The UI team requested adding woff2 support to freetype.
this required a new dependency brotli.
This changes adds brotili to the builder and bumps
freetype to version 2.11.0
As freetype now depends on other libraries, for consistency
all use of ${FREETYPE_LIBRARY} in cmake has been updated to
use ${FREETYPE_LIBRARIES} adjustments have been made in the
windows platform file, all other platforms use cmake's
FindFreeType.cmake which already sets this variable.
reviewed by: brecht
Differential Revision: https://developer.blender.org/D13448
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
Removal of unused tmp member of GHOST_TEventImeData. Not used now,
nor was it used by the commit that added it to begin with.
Differential Revision: https://developer.blender.org/D11799
Reviewed by Ray Molenkamp
Treat "/" as a key that should be evaluated by the Win IME system when
the input language is Chinese. This fixes a duplication of the input
character and results in the expected output of a Chinese wide comma.
See D13771 for more details.
Differential Revision: https://developer.blender.org/D13771
Reviewed by Brecht Van Lommel
Switched populating GHOST_WintabInfoWin32 vector from resizing and
assigning to reserving and pushing.
Removed unnecessary state tracking for multiple button presses in a
single packet.
Paired initialization with definition, and added default initialization
for GHOST_WintabInfoWin32.
Early return in some places also.
De-duplicate getSystemDir and getUserDir also.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13211
Fix typos in the variables of the Xxf86vm libray to fix link failure
with bfd. These variables are defined in platform_unix.cmake.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D12911
Fix problem with duplicated initial character when initiating or
switching to new windows. This is done by updating our copies of state
and modes from the new window when it receives WM_IME_SETCONTEXT
message. This problem and fix are only for the Windows platform.
Fix problem with duplicated initial character when initiating or
switching to new windows. This is done by updating our copies of state
and modes from the new window when it receives WM_IME_SETCONTEXT
message. This problem and fix are only for the Windows platform.
Apple's international keyboards have an additional `kVK_ISO_Section`
key. With some (Italian, Spanish) keyboard layouts, this is `\`, `[` keys
which Blender keymap can use.
Right now this key is explicitly set as `Unknown`.
Note that `kVK_ANSI_Grave` is located in a different location.
Differential Revision: https://developer.blender.org/D12905
This makes sure the previously bound context is restored after creating a
new context. This follows what is already happening on windows.
All system backend are patched.
This also removes the goto and some code duplication.
Differential Revision: https://developer.blender.org/D12455
Addresses T77127 (Controller Drawing).
Adds VR controller visualization and custom drawing via draw
handlers. Add-ons can draw to the XR surface (headset display) and
mirror window by adding a View3D draw handler of region type 'XR' and
draw type 'POST_VIEW'. Controller drawing and custom overlays can be
toggled individually as XR session options, which will be added in a
future update to the VR Scene Inspection add-on.
For the actual drawing, the OpenXR XR_MSFT_controller_model extension
is used to load a glTF model provided by the XR runtime. The model's
vertex data is then used to create a GPUBatch in the XR session
state. Finally, this batch is drawn via the XR surface draw handler
mentioned above.
For runtimes that do not support the controller model extension, a
a simple fallback shape (sphere) is drawn instead.
Reviewed By: Severin, fclem
Differential Revision: https://developer.blender.org/D10948
Introduces `BKE_appdir_folder_caches` to get the folder that
can be used to store caches. On different OS's different folders
are used.
- Linux: `~/.cache/blender/`.
- MacOS: `Library/Caches/Blender/`.
- Windows: `(%USERPROFILE%\AppData\Local)\Blender Foundation\Blender\Cache\`.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12822
Addresses T76082.
Since the DirectX backend does not work for AMD gpus
(wglDXRegisterObjectNV() fails to register the shared OpenGL-DirectX
render buffer, displaying a pink screen to the user), the original
solution was to use SteamVR's OpenGL backend, which, as tested
recently, seems to work without any issues on AMD hardware.
However, the SteamVR OpenGL backend (on Windows) was disabled in
fe492d922d6d since it resulted in crashes with NVIDIA gpus (and still
crashes, as tested recently), so SteamVR would always use the
AMD-incompatible DirectX backend (on Windows).
This patch restores use of the SteamVR OpenGL backend for non-NVIDIA
(AMD, etc.) gpus while maintaining the DirectX workaround for NVIDIA
gpus. In this way, issues are still resolved on the NVIDIA side but
AMD users can once again use the SteamVR runtime, which may be their
only viable option of using Blender in VR.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D12409
This adds support for two Varjo specific OpenXR vendor extensions:
1) XR_VARJO_QUAD_VIEWS
2) XR_VARJO_FOVEATED_RENDERING
Together these enable human eye resolution rendering on supported
devices (currently mainly Varjo XR-3 and VR-3).
In addition, there's a detection for Varjo OpenXR runtime.
This has been tested on real Varjo XR-3 hardware and Varjo Simulator
and confirmed to function correctly. Foveation works, and the views are
rendered correctly for all the four views.
Reviewed By: Peter Kim, Julian Eisel
Differential Revision: https://developer.blender.org/D12229
Enables all currently documented OpenXR controller profile
extensions (Reverb G2, Vive Cosmos, Huawei Controller) in order to
support bindings for more VR hardware.
This is necessary because, if these extensions are not enabled, the
OpenXR runtime will return an error when creating a binding with one
of these profiles.
Does not bring about any changes for users at the moment, since
default controller actions have not yet been exposed to users (will
be addressed with D10944, D10948, and D11271).
Originally mentioned that absolute tracking was disabled, which is
wrong because absolute tracking (skipping application of eye offsets)
is always available, although it may not give the expected result of
persistent tracking origins across sessions if the stage space is
unavailable (hence the need for a warning).
Now, the warning makes no mention of absolute tracking, instead
informing the user that the local space fallback will be used and
that they should define tracking bounds via the XR runtime if they
wish to use the stage space.
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.
By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.
However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.
Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D9842