The UsdTransform2d shader was previously ignored, and the material
read would stop when it found these nodes. This resulted in many
surfaces having their textures mapped incorrectly when imported
into Blender, and worse, resulted in the loss of that data when
round-tripping back out of Blender.
This patch adds support for the Transform 2D node and also ensures
that the wrap modes are similarly written correctly.
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/114821
The node is still a bit non-standard in that it resizes an existing
mesh rather than creating a new one, but this commit makes the extrude
node a bit more similar to other mesh operations and makes other
miscellaneous improvements, including:
- Less use of intermediate states (compared to initial or final)
- Topology map building is no longer reimplemented for the node
- Attribute interpolation happens in a more familiar way
- Some topology maps can be skipped if a domain is empty
- More use of `IndexMask` instead of an array of indices
- Logarithmic cost index mask lookup is avoided
- Build index maps instead of implementing attribute propagation
separately for every type
Overall these changes might improve performance in a few cases, and
they reduce Blender's binary size by 58 KB. Edge indices are different
in some cases of the edge mode, so the test files are updated.
Implement the next phases of bounds improvement design #96968.
Mainly the following changes:
Don't use `Object.runtime.bb` for performance caching volume bounds.
This is redundant with the cache in most geometry data-block types.
Instead, this becomes `Object.runtime.bounds_eval`, and is only used
where it's actually needed: syncing the bounds from the evaluated
geometry in the active depsgraph to the original object.
Remove all redundant functions to access geometry bounds with an
Object argument. These make the whole design confusing, since they
access geometry bounds at an object level.
Use `std::optional<Bounds<float3>>` to pass and store bounds instead
of an allocated `BoundBox` struct. This uses less space, avoids
small heap allocations, and generally simplifies code, since we
usually only want the min and max anyway.
After this, to avoid performance regressions, we should also cache
bounds in volumes, and maybe the legacy curve and GP data types
(though it might not be worth the effort for those legacy types).
Pull Request: https://projects.blender.org/blender/blender/pulls/114933
This adds a new function, `compare_meshes`,
as a replacement for `BKE_mesh_cmp`.
The main benefits of the new version are the following:
- The code is written in c++, and makes use of the new attributes API.
- It adds an additional check, to see if the meshes only differ by
their indices. This is useful to verify correctness of new algorithmic
changes in mesh code, which might produce mesh elements in a different
order than the original algorithm. The tests will still fail, but the
error will show that the indices changed.
Some downsides:
- The code is more complex, due to having to be index-independent.
- The code is probably slower due to having to do comparisons "index-
independently". I have not tested this, as correctness was my priority
for this patch. A future update could look to improve the speed,
if that is desired.
- This is technically a breaking API change, since it changes the
returned values of `rna_Mesh_unit_test_compare`. I don't think that
there are many people (if any) using this, besides our own unit tests.
All tests that pass with `BKE_mesh_cmp` still pass with the new version.
**NOTE:**
Currently, mesh edge indices are allowed to be different in the
comparison, because `BKE_mesh_cmp` also allowed this. There are some
tests which would fail otherwise. These tests should be updated, and
then the corresponding code as well.
I wrote up a more detailed explanation of the algorithm here:
https://hackmd.io/@bo-JY945TOmvepQ1tAWy6w/SyuaFtay6
Pull Request: https://projects.blender.org/blender/blender/pulls/112794
The ImplicitSharingPtr has an implicit constructor for raw pointers.
This has unintended effects when comparing an ImplicitSharingPtr to a
raw pointer: The raw pointer is implicitly converted to the shared
pointer (without change in refcount) and when going out of scope will
decrement user count, eventually freeing the data.
Conversion from raw pointer to shared pointer should not happen
implicitly. The constructor is made explicit now. This requires a little
more boilerplate when constructing a sharing pointer. A special
constructor for the nullptr is added so comparison with nullptr can
still happen without writing out a constructor.
Pull Request: https://projects.blender.org/blender/blender/pulls/115476
Nowadays we have the loose edge cache which can tell us if there will be
any loose edges to subdivide. This means the topology map creation that
included multi-threading doesn't need to be behind a lock anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/115480
The `paint_init_pivot` calculates the `location` based
on the midpoint of the bounds of the object. For grease pencil
the bounds depend on the current frame (for original data).
This fixes the issue by making the `bounds_min_max` function
dependent on the `frame` and by introducing a `bounds_min_max_eval`
for evaluated data.
The `eval_frame` was not initialized to a default value,
causing a crash in some situations on windows.
This at least avoids a crash even if the outcome of
whatever uses the `eval_frame` might not be correct.
We should use explicit casting. Although it is not always needed it
is a best practise in order to support the shaders on Metal.
* `float max(float, int)` is not supported on Metal and fails with a compilation error
Pull Request: https://projects.blender.org/blender/blender/pulls/115464
Track the last time an object or its dependencies were evaluated by the
dependency graph.
These values can be compared against DEG_get_update_count().
Implemented following the design from #114112
Pull Request: https://projects.blender.org/blender/blender/pulls/115196
Make size inference consistent with the viewport compositor (from a user's perspective). This patch uses constat folding to create a constant output out of constant inputs. This is consistent with the results of the realtime compositor.
Nodes not included in this patch require further refactoring or discussion. They will be addressed in future patches.
Pull Request: https://projects.blender.org/blender/blender/pulls/114755
The goal here is to make it easier to make node links. Previously, it was quite
easy to accidentally start box selection or to trigger the link-drag-search when
that was not intended.
Now, the tolerances are a bit easier to work with. Also, instead of trying to use
the first socket that is close enough, it will find the closest socket instead. It feels
much better in my testing already, but obviously the values can be tuned more
with some testing.
Also we have to make sure to not accidentally make other things like resizing
nodes harder.
Pull Request: https://projects.blender.org/blender/blender/pulls/115010
Improvements to the drawing of shadows, used with blocks, menus, nodes,
etc. Improvements to shape, especially at the top corner or at extremes
of widget roundness. Allows transparent objects to have shadows. This
is a nice refactor that removes a lot of code.
Pull Request: https://projects.blender.org/blender/blender/pulls/111794