EEVEE Next: Sculpt support #110703

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Miguel Pozo merged 2 commits from pragma37/blender:pull-eevee-next-sculpt into main 2023-08-04 16:38:12 +02:00
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Add sculpt support to EEVEE Next.

It creates a new resource handle for sculpt object, since BKE_object_boundbox_get returns a wrong (zeroed) bounding box.
I'm not sure if it would be a good idea to solve it at that level, though.

It also adds a new resource_handle function to the draw::Manager that works like the default one, but lets the caller optionally override the object matrix and/or bounds.

Add sculpt support to EEVEE Next. It creates a new resource handle for sculpt object, since `BKE_object_boundbox_get` returns a wrong (zeroed) bounding box. I'm not sure if it would be a good idea to solve it at that level, though. It also adds a new `resource_handle` function to the `draw::Manager` that works like the default one, but lets the caller optionally override the object matrix and/or bounds.
Miguel Pozo added the
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EEVEE & Viewport
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Miguel Pozo added 2 commits 2023-08-01 20:34:41 +02:00
Miguel Pozo added this to the EEVEE & Viewport project 2023-08-01 20:35:01 +02:00
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Interesting that the bounding box was incorrect. When I worked on this last, I tried to give the mesh the correct bounding box as sculpt strokes were applied. (See the use of bounds_set_eager in SCULPT_flush_update_step).

Interesting that the bounding box was incorrect. When I worked on this last, I tried to give the mesh the correct bounding box as sculpt strokes were applied. (See the use of `bounds_set_eager` in `SCULPT_flush_update_step`).
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@HooglyBoogly That code only runs after a brush stroke, and only if the PBVH is in PBVH_FACE mode, which didn't seem to be the case when I've debugged it.
In any case, even forcing it to run didn't seem to solve the issue.

Just to be clear, the issue is not the bbox becoming wrong after editing. It's that as long as you are in sculpt mode, all the bbox vecs are (0,0,0).

Also, the issue is with the bbox returned from BKE_object_boundbox_get, BKE_pbvh_bounding_box seems to work fine.

@HooglyBoogly That code only runs after a brush stroke, and only if the PBVH is in PBVH_FACE mode, which didn't seem to be the case when I've debugged it. In any case, even forcing it to run didn't seem to solve the issue. Just to be clear, the issue is not the bbox becoming wrong after editing. It's that as long as you are in sculpt mode, all the bbox vecs are (0,0,0). Also, the issue is with the bbox returned from `BKE_object_boundbox_get`, `BKE_pbvh_bounding_box` seems to work fine.
Miguel Pozo requested review from Clément Foucault 2023-08-03 17:31:41 +02:00
Clément Foucault approved these changes 2023-08-03 23:23:48 +02:00
Miguel Pozo merged commit 41c83d6cfc into main 2023-08-04 16:38:12 +02:00
Miguel Pozo deleted branch pull-eevee-next-sculpt 2023-08-04 16:38:14 +02:00
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