December 27, 2021, 16:27 (GMT) |
Working basic edge mode |
December 27, 2021, 16:26 (GMT) |
Render: move editor/render module to c++ Doing this in preparation for some work on asset preview generation. Differential Revision: https://developer.blender.org/D13676 |
December 27, 2021, 16:21 (GMT) |
Fix T93941: geometry proximity breaks with high resolution mesh The calls to `.fill` were overwriting indices that are processed by other threads. |
December 27, 2021, 16:04 (GMT) |
USD export: format fixes. |
December 27, 2021, 15:35 (GMT) |
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406 |
December 27, 2021, 15:15 (GMT) |
Nodes: Support linking to existing group input from link drag search. Before one could only create a new group input using the link drag search. With this patch it becomes possible to create a Group Input node for an existing input. Differential Revision: https://developer.blender.org/D13674 |
December 27, 2021, 15:08 (GMT) |
BLI: add utility to check if type is any specific type This adds `blender::is_same_any_v` which is the almost the same as `std::is_same_v`. The difference is that it allows for checking multiple types at the same time. Differential Revision: https://developer.blender.org/D13673 |
December 27, 2021, 14:41 (GMT) |
Allocator: add missing include The placement-new operator requires `#include <new>`. It is used in `MEM_new`. |
December 27, 2021, 14:25 (GMT) |
Merge branch 'master' into temp-geometry-nodes-extrude-mesh |
December 27, 2021, 12:57 (GMT) |
USD Preview Surface export refactor. Refactored the create_usd_preview_surface_material() implementation to use a map to avoid multiple if/else statments. Further simplified this function by moving some of its functionality to a new create_uvmap_shader() function. |
December 27, 2021, 06:33 (GMT) |
LineArt: Protecting bounding area links. In case they overflowed the bounding area maximum link count, Protect the link array so it doesn't crash. |
December 27, 2021, 06:33 (GMT) |
LineArt: Protecting bounding area links. In case they overflowed the bounding area maximum link count, Protect the link array so it doesn't crash. |
December 27, 2021, 06:24 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
December 27, 2021, 06:22 (GMT) |
LineArt: Remove duplicated edge-boundbox linking. The edge is linked twice from differen calls during line art calculation Probably caused by a merge and both calls stayed for some reason. This would lead to edge link overflowing its limit of 2^16 items. |
December 27, 2021, 05:46 (GMT) |
Progress on face extrude mode |
December 27, 2021, 05:42 (GMT) |
USD Preview Surface export code cleanup. Removed excessive null argument checks at the beginning of utility functions. Added missing braces in if statement. Misc. minor cleanup. |
December 27, 2021, 04:31 (GMT) |
USD Preview Surface export typo in comments. |
December 27, 2021, 04:19 (GMT) |
USD Preview Surface export cleanup. Misc. fixes suggested by Sybren in his review, including: Renamed get_bsdf_node() to find_bsdf_node(). Remove excessively defensive validation and initialization. Remove unneeded console output. Early returns to avoid else statements. Use LISTBASE_FOREACH macro. |
December 27, 2021, 02:53 (GMT) |
USD Preview Surface export cleanup. Now calling standard BLI_path_slash_native() in the path comparison function. |
December 27, 2021, 02:21 (GMT) |
Working edge extrusion, no new faces |
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