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
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2020 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_span.hh"
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struct BMesh;
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struct Mesh;
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struct MDisps;
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struct MultiresModifierData;
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struct MultiresUnsubdivideGrid {
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/* For sanity checks. */
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int grid_index;
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int grid_size;
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/** Grid coordinates in object space. */
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float (*grid_co)[3];
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};
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struct MultiresUnsubdivideContext {
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/* Input Mesh to un-subdivide. */
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Mesh *original_mesh;
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MDisps *original_mdisp;
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/** Number of subdivision in the grids of the input mesh. */
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int num_original_levels;
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/** Level 0 base mesh after applying the maximum amount of unsubdivisions. */
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Mesh *base_mesh;
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/** Limit on how many levels down the unsubdivide operation should create, if possible. */
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int max_new_levels;
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/** New levels that were created after unsubdividing. */
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int num_new_levels;
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/**
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* Number of subdivisions that should be applied to the base mesh.
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* (num_new_levels + num_original_levels).
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*/
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int num_total_levels;
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/** Data for the new grids, indexed by base mesh loop index. */
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int num_grids;
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MultiresUnsubdivideGrid *base_mesh_grids;
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/* Private data. */
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BMesh *bm_original_mesh;
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blender::Span<int> loop_to_face_map;
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const int *base_to_orig_vmap;
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};
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/* --------------------------------------------------------------------
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* Construct/destruct reshape context.
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*/
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void multires_unsubdivide_context_init(MultiresUnsubdivideContext *context,
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Mesh *original_mesh,
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MultiresModifierData *mmd);
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void multires_unsubdivide_context_free(MultiresUnsubdivideContext *context);
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/* --------------------------------------------------------------------
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* Rebuild Lower Subdivisions.
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*/
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/* Rebuilds all subdivision to the level 0 base mesh. */
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bool multires_unsubdivide_to_basemesh(MultiresUnsubdivideContext *context);
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