In some heavy rigs matrix inverse can be 10% of computation time. This
reduces it to 2% by using Eigen's optimized 4x4 matrix inverse and SSE
matrix multiplication.
* depsgraph.ids: all evaluated datablocks in the depsgraph
* depsgraph.objects: all evaluated objects in the depsgraph
* depsgraph.object_instances: all object instances to display or render
* depsgraph.updates: list of updates to datablocks
This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.
* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
type has been added, removed or modified.
More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.
This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming
Things to note:
1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)
2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)
victor_cpu
msvc:3099.51
clang:2796.43
pavillon_barcelona_cpu
msvc:1872.05
clang:1827.72
koro_cpu
msvc:1097.58
clang:1006.51
fishy_cat_cpu
msvc:815.37
clang:722.2
classroom_cpu
msvc:1705.39
clang:1575.43
bmw27_cpu
msvc:552.38
clang:561.53
barbershop_interior_cpu
msvc:2134.93
clang:1922.33
3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.
4) X64 only currently, X86 builds but crashes on startup.
5) Tested with llvm/clang 6.0.0
6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration
7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.
8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.
9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3304
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543
The GPU kernel needs to use atomics for accumulation since all offsets are processed in
parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.
Since the node has two inputs anyways, it only makes sense to add an arctan2 option.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3430
The implementation is pretty straightforward.
In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.
There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.
Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.
Therefore, I've decided to not implement that for now, we could still look into it later on.
In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.
[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D3171
Some years-old deprecated stuff has now been removed.
Correct solution is probably to use valid defines etc. in own code, but
this is more FFMEPG maintainer task (since it also may change how old
FFMPEG we do support...).