Fix #123770: Vertex paint Accumulate option breaks Blur action

Accumulating allocates previous colors (which are used in
`do_vpaint_brush_blur_XXX`).

The actual problem here was that the  state of `brush_use_accumulate`
was not consistent across the lifetime of strokes.
Vertexpaint was doing the allocation in `vertex_paint_init_stroke`
(**before** `update_cache_invariants` where the mode gets changed to
`BRUSH_STROKE_SMOOTH` etc.), so here it still seemed we would use
accumulation, whereas later (after internally switching the tool/brush)
this was not the case anymore, leading to wrong behavior of
`do_vpaint_brush_blur_XXX`.

So now move the allocation to `init_session_data` (same as for
weightpaint) to make sure all codepaths have a consistent state of
`brush_use_accumulate`.

NOTE: this was made more obvious since 6de6d7267f added SHIFT-blurring
to the keymap

Pull Request: https://projects.blender.org/blender/blender/pulls/123778
This commit is contained in:
Philipp Oeser
2024-06-26 15:38:26 +02:00
committed by Philipp Oeser
parent bc0b86797c
commit d4f5d4a6f6

View File

@@ -273,6 +273,22 @@ void init_session_data(const ToolSettings &ts, Object &ob)
}
}
}
else if (ob.mode == OB_MODE_VERTEX_PAINT) {
/* Allocate scratch array for previous colors if needed. */
SculptSession &ss = *ob.sculpt;
if (!vwpaint::brush_use_accumulate(*ts.vpaint)) {
if (ss.cache->prev_colors_vpaint.is_empty()) {
const Mesh *mesh = BKE_object_get_original_mesh(&ob);
const GVArray attribute = *mesh->attributes().lookup(mesh->active_color_attribute);
ss.cache->prev_colors_vpaint = GArray(attribute.type(), attribute.size());
attribute.type().value_initialize_n(ss.cache->prev_colors_vpaint.data(),
ss.cache->prev_colors_vpaint.size());
}
}
else {
ss.cache->prev_colors_vpaint = {};
}
}
}
Vector<PBVHNode *> pbvh_gather_generic(Object &ob, const VPaint &wp, const Brush &brush)
@@ -743,26 +759,9 @@ static void paint_and_tex_color_alpha_intern(const VPaint &vp,
}
}
static void vertex_paint_init_stroke(Scene &scene, Depsgraph &depsgraph, Object &ob)
static void vertex_paint_init_stroke(Depsgraph &depsgraph, Object &ob)
{
vwpaint::init_stroke(depsgraph, ob);
SculptSession &ss = *ob.sculpt;
ToolSettings &ts = *scene.toolsettings;
/* Allocate scratch array for previous colors if needed. */
if (!vwpaint::brush_use_accumulate(*ts.vpaint)) {
if (ss.cache->prev_colors_vpaint.is_empty()) {
const Mesh *mesh = BKE_object_get_original_mesh(&ob);
const GVArray attribute = *mesh->attributes().lookup(mesh->active_color_attribute);
ss.cache->prev_colors_vpaint = GArray(attribute.type(), attribute.size());
attribute.type().value_initialize_n(ss.cache->prev_colors_vpaint.data(),
ss.cache->prev_colors_vpaint.size());
}
}
else {
ss.cache->prev_colors_vpaint = {};
}
}
/** \} */
@@ -999,7 +998,7 @@ static bool vpaint_stroke_test_start(bContext *C, wmOperator *op, const float mo
paint_stroke_set_mode_data(stroke, vpd);
/* If not previously created, create vertex/weight paint mode session data */
vertex_paint_init_stroke(scene, depsgraph, ob);
vertex_paint_init_stroke(depsgraph, ob);
vwpaint::update_cache_invariants(C, vp, ss, op, mouse);
vwpaint::init_session_data(ts, ob);