Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
// Copyright 2013 Blender Foundation. All rights reserved.
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//
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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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// Author: Sergey Sharybin
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#ifndef OPENSUBDIV_GL_MESH_FVAR_H_
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#define OPENSUBDIV_GL_MESH_FVAR_H_
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// NOTE: This is a [sane(er)] port of previous ground work for getting UVs to
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// work. Still needs a lot of work to make it easy, correct and have proper
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// data ownership.
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#include <opensubdiv/far/topologyRefiner.h>
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#include <opensubdiv/far/patchTable.h>
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#include "internal/opensubdiv_util.h"
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namespace opensubdiv_capi {
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// The buffer which holds GPU resources for face-varying elements.
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class GLMeshFVarData {
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public:
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GLMeshFVarData();
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~GLMeshFVarData();
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void release();
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void create(const OpenSubdiv::Far::TopologyRefiner *refiner,
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const OpenSubdiv::Far::PatchTable *patch_table,
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int fvar_width,
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const float *fvar_src_data);
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unsigned int texture_buffer;
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unsigned int offset_buffer;
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vector<int> channel_offsets;
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int fvar_width;
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};
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void interpolateFVarData(const OpenSubdiv::Far::TopologyRefiner &refiner,
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const vector<float> &uvs,
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vector<float> *fvar_data);
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} // namespace opensubdiv_capi
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#endif // OPENSUBDIV_GL_MESH_FVAR_H_
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