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Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Added support for 1, 2, 3 float channel source images. Destination
images must still be 4 channels.
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Renamed or removed parameters which no longer exist.
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When loading huge images (30k) blender crashed with a buffer overflow.
The reason is that determine the length of a buffer was done in 32bit
precision and afterwards stored in 64 bit precision.
This patch adds a new function to do the correct calculation in 64bit.
It should be added to other sections in blender as well. But that should
be tested on a per case situation.
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Ref T92709
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Part of a refactoring to make IMB_transform more generic to reduce
unneeded branching.
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`IMB_transform` is used in VSE. It had a required crop parameter
for cropping the source buffer. This is not always needed.
In the image engine we want to use the use the `IMB_transform`
with wrap repeat. Both options are mutual exclusive and due
to performance reasons the wrap repeat is only available when
performing a nearest interpolation.
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Commit e1665c3d3190 added math to do 2D affine transformations with 3x3
matrices, but these matrices are also used for 3D transformations.
Remove added functions and use 4x4 matrices for 2D transformation.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12510
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Avoids duplicating the image buffer when saving thumbnails.
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The duration and start time for audio strips were not correctly read in
audaspace.
Some video files have a "lead in" section of audio that plays before the
video starts playing back. Before this patch, we would play this lead in
audio at the same time as the video started and thus the audio would not
be in sync anymore.
Now the lead in audio is cut off and the duration should be correctly
calculated with this in mind.
If the audio starts after the video, the audio strip is shifted to
account for this, but it will also lead to cut off audio which might not
be wanted. However we don't have a simple way to solve this at this
point.
Differential Revision: http://developer.blender.org/D11917
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Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.
Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11578
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Inside the sequencer the cropping and transform of images/buffers were
implemented locally. This reduced the optimizations that a compiler
could do and added confusing code styles. This patch adds
`IMB_transform` to reduce the confusion and increases compiler
optimizations as more code can be inlined and we can keep track of
indices inside the inner loop.
This increases end-user performance by 30% when playing back aa video
in VSE.
Reviewed By: ISS, zeddb
Differential Revision: https://developer.blender.org/D11549
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Fixed the logic for seeking in ffmpeg video files.
The main fix is that we now apply a small offset in ffmpeg_get_seek_pos
to make sure we don't get the frame in front of the seek position when
seeking backward.
The rest of the changes is general cleanup and untangling code.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11492
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This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.
An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.
When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.
Reviewed By: Clément Foucault
Maniphest Tasks: T81206
Differential Revision: https://developer.blender.org/D9160
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This commit resolves problem introduced in e1665c3d3190 - it was
difficult to import media at their original resolution.
This is done by using original resolution as reference for scale.
All crop and strip transform values and their animation is converted
form old files.
To make both workflows easy to use, sequencer tool settings have been
created with preset for preffered scaling method. This setting is in
sequencer timeline header and add image or movie strip operator
properties.
Two new operators have been added:
`sequencer.strip_transform_fit` operator with 3 options: Scale To Fit,
Scale to Fill and Stretch To Fill.
Operator can fail if strip image or video is not loaded currently, this
case should be either sanitized or data loaded on demand.
`sequencer.strip_transform_clear` operator with 4 options:
Clear position, scale, rotation and all (previous 3 options combined).
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D9582
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Add `IMB_ispic_type_from_memory` so we can detect the file format
of in-memory images.
This removes `is_a_filepath` callback and uses a magic check for
photo-shop files that's compatible with OIIO.
Even though OIIO doesn't support packed images, we can still use the
file magic for detecting the format.
This change allows D9500 (a fix for unpacking images),
to be implemented without a significant performance penalty,
although the actual performance cost would depend heavily on the
blend file.
Reviewed By: dfelinto, sergey
Ref D9517
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This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
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This reverts commit 0277579b2850f0ba097741ca22eb8ae9ccd9bcea.
This commit caused build errors on Linux.
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This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
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This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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No functional changes
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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This was causing compiler error on MSVC and is not a good idea
in general.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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It was already possible to create Sound and Image strips that reference
non-existing files. Now it's also possible to create Movie strips
referencing missing files via the Python API call
`Sequences.new_movie()`. In this case, the duration of the strip will be
set to 1 frame.
Note that this commit does not change anything in the user interface.
The Python API of the `MovieStrip` class is extended with a function
`reload_if_needed()`. This function only performs disk I/O if the movie
strip cannot produce frames, that is either when its filepath points to
a non-existing file, or when the video sequence editor has not been
shown yet (for example because it is in an inactive workspace).
This allows for the following:
```
import bpy
scene = bpy.context.scene
vse = scene.sequence_editor_create()
filepath = bpy.path.abspath('//demo.mkv')
strip = vse.sequences.new_movie("movie", filepath,
channel=2,
frame_start=47,
file_must_exist=False)
strip.frame_final_end = 327
```
This will create a new movie strip, even when `demo.mkv` does not exist.
Once `demo.mkv` has appeared at the expected location, either
`strip.reload_if_needed()` or `strip.filepath = strip.filepath` will
load it.
Differential Revision: https://developer.blender.org/D8257
Reviewed By: Sergey, ISS
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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This also resolves the (unlikely) issue of undo having uninitialized
zbuf data, now it's cleared instead.
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Update image undo to store buffers for each step:
- Undo buffers share tiles to avoid using too much memory.
- Undo support for different sized buffers
allowing operations such as crop or resize.
- Paint tiles have been split into separate API/storage.
- Painting speed wont be impacted significantly
since storing the extra tiles is done after the stroke & only
for the first undo step.
Resolves T61263, see D5939 for details.
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With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
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T68045 by @luzpaz
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