Files
test/source/blender/blenkernel/BKE_volume_render.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

57 lines
1.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
* \brief Volume data-block rendering and viewport drawing utilities.
*/
#include "DNA_volume_types.h"
#include "BKE_volume_enums.hh"
#include "BKE_volume_grid_fwd.hh"
struct Volume;
/* Dense Voxels */
struct DenseFloatVolumeGrid {
VolumeGridType type;
int resolution[3];
float texture_to_object[4][4];
int channels;
float *voxels;
};
bool BKE_volume_grid_dense_floats(const Volume *volume,
const blender::bke::VolumeGridData *volume_grid,
DenseFloatVolumeGrid *r_dense_grid);
void BKE_volume_dense_float_grid_clear(DenseFloatVolumeGrid *dense_grid);
/* Wireframe */
using BKE_volume_wireframe_cb = void (*)(
void *userdata, const float (*verts)[3], const int (*edges)[2], int totvert, int totedge);
void BKE_volume_grid_wireframe(const Volume *volume,
const blender::bke::VolumeGridData *volume_grid,
BKE_volume_wireframe_cb cb,
void *cb_userdata);
/* Selection Surface */
using BKE_volume_selection_surface_cb =
void (*)(void *userdata, float (*verts)[3], int (*tris)[3], int totvert, int tottris);
void BKE_volume_grid_selection_surface(const Volume *volume,
const blender::bke::VolumeGridData *volume_grid,
BKE_volume_selection_surface_cb cb,
void *cb_userdata);
/* Render */
float BKE_volume_density_scale(const Volume *volume, const float matrix[4][4]);