Age | Commit message (Collapse) | Author |
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While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051
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- Replace 'unsigned' used on it's own with 'uint'.
- Replace 'unsigned const char' with 'const uchar'.
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When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
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After this commit it should be possible to share the same deformation
formulas that are used in the Elastic Deform brush with other areas of
Blender such as Grease Pencil or proportional editing.
This also removes a lot of code from sculpt.c that is not direclty
related to sculpting.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6281
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Also correct some outdated symbol references,
add missing 'name' commands.
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This commit adds some new hashing based data structures to blenlib.
All of them use open addressing with probing currently.
Furthermore, they support small object optimization, but it is not
customizable yet. I'll add support for this when necessary.
The following main data structures are included:
**Set**
A collection of values, where every value must exist at most once.
This is similar to a Python `set`.
**SetVector**
A combination of a Set and a Vector. It supports fast search for
elements and maintains insertion order when there are no deletes.
All elements are stored in a continuous array. So they can be
iterated over using a normal `ArrayRef`.
**Map**
A set of key-value-pairs, where every key must exist at most once.
This is similar to a Python `dict`.
**StringMap**
A special map for the case when the keys are strings. This case is
fairly common and allows for some optimizations. Most importantly,
many unnecessary allocations can be avoided by storing strings in
a single buffer. Furthermore, the interface of this class uses
`StringRef` to avoid unnecessary conversions.
This commit is a continuation of rB369d5e8ad2bb7.
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All tests are runnings still, but I need to do more testing in the upcoming days.
This implementation uses a different approach for sharing code between
the different structures. I tried different abstractions in the last weeks
and this is the best one I found so far.
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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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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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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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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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Some conversion helper functions were (most likely by accident) contained
inside an ifdef for SSE2 support, so on e.g. ARM they would be undefined
and therefore cause compilation to fail.
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- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
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This caused GCC 8.1 to crash at build time,
but was also not very nice use of macros.
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Tabs in middle of code (mostly for no reason / by accident).
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Also use `_BLI_ASSERT` prefix for internal defines.
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inlined functions
ERROR: blenlib/intern/math_base_inline.c:371 - '__func__' : undeclared identifier (C:\blenderdev\master2\blender\source\blender\editors\lattice\editlattice_tools.c) [C2065]
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BLI_utildefines is quite large, defining many unrelated things.
Add BLI_assert to include in inline headers, so math defines don't
pull in too much.
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Error: math_base_inline.c(402): error C2668: 'log10' : ambiguous call to
overloaded function
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Replace iroundf with round_fl_to_int, add other types
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Integer division that floors on negative output (like Python's).
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Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
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Using SSE2 intrinsics when available for this kind of conversions.
It's not totally accurate, but accurate enough for the purposes where
we're using direct colorspace conversion by-passing OCIO.
Partially based on code from Cycles, partially based on other online
articles:
https://stackoverflow.com/questions/6475373/optimizations-for-pow-with-const-non-integer-exponent
Makes projection painting on hi-res float textures smoother.
This commit also enables global SSE2 in Blender. It shouldn't
bring any regressions in supported hardware (we require SSE2 since
2.64 now), but should keep an eye on because compilers might have
some bugs with that (unlikely, but possible).
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