Age | Commit message (Collapse) | Author |
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This patch stitches the vertices along patch edges so that cracks can
no longer form when applying subdivision or displacement a mesh.
Subpatches are now formed in a way that ensures vertex indices along
subpatch edges are equal for adjacent subpatches. A mapping of vertices
along patch edges is built to preform stitching. Overall performance is
roughly the same, some gains were made in splitting, but some was lost
in stitching.
This fixes:
- T49049 (cracks between patches from material and uv seams)
- T49048 (discontinuous normals with true displacement)
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3692
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Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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It was used in like 95% of places.
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Those are similar but different types, no reason to keep
their definitions in a single file.
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
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This patch changes the huge list of projects in visual studio into a nice tree matching the source folder structure. see D2823 for details.
Differential Revision: http://developer.blender.org/D2823
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Also try to move them from headers to implementation files as much as possible.
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The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
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Changes from microdisplacement work broke previous support for subdivision
meshes, sometimes leading to crashes; this makes things work again. Files
that contain "patch" nodes will need to be updated to use meshes instead, as
specifying patches was both inefficient and completely unsupported by the new
subdivision code.
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(Now without the build errors)
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This reverts commit 40b367479c6fe23d6f2b6d822f2d5266485619f3.
Didn't build or solve any known issue. Please don't push changes without
testing them first.
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These latter can cause MSVC debug asserts if the array is empty. With C++11
we'll be able to do this for std::vector later. This hopefully fixes an assert
in the Cycles subdivision code.
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By calling `tessellate()` from the mesh manager in Cycles we can do pre/post
processing or even threaded tessellation without concerning client side code
with the details.
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Checked with @maiself, for now going with this simple solution.
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Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.
Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2111
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This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:
- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2108
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A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
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separate some arrays.
Differential Revision: https://developer.blender.org/D2016
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Differential Revision: https://developer.blender.org/D2016
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Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
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This is to prevent situations such as when the camera gets very close to a mesh
and causes it to be tessellated into an excessive amount of micropolygons. In
REYES this is known as the eye-splits problem.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1922
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Theres still more room for improvement but this makes things useable.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1921
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This way we prevent cracks in the model due to discontinuous normals, by using
smooth normals for displacement instead of always getting flat normals after
linear subdivision.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1916
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NOTE: this is only the first of many patches towards completing the subdivison
and displacement system in Cycles. These patches will be reviewed and committed
one by one over the coming weeks.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D1909
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Should be no functional changes at all, just speeds up re-compilation
when some features needs to be disabled for development purposes.
For example, when running lots of Valgrind it's handy to disable any
GPU devices because otherwise you'll be wasting quite some time in
the driver while enumerating devices.
Reviewers: dingto, lukasstockner97, brecht, juicyfruit
Differential Revision: https://developer.blender.org/D1730
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This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
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This was already mixed a bit, but the dot belongs there.
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This won't give any big speedup,
just avoids redundant sqrtf and may be useful in future.
Differential Revision: https://developer.blender.org/D880
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This code can't actually be enabled for building and is incomplete, but it's
here because we know we want to support this at some point and there's not much
reason to have it in a separate branch if a simple #ifdef can disable it.
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Not the most memory efficient way to store these things but it's simple and
implementing it better requires some work to natively support subd grids as
a primitive in some way.
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It was never fully implemented and will be replaced by OpenSubdiv. Only linear
subdivision remains now. Also includes some refactoring in the split/dice code,
adding a SubdParams struct to pass around parameters more easily.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet.
Better to selectively enable native length() later, after figuring out what's wrong.
This fixes [#35612].
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* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length
* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency.
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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