* Add SubdAttributeInterpolation class for linear attribute interpolation. * Dicing computes ptex UV and face ID for interpolation. * Simplify mesh storage of subd primitive counts * Remove kernel code for subd attribute interpolation * Remove patch table packing and upload The old optimization adds a fair amount of complexity to the kernel, affecting performance even when not using the feature. It's also not that useful as it does not work for UVs that needs special interpolation. With this simpler code it should be easier to make it feature complete. Pull Request: https://projects.blender.org/blender/blender/pulls/135681
41 lines
1.0 KiB
C
41 lines
1.0 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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/* Parameter value lists from OpenImageIO are used to store custom properties
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* on various data, which can then later be used in shaders. */
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#include <OpenImageIO/paramlist.h>
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#include <OpenImageIO/typedesc.h>
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#include <OpenImageIO/ustring.h>
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CCL_NAMESPACE_BEGIN
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using OIIO::ParamValue;
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using OIIO::TypeColor;
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using OIIO::TypeDesc;
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using OIIO::TypeFloat;
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using OIIO::TypeFloat2;
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using OIIO::TypeFloat4;
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using OIIO::TypeInt;
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using OIIO::TypeMatrix;
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using OIIO::TypeNormal;
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using OIIO::TypePoint;
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using OIIO::TypeString;
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using OIIO::TypeUnknown;
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using OIIO::TypeVector;
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static constexpr TypeDesc TypeRGBA(TypeDesc::FLOAT, TypeDesc::VEC4, TypeDesc::COLOR);
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static constexpr TypeDesc TypeFloatArray4(TypeDesc::FLOAT,
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TypeDesc::SCALAR,
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TypeDesc::NOSEMANTICS,
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4);
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using OIIO::ustring;
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using OIIO::ustringhash;
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CCL_NAMESPACE_END
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