DescriptionThis patch implements a mask layer for sculpt mode. Masking attenuates other sculpt brushes.
Documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks
Branch on github:
https://github.com/nicholasbishop/blender-bishop/tree/masking
I'm appending the commit log here, hopefully gives useful explanations of the changes:
commit addeb52
Code cleanup for parameters of subsurf_make_derived_from_derived.
Replaced four boolean parameters with a single flag and a new enum,
SubsurfFlags.
commit 440c385
Code cleanup for multires_dm_create_from_derived().
Changed name to multires_make_derived_from_derived() and parameter
order to be more similar to subsurf_make_derived_from_derived().
Added MultiresFlags enum with flag values to replace the local_mmd and
useRenderParams parameters.
commit db383bb
Add an RNA access function to get an enum item name from its value.
New function is RNA_enum_name_from_value.
commit 6d74d04
Add new options to PAINT_OT_brush_select, toggle and create_missing.
The toggle option, if enabled, will toggle back and forth between two
brushes. (The first brush of the desired tool type will be toggled to,
running the toggle again switches back to the previously selected
brush.)
If no brush of the desired type is found, and the create_missing
option is enabled, a new brush of that type will be created and set.
commit 0c36a12
Modify CCGSubsurf to subdivide an arbitrary number of (float) layers.
The layout of vert data in CCGSubSurf is almost the same; previously
it was three floats (for xyz coordinate) optionally followed by three
floats for the normal. The only change is that the first three floats
can now be any number of floats.
* _getSubSurf takes a numLayers parameter to set the number of layers,
stored in CCGMeshIFC.numLayers.
* All calls to _getSubSurf currently have numLayers set to 3, except
for UV subsurf, where it is reduced to 2 (with a corresponding
change when reading the results out to use float (*)[2] rather than
float (*)[3].)
* The various VertData* macros in CCGSubSurf.c are now functions that
take a CCGSubSurf pointer, which provides access to CCGMeshIFC,
which has numLayers.
* Add ccgSubSurf_setNumLayers() to the API. Only changes the number of
layers that get subdivided, doesn't change the amount of memory
allocated. So if space for N layers is allocated, it's safe to set
the number of layers to less than N, but not more.
* The rest of the changes are just adding the 'ss' parameter.
commit 8569e47
Add CCGKey/CCGElem for accessing CCGSubSurf elements.
CCGKey caches information about the CCGSubSurf element layout. This
data, along with the CCG_* inline functions, allows access to
CCGSubSurf elements with an arbitrary number of layers (as opposed to
the hardcoded DMGridData structure which assumes xyz coordinates
followed by three normal components.)
The CCGElem structure is declared but not defined anywhere, just used
as a convenient type.
commit e1c9b8c
Replace hardcoded DMGridData structure with CCGElem/CCGKey.
* Changes to DerivedMesh interface: DMGridData has been removed,
getGridData() now returns an array of CCGElem pointers. Also added
getGridKey() to initialize a CCGKey (implemented only by
CCGDerivedMesh.)
* PBVH: added BLI_pbvh_get_grid_key().
* A lot of code is affected, but mainly is just replacing
DMGridData.co, DMGridData.no, and sizeof(DMGridData) with the
CCG_*_elem functions, removing the reliance on grid elements of
exactly six floats.
commit ef319c0
Add DNA and customdata entries for paint masks.
CD_PAINT_MASK is a layer of per-vertex floats for non-multires
meshes. Multires meshes use CD_GRID_PAINT_MASK, which is a layer of
per-loop GridPaintMask structures. GridPaintMask is similar to MDisp,
but contains an array of scalar floats.
Note: the GridPaintMask could be folded into MDisp, but this way
should be easier to add mask layers in the future (if we do fold
GridPaintMask into MDisp, the mask array should probably be an array
of arrays with a 'totmask' field so that mask layers can be easily
supported.)
Includes blenload read/write support for CD_PAINT_MASK and
CD_GRID_PAINT_MASK.
commit 1663d60
Add access to mesh vertex customdata to the PBVH.
commit 84f4de4
Add paint mask access to the PBVH vertex iterator.
commit e51abec
Add GridPaintMask accessor to paint.c.
commit 93e0537
Add mask support to CCGSubSurf and multires.
