While adding test coverage for mesh subdivision surface scenarios, a few
problems were noticed with vertex crease support.
This PR fixes:
- Used incorrect `crease_sharpnesses` instead of `corner_sharpnesses`
- Used incorrect value for an "infinitely sharp" vertex crease
- Unnecessarily wrote out Blender's `crease_vert` attribute as a primvar
Tests are added which validate everything we support.
Pull Request: https://projects.blender.org/blender/blender/pulls/126209
The mesh velocity data was not using the UsdUtilsSparseValueWriter and
was writing out data for all frames even if the velocity didn't change.
Adds test coverage for this scenario as well as other situations where a
MeshSequenceCache (MSC) would be required:
- Ensures that when positions vary a MSC is added
- Ensures that when velocities vary a MSC is added (see blender/blender@c862d40e09)
- Ensures that when attributes vary a MSC is added (see blender/blender@3c394d39f2)
Pull Request: https://projects.blender.org/blender/blender/pulls/126208
Allow color SVG icons to have their fill colors modified by theme
colors using a callback. This is done just before rasterization so
only happens once per requested size, before these are cached for
reuse.
Pull Request: https://projects.blender.org/blender/blender/pulls/125146
This adds the ability to customize the default width of a group node that's
created for a node group. This feature works towards the goal of unifying the
features available to built-in nodes and node groups. We often customize the
width of built-in nodes from them to looks slightly better (e.g. to avoid
cut-off labels).
Pull Request: https://projects.blender.org/blender/blender/pulls/126054
When we draw SVG icons we have an optional argument that specifies to
treat it as multicolor. This PR allows doing the same thing when
requesting a bitmap from an icon. This is only currently done for
Dialog boxes and the About screen. The purpose of this isn't really
to allow multicolor dialog icons, but to get to the point where a
single SVG source file could be used as monochrome (changing the one
color with text color) or multi-color (changing internal colors with
themes) without needing multiple copies of the source file
Pull Request: https://projects.blender.org/blender/blender/pulls/126193
This PR corrects some mistakes in the conversion between RGBA bitmaps
created when rasterizing SVG icons and the monochrome coverage maps
when displaying these in a single color. This only occurs when we need
a bitmap from an icon for About screen and for dialogs. The bitmap
from NanoSVG is already premultiplied so don't do it again. When
converting from coverage map to RGBA use map value for all components
rather than FFF for colors. When converting to coverage map from RGBA
use perceptual grayscale level of color, not just alpha value.
Pull Request: https://projects.blender.org/blender/blender/pulls/126192
When a multi-byte character needed to be turned into a single "_", the
final returned string would be too large in size.
Resize it to the exact number of bytes required and add test coverage.
Pull Request: https://projects.blender.org/blender/blender/pulls/126164
This commit prevents writing to the mesh when sculpting on a non-basis
shape key. Prior to this, we incorrectly were applying changes to the
base mesh, even though those changes were not visible with the shape
keys still active, causing new shape keys to have a copy of the deformed
mesh data.
Pull Request: https://projects.blender.org/blender/blender/pulls/126107
- Use `Vector::remove_if` rather than custom "filter" functions copying
data to new vectors.
- Pass `float3` by const reference.
- Reorder arguments to pass constant/operation-global arguments first,
also using consistent order for mesh data arrays.
- Use const for some `Object` arguments.
- Initialize zero `float3` in a simpler way.
- Simplify neighbor averaging by checking for empty vectors first.
- Use more standard grids index variable names
- Remove `BLI_NOINLINE` from functions called for every element, more
consistent usage in general.
Pull Request: https://projects.blender.org/blender/blender/pulls/126145
The grid geometry creation incorrectly tagged the mesh with no loose edges
or vertices, breaking invariants of the caches that are relied on elsewhere.
The common code which writes out attribute data was seemingly not
performing the right sequence of calls for the UsdUtilsSparseValueWriter
to actually write sparse data.
See PR for a test file and .usda files produced with 4.1 and now with
this change applied.
Pull Request: https://projects.blender.org/blender/blender/pulls/126113
This includes the port of the edit edge shader to the new
primitive expansion API, removing split codepath and
code duplication.
Some of the shader code is duplicated for keeping the
legacy engine untouched.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/125921
Because the previous fix stopped creating these VBOs when they
would be empty we need more null checks. Alternatively still
creating them but not binding them might be a better solution
but just adding null checks seems like the simpler approach
right now.
Pull Request: https://projects.blender.org/blender/blender/pulls/126073
Assert in debug build, allocated vertex buffer has garbage data when
total points in the drawing are zero, Nothing is copied to vertex buffers
from `copy_transformed_positions()`. To fix the crash, exit early when
the number of points is zero and execute `DRW_shgroup_call_no_cull`
macro when batch is non-null.
Pull Request: https://projects.blender.org/blender/blender/pulls/126134
The primitive tool uses the `CurvesGeometry::resize` function which
leaves the end of the range uninitialized. The
`fill_attribute_range_default` function must be used to ensure all
existing attributes are initialized for the new points.
Pull Request: https://projects.blender.org/blender/blender/pulls/126127
Lift certain incorrect assumptions about the order of vertices in
an OBJ file when processing vertex colors, which could lead to
missing or randomly permuted colors.
Replaces the list-of-blocks representation, attuned to assumptions
that the verts in an object form a contiguous subrange, with a
flat array better suited for random-access.
Co-authored-by: scurest <scurest@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/126065
Part of #118145.
As noted in a comment, this algorithm has O(n^2) runtime which is quite
bad. Ideally we would be able to look into a better solution at some point,
but I just refactored the existing algorithm here.
If velocity attributes are the only thing being animated, we would fail
to add the cache modifier. This prevents velocity attribute data from
being updated as the timeline changes.
This is a rather rare case. Typically if velocity is changing that would
imply the positions of the mesh are also changing, and the positions
will add the modifier correctly in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/126105
We now deform the active shape key and other original data while deforming
the evaluated/deformed positions, rather than before, when we delayed that to
afterwards and affected the entire mesh no matter the area sculpted. This is all
handled by `write_translations` now.
When a curve instance did not have a "opacity" attribute, the default would be 0.
This meant that when creating Grease Pencil layers from scratch, the user
would need to manually write a "opacity" attribute.
Now the default value is 1, so that this step is no longer necessary.