September 19, 2021, 23:17 (GMT) |
Sculpt: Brush channels names are now lower-case instead of upper case. |
September 19, 2021, 22:35 (GMT) |
Sculpt: brush engine stuff BrushChannels are now stored in linked lists instead of simple arrays. This helps to avoid memory corruption. I had originally wanted to be able to pass BrushChannels by value, but that doesn't really work since they heap allocd data (the input mapping curves). |
September 19, 2021, 20:30 (GMT) |
commit prior to small refactor |
September 19, 2021, 08:11 (GMT) |
Sculpt: more brush engine stuff; do not test. Pushing this commit early due to computer weirdness |
September 18, 2021, 19:10 (GMT) |
Sculpt: flushed out brush channel RNA and made basic UI |
September 18, 2021, 09:43 (GMT) |
Sculpt: Added some icons and commit icon_geom.blend into the branch Help with icons would be appreciated. The scene project icon kind of came out looking like a band-aid. |
September 18, 2021, 08:39 (GMT) |
Disable threading for sculpt project brush |
September 18, 2021, 08:26 (GMT) |
Fix compile error |
September 18, 2021, 07:35 (GMT) |
Sculpt: Flesh out RNA wrapping of BrushChannels |
September 18, 2021, 06:32 (GMT) |
Merge remote-tracking branch 'origin/temp_bmesh_multires' into sculpt-dev |
September 18, 2021, 03:13 (GMT) |
Merge branch 'master' into temp_bmesh_multires |
September 17, 2021, 23:22 (GMT) |
Merge branch 'master' into sculpt-dev |
September 17, 2021, 21:43 (GMT) |
Commit current working copy; having weird file system issues |
September 17, 2021, 03:29 (GMT) |
Sculpt dyntopo: Roughed out skeleton of new brush engine API Command Lists * The new system will be based on command lists generated by (eventually) a node editor. * For now, the lists will be hardcoded. * Idea is to make a minimal viable brush engine that won't cause file breakage when the upgrade to node-based brushes happen. Brush Channels * Wrote new structures and API to wrange brush parameters: BrushChannel. * Supports, floats, ints, enums, bitmasks, with plans for vec3 and vec4. * This will replace UnifiedPaintStruct, most of the members of Brush and the DynTopoSettings struct. * Brush channels can be mapped to various input device channels (e.g. pen pressure); each mapping has its own associated curve (CurveMapping instance) and bounds. Brush channel inheritence chaining * Brush channels can form inheritence chains * Channel sets are stored in three places: in the scene toolsettings, in Brush, and in individual brush commands. * Node groups will also have a channel set. * Channels in each set can be flagged to inherit from the parent set. * Inheritence happens in seperate merged channel sets at runtime. The final Brush channels live in Brush->channels_final, while the final command channels live in BrushCommand->params_final. |
September 16, 2021, 20:44 (GMT) |
Merge branch 'master' into temp_bmesh_multires |
September 16, 2021, 17:42 (GMT) |
commit prior to merge |
September 15, 2021, 21:56 (GMT) |
Add skeletal beginnings of C++ sculpt refactor design study (note that it's #ifdef'd out). Basic idea is to put all the sculpt brush code in a single large template. This template takes a PBVH adaptor class (of which there would be three, one per PBVH_XXX type) as a template argument. Basically we're using the compiler to generate three complete copies of every brush implementation. C++20 concepts are used to validate the pbvh classes. An example brush implementation: pbvh->forVertsInRange( { .brush = ss->cache->brush, .radius = radius, .use_threads = true, .use_original = false }, [&offset](auto viter, int node_i, void *userdata) { //add offset to vertex coordinates madd_v3_v3fl(viter.co, offset, viter.fade); }, [](PBVHNode *node, int node_i, void *userdata) { BKE_pbvh_node_mark_update(node); }); |
September 15, 2021, 09:50 (GMT) |
Sculpt dyntopo: Fix a few issues from last commit * Fixed crashing on entering sculpt mode * Fixed transitioning between sculpt and another undo system type sometimes corrupting stack. |
September 15, 2021, 09:16 (GMT) |
Sculpt dyntopo: fix missing bit from last commit * BM_mesh_bm_to_me now saves id layers by default. |
September 15, 2021, 08:41 (GMT) |
Sculpt dyntopo: Seperate enabling PBVH_BMESH from enabling DynTopo: * Created a new option to globally disabled DynTopo. * The DynTopo panel header now reads "Dynamic Mode", to hopefully signal that turning on PBVH_BMESH is a seperate step from enabling or disabling DynTopo itself. * The first checkbox in the panel is "DynTopo" so it should be clear enough (it's on by default, with multiple layers of file versioning checks). PBVH_BMesh's undo system: * CD_MESH_ID layers are now permanently saved once they are created (by default they are not). This fixed a *lot* of bugs: Before this the undo system had to save maps between mesh indices and mesh IDs on transitioning between sculpt and global undo steps. This was extremely error prone, and it simply wasn't possible to cover all of the corner cases * Note that there is still an odd bug where the first global undo push after a sculpt step gets ignored, I dunno what's up with this. * Dyntopo undo should be nearly (hopefully completely) bug-free after this commit. C++20 * Made a few small changes to get blender to compile with c++20. std::result_of was removed, had to replace a couple of usages of it with std::invoke_result. * I'm planning to do some design studies on rewriting sculpt into C++. * I strongly suspect we are going to need C++20'a new concepts feature if we move sculpt into C++. I'm planning to do some design studies on how that might work. |
|