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
122 lines
4.5 KiB
C++
122 lines
4.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#ifndef __GPU_BUFFERS_H__
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#define __GPU_BUFFERS_H__
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#include <stddef.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BMesh;
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struct CCGElem;
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struct CCGKey;
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struct DMFlagMat;
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struct GSet;
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struct MLoop;
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struct MLoopCol;
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struct MLoopTri;
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struct MPoly;
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struct MVert;
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struct Mesh;
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struct PBVH;
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/* Buffers for drawing from PBVH grids. */
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typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
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/* Build must be called once before using the other functions, used every time
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* mesh topology changes. Threaded. */
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GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
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const struct MPoly *mpoly,
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const struct MLoop *mloop,
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const struct MLoopTri *looptri,
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const struct MVert *verts,
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const int *face_indices,
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const int *sculpt_facemap,
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const int face_indices_len,
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const struct Mesh *mesh);
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GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, unsigned int **grid_hidden);
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GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
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/* Free part of data for update. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers);
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void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
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const struct DMFlagMat *grid_flag_mats,
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int *grid_indices);
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/* Update mesh buffers without topology changes. Threaded. */
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enum {
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GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
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GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 2),
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GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS = (1 << 3),
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};
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void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const struct MVert *mvert,
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const int *vert_indices,
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int totvert,
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const float *vmask,
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const struct MLoopCol *vcol,
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const int *sculpt_face_sets,
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const int face_sets_color_seed,
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const int (*face_vert_indices)[3],
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const int update_flags);
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void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
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struct BMesh *bm,
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struct GSet *bm_faces,
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struct GSet *bm_unique_verts,
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struct GSet *bm_other_verts,
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const int update_flags);
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void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
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struct CCGElem **grids,
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const struct DMFlagMat *grid_flag_mats,
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int *grid_indices,
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int totgrid,
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const struct CCGKey *key,
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const int update_flags);
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/* Finish update. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers);
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/* Free buffers. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
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/* draw */
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struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires);
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short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
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bool GPU_pbvh_buffers_has_mask(GPU_PBVH_Buffers *buffers);
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#ifdef __cplusplus
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}
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#endif
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#endif
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