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authorSergey Sharybin <sergey.vfx@gmail.com>2016-07-22 16:13:42 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-07-22 16:13:42 +0300
commitb2f91d8acf6455717cb6eebf977466a86f6b9f39 (patch)
tree244664fb8183c350e42f888ae43cb6d4f01e08d5 /intern
parent165f710519c04192150e685bbb9de3cb52e8bc79 (diff)
OpenSubdiv: Use BLI module math functions
It became rather annoying to have those functions duplicated. Surely, it's not really nice it's actually a bad level call, but similar thing is happening in OCIO and Cycles. IMO, it's better than having functions re-implemented, and have this solved with new OpenGL pipeline.
Diffstat (limited to 'intern')
-rw-r--r--intern/opensubdiv/opensubdiv_gpu_capi.cc106
1 files changed, 11 insertions, 95 deletions
diff --git a/intern/opensubdiv/opensubdiv_gpu_capi.cc b/intern/opensubdiv/opensubdiv_gpu_capi.cc
index 452a8ba35d5..60e742c8337 100644
--- a/intern/opensubdiv/opensubdiv_gpu_capi.cc
+++ b/intern/opensubdiv/opensubdiv_gpu_capi.cc
@@ -51,6 +51,17 @@ using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
+/* TODO(sergey): This is bit of bad level calls :S */
+extern "C" {
+void copy_m3_m3(float m1[3][3], float m2[3][3]);
+void copy_m3_m4(float m1[3][3], float m2[4][4]);
+void adjoint_m3_m3(float m1[3][3], float m[3][3]);
+float determinant_m3_array(float m[3][3]);
+bool invert_m3_m3(float m1[3][3], float m2[3][3]);
+bool invert_m3(float m[3][3]);
+void transpose_m3(float mat[3][3]);
+}
+
#define MAX_LIGHTS 8
#define SUPPORT_COLOR_MATERIAL
@@ -172,102 +183,7 @@ struct OpenSubdiv_GLMeshFVarData
int fvar_width;
};
-/* TODO(sergey): This is actually duplicated code from BLI. */
namespace {
-void copy_m3_m3(float m1[3][3], float m2[3][3])
-{
- /* destination comes first: */
- memcpy(&m1[0], &m2[0], 9 * sizeof(float));
-}
-
-void copy_m3_m4(float m1[3][3], float m2[4][4])
-{
- m1[0][0] = m2[0][0];
- m1[0][1] = m2[0][1];
- m1[0][2] = m2[0][2];
-
- m1[1][0] = m2[1][0];
- m1[1][1] = m2[1][1];
- m1[1][2] = m2[1][2];
-
- m1[2][0] = m2[2][0];
- m1[2][1] = m2[2][1];
- m1[2][2] = m2[2][2];
-}
-
-void adjoint_m3_m3(float m1[3][3], float m[3][3])
-{
- m1[0][0] = m[1][1] * m[2][2] - m[1][2] * m[2][1];
- m1[0][1] = -m[0][1] * m[2][2] + m[0][2] * m[2][1];
- m1[0][2] = m[0][1] * m[1][2] - m[0][2] * m[1][1];
-
- m1[1][0] = -m[1][0] * m[2][2] + m[1][2] * m[2][0];
- m1[1][1] = m[0][0] * m[2][2] - m[0][2] * m[2][0];
- m1[1][2] = -m[0][0] * m[1][2] + m[0][2] * m[1][0];
-
- m1[2][0] = m[1][0] * m[2][1] - m[1][1] * m[2][0];
- m1[2][1] = -m[0][0] * m[2][1] + m[0][1] * m[2][0];
- m1[2][2] = m[0][0] * m[1][1] - m[0][1] * m[1][0];
-}
-
-float determinant_m3_array(float m[3][3])
-{
- return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) -
- m[1][0] * (m[0][1] * m[2][2] - m[0][2] * m[2][1]) +
- m[2][0] * (m[0][1] * m[1][2] - m[0][2] * m[1][1]));
-}
-
-bool invert_m3_m3(float m1[3][3], float m2[3][3])
-{
- float det;
- int a, b;
- bool success;
-
- /* calc adjoint */
- adjoint_m3_m3(m1, m2);
-
- /* then determinant old matrix! */
- det = determinant_m3_array(m2);
-
- success = (det != 0.0f);
-
- if (det != 0.0f) {
- det = 1.0f / det;
- for (a = 0; a < 3; a++) {
- for (b = 0; b < 3; b++) {
- m1[a][b] *= det;
- }
- }
- }
-
- return success;
-}
-
-bool invert_m3(float m[3][3])
-{
- float tmp[3][3];
- bool success;
-
- success = invert_m3_m3(tmp, m);
- copy_m3_m3(m, tmp);
-
- return success;
-}
-
-void transpose_m3(float mat[3][3])
-{
- float t;
-
- t = mat[0][1];
- mat[0][1] = mat[1][0];
- mat[1][0] = t;
- t = mat[0][2];
- mat[0][2] = mat[2][0];
- mat[2][0] = t;
- t = mat[1][2];
- mat[1][2] = mat[2][1];
- mat[2][1] = t;
-}
GLuint compileShader(GLenum shaderType,
const char *section,