Detect cases where a ray-intersection would miss the current triangle, which if
the intersection is strictly watertight, implies that a neighboring triangle would
incorrectly be hit instead.
When that is detected, apply a ray-offset. The idea being that we only want to
introduce potential error from ray offsets if we really need to.
This work for BVH2 and Embree, as we are able to match the ray-interesction
bit-for-bit, though doing so for Embree requires ugly hacks. Tiny differences
like fused-multiply-add or dot product intrinstics in matrix inversion and ray
intersection needed to be matched exactly, so this is fragile.
Unfortunately we're not able to do the same for OptiX or MetalRT, since those
implementations are unknown (and possibly impossible to match as hardware
instructions). Still artifacts are much reduced, though not eliminated.
Ref T97259
Differential Revision: https://developer.blender.org/D15559
The performance of this will be slightly more important for upcoming changes.
Also removed an unused function and changed includes so these system.h can
be included in more places.
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.
There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.
Differential Revision: https://developer.blender.org/D15535
Now all the same ones are available on CPU and GPU, which was previously not
possible due to lack of operator overloadng in OpenCL. Print functions are
no-ops on some GPUs.
Ref D15535
Currently, the compositor can be disabled using the WITH_COMPOSITOR
build option. Since, we intent to always build the realtime compositor,
we need to make the distinction between both compositors clear.
So this patch renames the option to WITH_COMPOSITOR_CPU. Additionally,
the check for the option was moved inside the compositor modules' own
CMake file in preparation for the realtime compositor code.
Differential Revision: https://developer.blender.org/D15622
Reviewed By: Jeroen Bakker, Ray Molenkamp
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.
The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.
However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
It is currently impossible to access modal keymaps' event values (from
`propvalue` enum) from python code (for API introspection).
This is needed for i18n messages extraction (see D15607).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
It is currently impossible to access modal keymaps' event values (from
`propvalue` enum) from python code (for API introspection).
This is needed for i18n messages extraction (see D15607).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
Remove the FreeType cache implementation. Not multithreading correctly.
Original commit: 9d77b5a0ed
See D15647 for more details.
Differential Revision: https://developer.blender.org/D15647
Own Code.
Mixing view interpolation with finishing smooth-view caused arguments
to be passed in that only made sense for one of these cases.
This also makes the intention of the callers clearer.
- view3d_smoothview_apply_with_interp
- view3d_smoothview_apply_and_finish
- view3d_smoothview_apply_from_timer
Also rename 'step' to 'factor` and use `interpf` for blending values.
Properly deal with FreeType cache flushing a font's ft_size. Set this
to NULL in finalizer, and add a blf_ensure_size to make sure it
exists only when needed.
See D15639 for more details.
Differential Revision: https://developer.blender.org/D15639
Reviewed by Brecht Van Lommel
Smooth-view wasn't working properly with a locked-camera this could
animate from the wrong position if the camera wasn't in sync with the
underlying viewport transformation.
Resolve issues for:
- VIEW3D_OT_view_orbit
- VIEW3D_OT_view_roll
- VIEW3D_OT_zoom_border
Support pushing undo steps for smooth-view operations that manipulate
the camera. Now V3D_SmoothParams take optional undo arguments.
Used for:
- VIEW3D_OT_view_center_cursor
- VIEW3D_OT_view_center_pick
- VIEW3D_OT_view_orbit
- VIEW3D_OT_view_roll
- VIEW3D_OT_zoom_border
Follow up fix for T92099.
The shader value node always outputs zero in some cases even when its
value is not zero.
This is caused by b639e60864. In that
commit, the behavior of GPU node linking changed such that unlinked
sockets get their value from their associated GPU node stack instead of
the socket itself. But execution node stacks do not always have their
output values initialized, and since the value node stores its value in
its output, it follows that its uniform value will be wrong.
This patch fixes that by getting the value directly from the socket.
This is also done fro the RGBA node, since it is implemented similarly.
Finally, the GPU_uniformbuf_link_out function was removed since it is no
longer used and does not make sense anymore.
Differential Revision: https://developer.blender.org/D15641
Reviewed By: Clement