This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
86 lines
3.5 KiB
C++
86 lines
3.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 Blender Foundation.
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* All rights reserved.
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*/
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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 "BKE_customdata.h" /* For cd_datatransfer_interp */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CustomData;
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struct CustomDataTransferLayerMap;
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struct ListBase;
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float data_transfer_interp_float_do(int mix_mode, float val_dst, float val_src, float mix_factor);
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void data_transfer_layersmapping_add_item(struct ListBase *r_map,
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int data_type,
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int mix_mode,
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float mix_factor,
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const float *mix_weights,
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const void *data_src,
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void *data_dst,
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int data_src_n,
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int data_dst_n,
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const size_t elem_size,
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const size_t data_size,
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const size_t data_offset,
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uint64_t data_flag,
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cd_datatransfer_interp interp,
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void *interp_data);
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/* Type-specific. */
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bool data_transfer_layersmapping_vgroups(struct ListBase *r_map,
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int mix_mode,
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float mix_factor,
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const float *mix_weights,
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int num_elem_dst,
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bool use_create,
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bool use_delete,
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struct Object *ob_src,
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struct Object *ob_dst,
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struct CustomData *cd_src,
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struct CustomData *cd_dst,
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bool use_dupref_dst,
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int fromlayers,
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int tolayers);
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/* Defined in customdata.c */
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/**
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* Normals are special, we need to take care of source & destination spaces.
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*/
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void customdata_data_transfer_interp_normal_normals(const CustomDataTransferLayerMap *laymap,
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void *data_dst,
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const void **sources,
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const float *weights,
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int count,
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float mix_factor);
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#ifdef __cplusplus
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}
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#endif
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