of some the next polygon in the list of polygon, which may not
be a topological neighbor.
Previously the attribute name was only stored in the request for curves.
Instead, pass it as part of the "add request" function, so that it is
always used. Since the whole attribute pipeline is name-based,
this can simplify code in a few places.
- Remove unnecessary braces in switch statements
- Move `default` to the end of other switch items
- Use camel case for type names
- Use `BLI_assert_unreachable()`
Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.
Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.
As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.
Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.
Differential Revision: https://developer.blender.org/D15184
The normals flags were not setup properly which made normals for all
elements (vertices, faces) to be drawn when using the normals overlay.
Also remove usage of uints for the flag in the APIs.
This patch adds support for PBVH drawing in EEVEE.
Notes:
# PBVH_FACES only. For Multires we'll need an API to get/cache attributes. DynTopo support will be merged in later with sculpt-dev's DynTopo implementation.
# Supports vertex color and UV attributes only; other types can be added fairly easily though.
# Workbench only sends the active vertex color and UV layers to the GPU.
# Added a new draw engine API method, DRW_cdlayer_attr_aliases_add. Please review.
# The vertex format object is now stored in the pbvh.
Reviewed By: Clément Foucault & Brecht Van Lommel & Jeroen Bakker
Differential Revision: https://developer.blender.org/D13897
Ref D13897
This was caused by the `copy_m4_m4` trying to copy the `object_to_texture`
from `drw_grid` which was `nullptr`.
Fixing this also exposed that rendering such volumes (without any valid
grid attributes) is not supported and we should follow what Cycles does.
Differential Revision: https://developer.blender.org/D15147
Viewport drawing does not support a per point radius attribute yet.
Instead, it has a fixed set of radius parameters that are used for all
curves in the same object. Now those radii are retrieved from the
radius attribute of the points on the first curve. This allows users
to control the radius of curves to some degree until proper per-point
radius is supported.
Good side effect of the change is that it makes it so that the
size of an array is more likely to be calculated at a compile time.
More ideally we'll be using bli::Array instead of the bare array,
but that is outside of the scope of this change.
After this commit, all mesh data extraction and drawing code is in C++,
including headers, making it possible to use improved types for future
performance improvements and simplifications.
The only non-trivial changes are in `draw_cache_impl_mesh.cc`,
where use of certain features and macros in C necessitated larger
changes.
Differential Revision: https://developer.blender.org/D15088
Also fix formating of `curves_attribute_element_id` which was copy pasted.
# Conflicts:
# source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl