Commit Graph

7 Commits

Author SHA1 Message Date
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Campbell Barton
210f4db81c Cleanup: spelling in comments 2022-10-10 11:22:41 +11:00
Lukas Stockner
b804f925c7 Fix T101185: New Mikktspace crashes on meshes without valid triangles
The code already had a check for meshes with zero triangles, but it
didn't catch the case where all triangles are flagged as degenerate.
A simple way to reproduce this is to take a mesh and scale it to zero.

After checking the code, it turns out that in this case it's supposed
to just set all tangents to zero, so the fix simply is to detect this
case and skip the computation.
2022-10-05 02:42:43 +02:00
Campbell Barton
333e41eac6 Cleanup: replace C-style casts with functional casts for numeric types
Use function style casts in C++ headers & source.
2022-09-26 17:58:36 +10:00
Lukas Stockner
6069cab442 Mikktspace: Fix triangle reordering predicate
This only affected meshes containing degenerate triangles.
2022-09-17 21:18:12 +02:00
Lukas Stockner
6951e8890a Mikktspace: Optimized port to C++
This commit is a big overhaul to the Mikktspace module, which is used
to compute tangents. I'm not calling it a rewrite since it's the
result of a lot of iterations on the original code, but pretty much
everything is reworked somehow.

Overall goal was to a) make it faster and b) make it maintainable.

Notable changes:
- Since the callbacks for requesting geometry data were a big
  bottleneck before, I've ported it to C++ and made it header-only,
  templating on the data source. That way, the compiler generates code
  specific to the caller, which allows it to inline the data source and
  specialize for some cases (e.g. subd vs. non-subd in Cycles).
- The one input parameter, an optional angle threshold, was not used
  anywhere. Turns out that removing it allows for considerable
  algorithmic simplification, removing a lot of the complexity in the
  later stages. Therefore, I've just removed the option in the new code.
- The code computes several outputs, but only one (the tangent itself)
  is ever used in Blender. Therefore, I've removed the others to
  simplify the code. They could easily be brought back if needed, none
  of the algorithmic simplifications are conflicting with them.
- The original code had fallback paths for many steps in case temporary
  memory allocation fails, but that never actually gets used anyways
  since malloc() doesn't really ever return NULL in practise, so I
  removed them.
- In general, I've restructured A LOT of the code to make the
  algorithms clearer and make use of some C++ features (vectors,
  std::array, booleans, classes), though there's still some of cleanup
  that could be done.
- Parallelized duplicate detection, neighbor detection, triangle
  tangent computation, degenerate triangle handling and tangent space
  accumulation.
- Replaced several algorithms with faster equivalents: Duplicate
  detection uses a (concurrent) hash set now, neighbor detection uses
  Radixsort and splits vertices by index pairs etc.

As for results, the exact speedup depends on the scene of course, but
let's consider the file from T97378:
- Blender 3.1 (before D14675): 6.07sec
- Blender 3.2 (with D14675): 4.62sec
- rBf0a36599007d (last nightly build): 4.42sec
- With this commit: 0.90sec

This speedup will mostly be noticed at the start of Cycles renders and,
even more importantly, in Eevee when doing something that changes the
geometry (e.g. animating) on a model using normal maps.

Differential Revision: https://developer.blender.org/D15589
2022-09-07 00:35:44 +02:00