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
96 lines
3.3 KiB
C++
96 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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struct Mesh;
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struct OpenSubdiv_EvaluatorCache;
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struct OpenSubdiv_EvaluatorSettings;
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namespace blender::bke::subdiv {
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struct Subdiv;
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enum eSubdivEvaluatorType {
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SUBDIV_EVALUATOR_TYPE_CPU,
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SUBDIV_EVALUATOR_TYPE_GPU,
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};
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/* Returns true if evaluator is ready for use. */
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bool eval_begin(Subdiv *subdiv,
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eSubdivEvaluatorType evaluator_type,
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OpenSubdiv_EvaluatorCache *evaluator_cache,
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const OpenSubdiv_EvaluatorSettings *settings);
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/* coarse_vertex_cos is an optional argument which allows to override coordinates of the coarse
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* mesh. */
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bool eval_begin_from_mesh(Subdiv *subdiv,
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const Mesh *mesh,
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Span<float3> coarse_vert_positions,
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eSubdivEvaluatorType evaluator_type,
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OpenSubdiv_EvaluatorCache *evaluator_cache);
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bool eval_refine_from_mesh(Subdiv *subdiv, const Mesh *mesh, Span<float3> coarse_vert_positions);
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/* Makes sure displacement evaluator is initialized.
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*
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* NOTE: This function must be called once before evaluating displacement or
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* final surface position. */
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void eval_init_displacement(Subdiv *subdiv);
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/* Single point queries. */
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/* Evaluate point at a limit surface, with optional derivatives and normal. */
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void eval_limit_point(Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
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void eval_limit_point_and_derivatives(Subdiv *subdiv,
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int ptex_face_index,
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float u,
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float v,
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float r_P[3],
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float r_dPdu[3],
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float r_dPdv[3]);
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void eval_limit_point_and_normal(
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Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3], float r_N[3]);
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/* Evaluate smoothly interpolated vertex data (such as ORCO). */
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void eval_vertex_data(Subdiv *subdiv,
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const int ptex_face_index,
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const float u,
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const float v,
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float r_vertex_data[]);
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/* Evaluate face-varying layer (such as UV). */
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void eval_face_varying(Subdiv *subdiv,
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int face_varying_channel,
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int ptex_face_index,
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float u,
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float v,
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float r_face_varying[2]);
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/* NOTE: Expects derivatives to be correct.
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*
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* TODO(sergey): This is currently used together with
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* eval_final_point() which can easily evaluate derivatives.
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* Would be nice to have displacement evaluation function which does not require
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* knowing derivatives ahead of a time. */
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void eval_displacement(Subdiv *subdiv,
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int ptex_face_index,
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float u,
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float v,
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const float dPdu[3],
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const float dPdv[3],
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float r_D[3]);
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/* Evaluate point on a limit surface with displacement applied to it. */
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void eval_final_point(Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
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} // namespace blender::bke::subdiv
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