* Add new CCG function ccgSubSurf_setAllocMask(). Similar to to
ccgSubSurf_setCalcVertexNormals(), it sets whether the CCG elements
have a mask layer and what that layer's offset is. Unlike normals
however, it doesn't change any behavior during CCG calculation; it's
there only to give CCGKey information on the mask.
* Add a new flag to _getSubSurf(), CCG_ALLOC_MASK. If set, space for
an extra layer is allocated, but the number of CCG layers is not set
to include it. This is done because GridPaintMasks are absolute,
rather than being relative to the subdivided output (as MDisp
displacements are), so we skip subdividing paint masks here.
* Add a new flag to subsurf_make_derived_from_derived(),
SUBSURF_ALLOC_PAINT_MASK. This controls whether CCG_ALLOC_MASK is
set for _getSubSurf(). Related, masks are never loaded in during
ss_sync_from_derivedmesh(). After subdivision is finished, if the
alloc mask flag is set, the number of CCG layers is increase to 4
with ccgSubSurf_setNumLayers().
* Add a new flag to multires_make_from_derived(),
MULTIRES_ALLOC_PAINT_MASK. Not all multires functions need paint
mask data (e.g. multiresModifier_base_apply.) This flag is always
set in MOD_multires.c so that subdividing a mesh with a mask updates
properly even when not in sculpt mode.
* Update multiresModifier_disp_run() to apply, calculate, and add mask
elements. It's almost the same as the existing operations with xyz
coordinates, but treats masks as absolute rather than displacements
relative to subdivided values.
* Update multires_customdata_delete to free CD_GRID_PAINT_MASK in
addition to CD_MDISPS.
* Update multires_del_higher() to call the new function
multires_grid_paint_mask_downsample(), which allocates a
lower-resolution paint mask grid and copies values over from the
high-resolution grid.
commit cc8addc
Copy GridPaintMask to vertex paint mask when applying multires.
Adds new subsurf_copy_grid_paint_mask() function similar to
subsurf_copy_grid_hidden().
commit 4945e0b
Ensure mask layers are always present in sculpt mode.
commit f29b5b2
Add undo/redo support for paint masks.
commit e6a7082
Use paint mask when calculating sculpt strength.
commit 03b47bf
Add new mask-brush icon from Julio Iglesias.
commit ec2835b
Add mask brush for sculpt mode.
The mask brush currently has two modes, 'draw' and 'smooth'.
commit ed796af
Update the keymap for the mask brush.
* Add MKEY as a toggle for the mask brush. We could use ALT similar to
SHIFT toggling the smooth brush, but it would conflict with MMB
emulation (not to mention many window managers.)
* When the mask brush is active, SHIFT toggles it into smooth mode.
commit cb6a3c0
Add a paint mask operator to clear, fill, or invert the mask.
commit dde5522
Add support for hiding masked regions.
Add a new mode, PARTIALVIS_MASKED, to the PAINT_OT_hide_show operator.
commit c817577
Add keymap and menu entries for masking.
* Add CTRL+IKEY to invert the mask.
* Add ALT+MKEY to clear the mask.
* Change the 'Hide' menu in sculpt mode to 'Hide/Mask', adds entires
for clearing, filling, and inverting the mask, as well as hiding
masked regions.
commit 5190202
Use VertexBufferFormat for multires VBO.
commit 86e61e6
Add mask-drawing support to GPU_Buffers.
* For VBO, add color to the VertexBufferFormat structure as three
unsigned bytes. Since mask elements are scalar the three color
components are identical to eachother, but the fixed-function OpenGL
pipeline requires colors to be either three or four components.
* For the same reason, multires VBO drawing now copies into the
VertexBufferFormat format as well.
* Regression: material colors will not show up correctly now, masks
colors are overriding. Not sure how to fix this nicely (would be
much easier to fix if drawing with vertex shaders.)
* Also, masks will only draw PBVH drawing, so only 'solid' drawing
will work correctly with masks.
Patch Set 1 : Let's try that again with the correct diff attached #Patch Set 2 : Update to apply cleanly against trunk, no other changes #Patch Set 3 : Update to apply cleanly against trunk, no other changes #Patch Set 4 : Update to apply cleanly against trunk, no other changes #Patch Set 5 : Update to apply cleanly against trunk and fixed up some code style #
Total comments: 2
MessagesTotal messages: 8
|