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2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-12-09Cleanup: move public doc-strings into headers for 'blenlib'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-01-20Cleanup: spellingCampbell Barton
2020-11-06Cleanup: follow our code style for float literalsCampbell Barton
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2019-01-15Cleanup: comment line length (blenlib)Campbell Barton
Prevents clang-format wrapping text before comments.
2018-06-17Cleanup: trailing space for BLICampbell Barton
2015-11-06Fix T46696: Voxel crash indexing over INT_MAXCampbell Barton
Use int64_t for index values.
2012-10-27style cleanupCampbell Barton
2012-07-08style cleanupCampbell Barton
2012-06-24style cleanypCampbell Barton
2012-05-12style cleanup: remaining BLI files.Campbell Barton
2012-05-05code cleanup: brush/camera namingCampbell Barton
2012-05-05code cleanup: function naming for BLI functions.Campbell Barton
2012-03-20rename define BM_INLINE -> BLI_INLINE to avoid confusion with bmesh defines.Campbell Barton
2012-03-01Spelling CleanupCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-17use const and array size in function definitions, no functional change.Campbell Barton
2011-02-27doxygen: blender/blenlib tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-04-24warning cleanup, also made voxel.c and volumetric.c use BM_INLINE define ↵Campbell Barton
rather then having their own ifdefs in each file.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-20remove unused includes for blenlib, left ifdef's for non linux os's alone.Campbell Barton
2010-02-12correct fsf addressCampbell Barton
2009-09-04* New and improved voxel interpolation methods, from Alfredo.Matt Ebb
Now there is (in order of speed): * Nearest neighbour (very rough quality) * Linear (medium quality) * Quadratic (good quality) * Cubic Catmull-rom (very good quality, crisp) * Cubic B-spline (very good quality, smooth) Thanks!
2009-08-13* First commit merging 2.4-based sim_physics in to volume25 branch.Matt Ebb
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
2009-06-20Voxel data & volume light cacheMatt Ebb
* Added support for additional file types in the voxel data texture. I added support for 8 bit raw files, but most notably for image sequences. Image sequences generate the voxel grid by stacking layers of image slices on top of each other to generate the voxels in the Z axis - the number of slices in the sequence is the resolution of the voxel grid's Z axis. i.e. http://mke3.net/blender/devel/rendering/volumetrics/skull_layers.jpg The image sequence option is particularly useful for loading medical data into Blender. 3d medical data such as MRIs or CT scans are often stored as DICOM format image sequences. It's not in Blender's scope to support the DICOM format, but there are plenty of utilities such as ImageMagick, Photoshop or OsiriX that can easily convert DICOM files to formats that Blender supports, such as PNG or JPEG. Here are some example renderings using these file formats to load medical data: http://vimeo.com/5242961 http://vimeo.com/5242989 http://vimeo.com/5243228 Currently the 8 bit raw and image sequence formats only support the 'still' rendering feature. * Changed the default texture placement to be centred around 0.5,0.5,0.5, rather than within the 0.0,1.0 cube. This is more consistent with image textures, and it also means you can easily add a voxel data texture to a default cube without having to mess around with mapping. * Added some more extrapolation modes such as Repeat and Extend rather than just clipping http://mke3.net/blender/devel/rendering/volumetrics/bradybunch.jpg * Changed the voxel data storage to use MEM_Mapalloc (memory mapped disk cache) rather than storing in ram, to help cut down memory usage. * Refactored and cleaned up the code a lot. Now the access and interpolation code is separated into a separate voxel library inside blenlib. This is now properly shared between voxel data texture and light cache (previously there was some duplicated code). * Made volume light cache support non-cubic voxel grids. Now the resolution specified in the material properties is used for the longest edge of the volume object's bounding box, and the shorter edges are proportional (similar to how resolution is calculated for fluid sim domains). This is *much* more memory efficient for squashed volume regions like clouds layer bounding boxes, allowing you to raise the resolution considerably while still keeping memory usage acceptable.