Migrate island calculation to #bm_uv_build_islands.
Simplify connectedness calculation.
Reduce memory pressure.
No functional changes.
See also: D15598
While T77801 itself is working as expected in the new C++ obj
importer, the repro file there uses absolute paths to material images,
yet the images themselves are right there in the current folder.
The old python based importer did find them, since it was doing a
really complex image search. My understanding is that while C++
importer was developed, it was decided to not do that -- however
just the "basename file in the mtl directory" sounds simple enough
and gets the repro case file work correctly.
Most of the functions in the compositor cryptomatte file are declared
with extern "C" linkage, which can cause symbol conflict even when
functions exist in separate namespaces. This is not actually necessary,
as the declaration of the few functions that require C linkage are
already declared as such in the header file, so this patch removes the
extern C scope from that file.
Differential Revision: https://developer.blender.org/D15656
Reviewed By: Clement Foucault
This patch allows the viewport compositor to operate in Material Preview
mode.
Differential Revision: https://developer.blender.org/D15655
Reviewed By: Clement Foucault
Fix a number of warnings reported by Clang Tidy in the realtime
compositor's code.
Differential Revision: https://developer.blender.org/D15654
Reviewed By: Clement Foucault
There is no need for these to be limited to -10..10, soft limits are enough.
Contributed by fundorin.
Differential Revision: https://developer.blender.org/D15650
As part of the previous fix (D15410), the importer got code to track
min & max vertex indices used as part of the mesh faces. However, if
faces refer to a "sparse" (i.e. non-contiguous) subset of all vertices,
then the imported mesh would contain all the vertices between min & max
range.
Replace that with proper tracking of actually used vertex indices
for each imported mesh. Fixes T100302.
This does affect import performance a tiny bit, e.g. importing Blender
3.0 splash scene goes 21.7s -> 22.1s, and importing rungholt.obj
goes 2.37s -> 2.48s.
Importer related tests have a bunch of vertex changes in them, since
now vertices are added in the order that the faces are referring
to them. Which incidentally matches the order that the Python based
importer was creating them too.
Solves long-standing issue when dependencies of disabled modifiers are
evaluated.
Simple test case: no drivers or animation. Manually enabling modifier
is expected to bring FPS up, enabling modifier will bring FPS (sine
evaluation can not be avoided)
F13336690
More complex test case: modifier visibility is driven by an animated
property. In am ideal world FPS during property being zero is fast
and when property is 1 the FPS is low.
F13336691.
Differential Revision: https://developer.blender.org/D15625
This patch adds a stub implementation for all unsupported nodes. The
inputs are passed through to the outputs where it make sense, while
other outputs will be allocated a single zero value.
This seems to be preferred by users as opposed to stopping execution and
displaying an error message.
Differential Revision: https://developer.blender.org/D15464
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Map range node.
- Map value node.
- Math node.
- Normal node.
- Alpha convert node.
- Separate color node.
- Combine color node.
- Separate XYZ node.
- Combine XYZ node.
- Separate RGBA node.
- Combine RGBA node.
- Separate HSVA node.
- Combine HSVA node.
- Separate YCCA node.
- Combine YUVA node.
- Set alpha node.
- Switch node.
- Switch view node.
- RGB to BW node.
- Color ramp node.
Differential Revision: https://developer.blender.org/D15229
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Image node.
- Movie clip node.
- Render layers node.
- RGB node.
- Scene time node.
- Value node.
Differential Revision: https://developer.blender.org/D15227
Reviewed By: Clement Foucault
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
The fix from c0fdf16561 was missing in one place. We don't
want to free the edit mode pointers, those are just copied because the
edit mode changes aren't present in the actual original data-block.
The fix from c0fdf16561 was missing in one place. We don't
want to free the edit mode pointers, those are just copied because the
edit mode changes aren't present in the actual original data-block.
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
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