Fix a NaN when rendering glossy materials that can appear due to a
division by zero in bsdf_D when rendering materials with low roughness.
Thank you to Weizhen for the fix after my incorrect
first attempt.
Pull Request: https://projects.blender.org/blender/blender/pulls/125756
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.
This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.
Pull Request: https://projects.blender.org/blender/blender/pulls/125688
This type of projection is often used e.g. in exhibitions that leverage big
curved screens.
Effectively, the frame is mapped onto a cylinder, with the x axis becoming the
longitude and y axis becoming the height.
Users can configure the min/max longitude, the min/max height and the radius of
the cylinder.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123046
Add a new API to store data that is guaranteed to not be freed
before the memleak detector has run.
This will be used in next commit by the readfile code to improve
reporting on leaks from blendfile readingi process.
This is done by a two-layer approach:
A new templated `MEM_construct_leak_detection_data` allows to
create any type of data. Its ownership and lifetime are handled
internally, and guaranteed to not be destroyed before the memleak
detector has run.
Add a new template-based 'allocation string storage' system to
`intern/memutil`. This uses the new `Guardedalloc Persistent Storage`
system to store all 'complex' allocation messages, that cannot be
defined as literals.
Internally, the storage is done through an owning reference (a
`shared_ptr`) of the created data into a mutex-protected static
vector.
`MEM_init_memleak_detection` code ensures that this static storage
is created before the memleak detection data, so that it is destructed
after the memleak detector has ran.
The main container (`AllocStringStorageContainer`) is wrapping a
map of `{string -> AllocStringStorage<key_type, hash_type>}`.
The key is a storage identifier.
Each storage is also a map wrapped into a simple templated API
class (`AllocStringStorage`), where the values are the alloc strings,
and the keys type is defined by the user code.
Pull Request: https://projects.blender.org/blender/blender/pulls/125320
Match function and declaration names, picking names based on
consistency with related code & clarity.
Also changes for old conventions, missed in previous cleanups:
- name -> filepath
- tname -> newname
- maxlen -> maxncpy
VSE has three mouse cursors defined, WM_CURSOR_LEFT_HANDLE,
WM_CURSOR_RIGHT_HANDLE, and WM_CURSOR_BOTH_HANDLES that are currently
always using our default cursor format. This format works on all
platforms but does not support multiple sizes or antialiasing. This
PR makes these use custom cursors (created by Pablo Vazquez) on the
Windows platform.
Pull Request: https://projects.blender.org/blender/blender/pulls/125252
After e3697710d0, if no UV map was found, then Cycles OSL would
generate UV coordinates for users. This was done to add UV coordinates
to lights, however it had the side effect of creating new UV
coordinates for other object types that don't have a UV map.
This lead to a rendering difference between OSL and SVM
when rendering meshes with no UV map, and objects with no
UV map, like curves.
This commit fixes this issue by adding a new "is_light" attribute to
Cycles OSL and using that to figure out if UV coordinates should be
generated for lights.
Pull Request: https://projects.blender.org/blender/blender/pulls/124673
Commit adds support for new format of RawInput packets used by
3Dconnexion devices: SpaceMouse Enterprise, Keyboard Pro and Numpad Pro
specifically. This required distinguishing processing button data
delivered as a bitmask and as a numbers array.
Basically it allows for using said devices buttons in Blender including
using these buttons in shortcuts.
Changes work only for Windows. MacOS will allow only for older format
that is bitmask.
Details:
- NDOF button event values have been moved into the public GHOST_Types.h
header and are no longer aligned to the WM event values.
This was done so the values could be changed to match hardware/drivers
without breaking key-maps stored in user preferences.
- Keyboard Pro and Numpad Pro buttons are not currently used because
they don't map to any standard keyboard events.
These could be supported, see the PR for details.
Ref: !124155
When the spread of a spot light is at it's maximum (180 degrees),
then `atan(tan(theta_e))` could become quite unpredictable due to
a asymtote in the tan function when working with lights with this
spread (because theta_e is `spread * 0.5 = pi/2`).
This lead to issues like theta_e for the spotlight becoming negative,
which lead to rendering errors due to a malformed light tree.
This commit fixes this issue by adding a episilon region around the
troublesome values and sets theta_e to `pi/2` when in that region.
Candidate for backporting to 4.2 and potentially 3.6
Pull Request: https://projects.blender.org/blender/blender/pulls/125172
Libdecor would attempt to activate the window before it was
known to the window manager, causing the GHOST_kEventWindowActivate
event not to be sent.
Resolve by skipping window manager activation when the window has
not yet been initialized.
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.
Currently the only Blender project which uses the TBB headers directly
is `blenlib`. However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].
This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`. All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.
[1] blender/blender@05241f47f5
Pull Request: https://projects.blender.org/blender/blender/pulls/124916
The motivation is to be able to catch issues like #124705 early on,
by relying on asserts.
The not-so-obvious part of the change is the change in the order of
includes, which is needed for the types.h to have definition of the
kernel_assert().
Pull Request: https://projects.blender.org/blender/blender/pulls/124729
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
Update the string hashs in SSS OSL closure setup so they match the
strings being used by the SSS node.
This fixes two issues in OptiX OSL:
- SSS Random Walk would render as Random Walk Skin.
- Random Walk Skin wouldn't render at all.
Pull Request: https://projects.blender.org/blender/blender/pulls/124707
Quickly opening & closing windows could result in an error allocating
the EGL context.
In my tests the window would be created but not display (in GNOME)
hanging for a while although Blender could be usable again after a
while. However some users report this crashing (see #123096).
Change the behavior to match X11, where failure to set the context
makes the GHOSTWindow::getValid return false.
In my tests the Blender window is created after a short delay.
This may also resolve#123096.
Uses the OpenXR extension XR_FB_PASSTHROUGH_EXTENSION_NAME,
compatible mainly with the Meta Quest family of devices.
Currently, passthrough support over OpenXR is disabled by default
in the Quest Link app, and must be manually enabled in its settings
to use this feature.
The performance of the passthrough render varies with the quality
of the connection between the headset and the PC. For better results,
connecting the headset directly through USB to the PC, or at least
connecting the PC to the local network over ethernet, is recommended.
Thanks a lot to [KISKA](https://kiska.com/)
for their support in the development of this feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/124204
This PR fixes live viewport stability issues on Mac when MetalRT is enabled.
There were two sources of instability:
1) `MTLAccelerationStructure` instances were not being correctly retained meaning that use-after-free crashes could occur following a geometry sync.
2) `MTLIntersectionFunctionTable` objects could be unsafely shared between multiple `MetalDeviceQueue` instances (in this case, `setBuffer` being the unsafe mutation)
The solution to 2 involves creating a new `MetalDispatchPipeline` type which is strictly used by only 1 `MetalDeviceQueue` instance.
Pull Request: https://projects.blender.org/blender/blender/pulls/124055
the object in volume stack should be used instead of `isect.object`.
NOTE: this solution does not work for overlapping volumes. But since
light linking of overlapping volumes did not work before, it should be
fine to implement this partial solution. We read the bottom of the stack
instead of the top to avoid looping through the entire stack.
Pull Request: https://projects.blender.org/blender/blender/pulls/124341