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blender-archive/intern/opensubdiv/internal/opensubdiv_gl_mesh_fvar.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

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without conflicts, see:

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2019-04-17 06:21:24 +02:00

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// Copyright 2013 Blender Foundation. All rights reserved.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// Author: Sergey Sharybin
#ifndef OPENSUBDIV_GL_MESH_FVAR_H_
#define OPENSUBDIV_GL_MESH_FVAR_H_
// NOTE: This is a [sane(er)] port of previous ground work for getting UVs to
// work. Still needs a lot of work to make it easy, correct and have proper
// data ownership.
#include <opensubdiv/far/topologyRefiner.h>
#include <opensubdiv/far/patchTable.h>
#include "internal/opensubdiv_util.h"
namespace opensubdiv_capi {
// The buffer which holds GPU resources for face-varying elements.
class GLMeshFVarData {
public:
GLMeshFVarData();
~GLMeshFVarData();
void release();
void create(const OpenSubdiv::Far::TopologyRefiner *refiner,
const OpenSubdiv::Far::PatchTable *patch_table,
int fvar_width,
const float *fvar_src_data);
unsigned int texture_buffer;
unsigned int offset_buffer;
vector<int> channel_offsets;
int fvar_width;
};
void interpolateFVarData(const OpenSubdiv::Far::TopologyRefiner &refiner,
const vector<float> &uvs,
vector<float> *fvar_data);
} // namespace opensubdiv_capi
#endif // OPENSUBDIV_GL_MESH_FVAR_H_