Commit Graph

18 Commits

Author SHA1 Message Date
9f45edd430 Sculpt-dev: fix smooth_strength_factor bug
* Fixed bug where BRUSH_MAPPING_INHERIT was
  being or'd to BrushMapping->flag instead
  of assigned to ->inherit_mode.
* Fixed smooth_strength_factor
  and smooth_strength_projection.
* Also added yet more asan poisoning to mempool
* Added a function to build final inherited brush
  channel, BKE_brush_channel_copy_final_data.  Takes
  BrushMapping->inherit_mode into account.
2021-11-23 19:46:18 -08:00
7753fda1b5 Sculpt-dev: fix broken vcol attr
auto-creation

* Fixed BKE_sculpt_color_layer_create_if_needed
* Also fixed BKE_id_attribute_active_color_set,
  accidentally pasted the getter's precondition.
2021-11-20 07:49:40 -08:00
605a06975c Sculpt-dev: fix gcc compile error 2021-11-19 07:01:17 -08:00
5ce01b8ce8 * Sculpt-dev: pbvh draw cleanup
* PBVH drawing for eevee is now used for
  PBVH_FACES as well as PBVH_BMESH.
* PBVH_FACES now uses pbvh draw for eevee rendering
* Refactored gpu_pbvh_gpu_make_vcol_offs into a
  more general gpu_pbvh_gpu_make_attr_offs.
  This should be a usable alternative to using a generic
  attribute gpu system (whether the one that's #ifdef'd out
  in gpu_buffers.c, or the new one that hit master
  recently).
* Textured workbench draw mode now works for pbvh drawing.
* Fixed nasty stack overflow in dyntopo edge collapse.
2021-11-17 15:27:47 -08:00
c4781c7243 Sculpt-dev: cross-module ref cleanup
* Removed a bunch of nasty editors->blenkernel
  dependencies (2 still remain).
* Fixed a few bugs in last commit.
2021-11-17 04:08:41 -08:00
e724479ca6 Sculpt-dev: sculpt colors stuff
* Mask by color now works for dyntopo.
* Attribute and vertex color lists in the UI
  now hide temporary CD layers.
* Added a specific op for removing vertex color
  attributes.
* Fixed various bugs.
2021-11-17 03:09:37 -08:00
7a55066b18 Sculpt-dev: Add support for attribute triplets
It simply wasn't maintainable to store active/render
vertex color layer as integer indices into the
global attribute list.  Making that work would've
required a great deal of boilerplate that would
have to be inserted in lots of places.  There
is simply no justification for doing that.

Instead, I've coded an AttributeRef struct that
simply stores a (type, name, domain) triplet to
uniquely reference an attribute layer.

This will be submitted as a patch for master
too.
2021-11-16 21:58:50 -08:00
a72721a2ae Sculpt-dev: Performance improvements
* PBVH_BMESH construction is now partially
  threaded.
* Fixed n**2 behavior in freelist-based
  bmesh id implementation.  I'd really
  rather get range-tree faster, but
  this works as a stopgap.
* Removed a bunch of debug ATTR_NO_OPTs.
2021-11-13 01:13:47 -08:00
0569618578 Sculpt-dev: get vcol render layer working
* Mesh now has a render_color_index member.
  + We really need an attribute ref system
    based on (domain, type, name) triplets.
* RNA uses render_color_index in all three
  cases (loop colors, vert colors, and
         the generic attribute types).
* PBVH draw uses render_color_index too.
2021-11-09 00:11:03 -08:00
f0d0369506 Sculpt-dev: all vertex colors now live in single
UI list.

* Added an index to Mesh for active color attribute.
  This seems janky to me, shouldn't this (along
  with the active attribute index) be a
  domain, name, cdtype triplet?
* Added a little api to preserve the active attribute
  and color indices when changing mesh customdata
  layouts.  See above comment.
* The vertex color panel is now completely unified.
* TODO: allow setting render color layer (not sure how
  to do this).
2021-11-08 21:09:17 -08:00
Brecht Van Lommel
128eb6cbe9 Modifiers: export motion blur velocity through attribute
Previously fluid simulation and Alembic modifiers had a dedicated function
to query the velocity for motion blur. Now use a more generic system where
those modifiers output a velocity attribute.

Advantages:
* Geometry and particle nodes can output velocity through the same mechanism,
  or read the attribute coming from earlier modifiers.
* The velocity can be preserved through modifiers like subdivision surface or
  auto smooth.
* USD and Alembic previously only output velocity from fluid simulation, now
  they work with velocity from other sources too.
* Simplifies the code for renderers like Cycles and exporters like
  Alembic and USD.

This breaks compatibility:
* External renderers and exporters accessing these velocities through the
  Python API now need to use the attribute instead.
* Existing modifier node setups that create an attribute named "velocity"
  will render differently with motion blur.

Differential Revision: https://developer.blender.org/D12305
2021-09-10 16:48:30 +02:00
97712b018d Fix T90026: attributes added in editmode are lost on modeswitch
When exiting editmode, customdata [and thus attributes] are copied from
**BMesh** to **Mesh** (in `BM_mesh_bm_to_me`).
When adding attributes, these were always added via
`CustomData_add_layer_named` only.
Instead (if we are in mesh editmode), we need to go through
`BM_data_layer_add_named` to properly update the **BMesh** (see
`update_data_blocks`) so we have stuff available to copy back to
**Mesh** when exiting editmode.
Same is done for removing (also going through BMesh).

This is now done, DomainInfo is updated to point to BMesh (instead of
Mesh) customdata when in editmode.

Maniphest Tasks: T90026

Differential Revision: https://developer.blender.org/D11998
2021-07-22 17:57:46 +02:00
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
28cf851a5c Geometry Nodes: rename attribute domains
This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`

For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.

Ref T86818.

Differential Revision: https://developer.blender.org/D10803
2021-03-25 12:02:50 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
370d6e5025 Geometry: add Attributes panel for PointCloud and Hair
There is a list of attributes, along with operators to add and remove
attributes. For adding, there are a few standard attributes that can be
added quickly, as well as a popup to create a custom attribute.

Ref T76659

Differential Revision: https://developer.blender.org/D8636
2020-09-09 17:01:17 +02:00
a1397a3cc6 Geometry: use generic attributes for Hair and Point Clouds
Instead of custom data layer with special types, using general Vector and Float
attributes.

Ref T76659

Differential Revision: https://developer.blender.org/D8635
2020-09-09 17:01:17 +02:00
565510bd7f Geometry: add .attributes in the Python API for Mesh, Hair and Point Cloud
This puts all generic float/int/vector/color/string geometry attributes in a new
.attributes property. For meshes it provides a more general API for existing
attributes, for point clouds attributes will be used as an essential part of
particle nodes.

This patch was implemented by @lichtwerk, with further changes by me. It's
still a work in progress, but posting here to show what is going on and for
early feedback.

Ref T76659

Differential Revision: https://developer.blender.org/D8200
2020-09-09 17:01:17 +02:00