30inline namespace draw_vector_displacement_cc {
51 for (
const int i :
verts.index_range()) {
56 ss, brush, vert_positions[
verts[i]], thread_id, &texture_value, texture_rgba);
58 r_colors[i] = texture_rgba * factors[i];
72 for (
const int i : positions.index_range()) {
78 r_colors[i] = texture_rgba * factors[i];
115 tls.colors.resize(
verts.size());
121 for (
const int i :
verts.index_range()) {
160 tls.colors.resize(positions.size());
166 for (
const int i : positions.index_range()) {
204 tls.colors.resize(
verts.size());
210 for (
const int i : positions.index_range()) {
229 switch (pbvh.
type()) {
231 Mesh &mesh = *
static_cast<Mesh *
>(
object.data);
252 SubdivCCG &subdiv_ccg = *
object.sculpt->subdiv_ccg;
const Brush * BKE_paint_brush_for_read(const Paint *paint)
const blender::Set< BMVert *, 0 > & BKE_pbvh_bmesh_node_unique_verts(blender::bke::pbvh::BMeshNode *node)
int BLI_task_parallel_thread_id(const TaskParallelTLS *tls)
Object is a sort of wrapper for general info.
constexpr int64_t size() const
void resize(const int64_t new_size)
void tag_positions_changed(const IndexMask &node_mask)
Span< NodeT > nodes() const
void foreach_index(Fn &&fn) const
const Depsgraph * depsgraph
pbvh::Tree * pbvh_get(Object &object)
void update_node_bounds_bmesh(BMeshNode &node)
void update_node_bounds_mesh(Span< float3 > positions, MeshNode &node)
Span< float3 > vert_normals_eval(const Depsgraph &depsgraph, const Object &object_orig)
void update_node_bounds_grids(int grid_area, Span< float3 > positions, GridsNode &node)
void flush_bounds_to_parents(Tree &pbvh)
void calc_grids_factors(const Depsgraph &depsgraph, const Object &object, const Cache &cache, const bke::pbvh::GridsNode &node, Span< int > grids, MutableSpan< float > factors)
void calc_vert_factors(const Depsgraph &depsgraph, const Object &object, const Cache &cache, const bke::pbvh::MeshNode &node, Span< int > verts, MutableSpan< float > factors)
static void calc_bmesh(const Depsgraph &depsgraph, const Sculpt &sd, Object &object, const Brush &brush, const float3 &direction, const float strength, bke::pbvh::BMeshNode &node, LocalData &tls)
static void calc_faces(const Depsgraph &depsgraph, const Sculpt &sd, const Brush &brush, const float4 &test_plane, const float strength, const MeshAttributeData &attribute_data, const Span< float3 > vert_normals, const bke::pbvh::MeshNode &node, Object &object, LocalData &tls, const PositionDeformData &position_data)
static void calc_grids(const Depsgraph &depsgraph, const Sculpt &sd, Object &object, const Brush &brush, const float4 &test_plane, const float strength, bke::pbvh::GridsNode &node, LocalData &tls)
static BLI_NOINLINE void fill_factor_from_hide_and_mask(const Mesh &mesh, const Span< int > face_indices, const MutableSpan< float > r_factors)
static void calc_bmesh(const Depsgraph &depsgraph, const Sculpt &sd, Object &object, const Brush &brush, bke::pbvh::BMeshNode &node, LocalData &tls)
static void calc_grids(const Depsgraph &depsgraph, const Sculpt &sd, Object &object, const Brush &brush, bke::pbvh::GridsNode &node, LocalData &tls)
static void calc_brush_texture_colors(SculptSession &ss, const Brush &brush, const Span< float3 > vert_positions, const Span< int > verts, const Span< float > factors, const MutableSpan< float4 > r_colors)
static void calc_faces(const Depsgraph &depsgraph, const Sculpt &sd, const Brush &brush, const Span< float3 > vert_normals, const MeshAttributeData &attribute_data, const bke::pbvh::MeshNode &node, Object &object, LocalData &tls, const PositionDeformData &position_data)
MutableSpan< float3 > gather_grids_positions(const SubdivCCG &subdiv_ccg, const Span< int > grids, Vector< float3 > &positions)
void gather_bmesh_positions(const Set< BMVert *, 0 > &verts, MutableSpan< float3 > positions)
void calc_brush_strength_factors(const StrokeCache &cache, const Brush &brush, Span< float > distances, MutableSpan< float > factors)
void apply_hardness_to_distances(float radius, float hardness, MutableSpan< float > distances)
void filter_distances_with_radius(float radius, Span< float > distances, MutableSpan< float > factors)
void filter_region_clip_factors(const SculptSession &ss, Span< float3 > vert_positions, Span< int > verts, MutableSpan< float > factors)
void calc_brush_distances(const SculptSession &ss, Span< float3 > vert_positions, Span< int > vert_indices, eBrushFalloffShape falloff_shape, MutableSpan< float > r_distances)
void clip_and_lock_translations(const Sculpt &sd, const SculptSession &ss, Span< float3 > positions, Span< int > verts, MutableSpan< float3 > translations)
void apply_translations(Span< float3 > translations, Span< int > verts, MutableSpan< float3 > positions)
void do_draw_vector_displacement_brush(const Depsgraph &depsgraph, const Sculpt &sd, Object &object, const IndexMask &node_mask)
void calc_front_face(const float3 &view_normal, Span< float3 > normals, MutableSpan< float > factors)
void SCULPT_calc_vertex_displacement(const SculptSession &ss, const Brush &brush, float rgba[3], float r_offset[3])
void sculpt_apply_texture(const SculptSession &ss, const Brush &brush, const float brush_point[3], const int thread_id, float *r_value, float r_rgba[4])
blender::ed::sculpt_paint::StrokeCache * cache
blender::Array< blender::float3 > positions
Vector< float > distances
Vector< float3 > translations
Vector< float3 > positions
VArraySpan< bool > hide_vert
std::unique_ptr< auto_mask::Cache > automasking
Vector< float > distances
Vector< float3 > translations
Vector< float3 > positions