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.
101 lines
3.9 KiB
C
101 lines
3.9 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2018 Blender Foundation */
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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_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Mesh;
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struct OpenSubdiv_EvaluatorCache;
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struct OpenSubdiv_EvaluatorSettings;
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struct Subdiv;
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typedef enum eSubdivEvaluatorType {
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SUBDIV_EVALUATOR_TYPE_CPU,
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SUBDIV_EVALUATOR_TYPE_GPU,
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} eSubdivEvaluatorType;
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/* Returns true if evaluator is ready for use. */
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bool BKE_subdiv_eval_begin(struct Subdiv *subdiv,
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eSubdivEvaluatorType evaluator_type,
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struct OpenSubdiv_EvaluatorCache *evaluator_cache,
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const struct 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 BKE_subdiv_eval_begin_from_mesh(struct Subdiv *subdiv,
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const struct Mesh *mesh,
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const float (*coarse_vertex_cos)[3],
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eSubdivEvaluatorType evaluator_type,
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struct OpenSubdiv_EvaluatorCache *evaluator_cache);
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bool BKE_subdiv_eval_refine_from_mesh(struct Subdiv *subdiv,
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const struct Mesh *mesh,
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const float (*coarse_vertex_cos)[3]);
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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 BKE_subdiv_eval_init_displacement(struct 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 BKE_subdiv_eval_limit_point(
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struct Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
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void BKE_subdiv_eval_limit_point_and_derivatives(struct 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 BKE_subdiv_eval_limit_point_and_normal(
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struct 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 BKE_subdiv_eval_vertex_data(struct 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 BKE_subdiv_eval_face_varying(struct 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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* BKE_subdiv_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 BKE_subdiv_eval_displacement(struct 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 BKE_subdiv_eval_final_point(
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struct Subdiv *subdiv, int ptex_face_index, float u, float v, float r_P[3]);
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#ifdef __cplusplus
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}
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#endif
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