Cleanup: Paint Cursor Refactor
The paint_draw_cursor function was handling the cursor drawing for 2D and 3D views of all paint modes, calculating the brush radius, updating the SculptSession data and updating and drawing all sculpt cursor overlays for different tools. It was almost impossible to understand when and what was being drawn and in which state the GPU matrix was. Now everyting is organized into different functions, with clear separation between modes, sculpt tool overlays and different drawing setups. Update and drawing functions are also separated (this allows to skip one PBVH query on each cursor drawing). Reviewed By: sergey Differential Revision: https://developer.blender.org/D8206
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Notes:
blender-bot
2023-02-13 21:33:57 +01:00
Referenced by issue #79597, Crash when sculpting on geometry and dyntopo enabled
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@ -8160,6 +8160,14 @@ void SCULPT_geometry_preview_lines_update(bContext *C, SculptSession *ss, float
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return;
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}
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if (!ss->deform_modifiers_active) {
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return;
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}
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if (BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS) {
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return;
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}
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BKE_sculpt_update_object_for_edit(depsgraph, ob, true, true, false);
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if (!ss->pmap) {
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@ -962,7 +962,6 @@ void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim)
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/* Cursor drawing function. */
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void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
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const Brush *brush,
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const float obmat[4][4],
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const float location[3],
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const float normal[3],
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const float rds,
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@ -973,10 +972,11 @@ void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
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float cursor_trans[4][4], cursor_rot[4][4];
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float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
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float quat[4];
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copy_m4_m4(cursor_trans, obmat);
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unit_m4(cursor_trans);
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translate_m4(cursor_trans, location[0], location[1], location[2]);
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rotation_between_vecs_to_quat(quat, z_axis, normal);
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quat_to_mat4(cursor_rot, quat);
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GPU_matrix_push();
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GPU_matrix_mul(cursor_trans);
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GPU_matrix_mul(cursor_rot);
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@ -986,6 +986,7 @@ void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
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gpuattr, 0, 0, rds + (rds * brush->cloth_sim_limit * brush->cloth_sim_falloff), 320);
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immUniformColor3fvAlpha(outline_col, alpha * 0.7f);
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imm_draw_circle_wire_3d(gpuattr, 0, 0, rds + rds * brush->cloth_sim_limit, 80);
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GPU_matrix_pop();
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}
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void SCULPT_cloth_plane_falloff_preview_draw(const uint gpuattr,
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@ -351,7 +351,6 @@ void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim);
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void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
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const struct Brush *brush,
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const float obmat[4][4],
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const float location[3],
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const float normal[3],
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const float rds,
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@ -397,6 +396,7 @@ void SCULPT_pose_ik_chain_free(struct SculptPoseIKChain *ik_chain);
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/* Multiplane Scrape Brush. */
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void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode);
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void SCULPT_multiplane_scrape_preview_draw(const uint gpuattr,
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Brush *brush,
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SculptSession *ss,
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const float outline_col[3],
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const float outline_alpha);
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@ -399,10 +399,15 @@ void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, PBVHNode **nodes,
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}
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void SCULPT_multiplane_scrape_preview_draw(const uint gpuattr,
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Brush *brush,
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SculptSession *ss,
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const float outline_col[3],
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const float outline_alpha)
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{
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if (!(brush->flag2 & BRUSH_MULTIPLANE_SCRAPE_PLANES_PREVIEW)) {
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return;
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}
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float local_mat_inv[4][4];
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invert_m4_m4(local_mat_inv, ss->cache->stroke_local_mat);
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GPU_matrix_mul(local_mat_inv);
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