Pretty straightforward changes, merely mimicking dm-related code,
which was already essentially using either Mesh or BMesh data to
build the PBVH...
Note that we "lose" the subsurf (a.k.a. grid) PBVH case here, but that
one was already dead code in current blender2.8, since final dm is
always a cddm built from evaluated mesh.
Proper fix is pending new code for subsurf/multires area.
The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
* Always use BKE_id_new, unless you have a very good reason to use
lower-level code!
* Prefer to pass actual ID user pointer to functions like id_us_plus & co,
rather than 'floating' ID pointer, when possible. It makes it more clear
who is the user we increase count for!
Skip access to any evaluated data when operator is run on file load,
we don't have depsgraph evaluated yet. In this case we skip part of
sculpt session initialization, since it will be done during depsgraph
evaluation which happens after DEG_on_visible_update().
We can not skip sculpt session initialization since during normal
operation we want all the data to be initialized on mode change,
and not on initial brush stroke.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
This reverts change to BKE_brush_add,
callers now remove the extra user.
Note this isn't very convenient for callers but
is consistent with other ID types.
In the future we will probably remove this and have new
ID's created with zero users.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
When painting with spray disabled - we need to re-apply
on top of the original each time.
Applying the soc-2016-pbvh-painting branch removed this.
While I'd added back a simple previous weight array,
this won't work when multiple groups are painted at once.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint