Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp718
1 files changed, 718 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
new file mode 100644
index 00000000000..eb9fefcc0ad
--- /dev/null
+++ b/intern/cycles/render/mesh.cpp
@@ -0,0 +1,718 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include "bvh.h"
+#include "bvh_build.h"
+
+#include "device.h"
+#include "shader.h"
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
+#include "osl_globals.h"
+
+#include "util_cache.h"
+#include "util_foreach.h"
+#include "util_progress.h"
+#include "util_set.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Mesh */
+
+Mesh::Mesh()
+: attributes(this)
+{
+ need_update = true;
+ transform_applied = false;
+ displacement_method = DISPLACE_BUMP;
+
+ bvh = NULL;
+
+ tri_offset = 0;
+ vert_offset = 0;
+}
+
+Mesh::~Mesh()
+{
+ delete bvh;
+}
+
+void Mesh::reserve(int numverts, int numtris)
+{
+ /* reserve space to add verts and triangles later */
+ verts.resize(numverts);
+ triangles.resize(numtris);
+ shader.resize(numtris);
+ smooth.resize(numtris);
+ attributes.reserve(numverts, numtris);
+}
+
+void Mesh::clear()
+{
+ /* clear all verts and triangles */
+ verts.clear();
+ triangles.clear();
+ shader.clear();
+ smooth.clear();
+
+ attributes.clear();
+ used_shaders.clear();
+}
+
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
+{
+ Triangle t;
+ t.v[0] = v0;
+ t.v[1] = v1;
+ t.v[2] = v2;
+
+ triangles.push_back(t);
+ shader.push_back(shader_);
+ smooth.push_back(smooth_);
+}
+
+void Mesh::compute_bounds()
+{
+ BoundBox bnds;
+ size_t verts_size = verts.size();
+
+ for(size_t i = 0; i < verts_size; i++)
+ bnds.grow(verts[i]);
+
+ /* happens mostly on empty meshes */
+ if(!bnds.valid())
+ bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
+
+ bounds = bnds;
+}
+
+void Mesh::add_face_normals()
+{
+ /* don't compute if already there */
+ if(attributes.find(Attribute::STD_FACE_NORMAL))
+ return;
+
+ /* get attributes */
+ Attribute *attr_fN = attributes.add(Attribute::STD_FACE_NORMAL);
+ float3 *fN = attr_fN->data_float3();
+
+ /* compute face normals */
+ float3 *verts_ptr = &verts[0];
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ Triangle t = triangles_ptr[i];
+ float3 v0 = verts_ptr[t.v[0]];
+ float3 v1 = verts_ptr[t.v[1]];
+ float3 v2 = verts_ptr[t.v[2]];
+
+ fN[i] = normalize(cross(v1 - v0, v2 - v0));
+ }
+}
+
+void Mesh::add_vertex_normals()
+{
+ /* don't compute if already there */
+ if(attributes.find(Attribute::STD_VERTEX_NORMAL))
+ return;
+
+ /* get attributes */
+ Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.add(Attribute::STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(&vN[0], 0, verts.size()*sizeof(float3));
+
+ size_t verts_size = verts.size();
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++)
+ for(size_t j = 0; j < 3; j++)
+ vN[triangles_ptr[i].v[j]] += fN[i];
+
+ for(size_t i = 0; i < verts_size; i++)
+ vN[i] = normalize(vN[i]);
+}
+
+void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
+{
+ Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.find(Attribute::STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+ int shader_id = 0;
+ uint last_shader = -1;
+ bool last_smooth = false;
+
+ size_t triangles_size = triangles.size();
+ uint *shader_ptr = &shader[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ normal[i].x = fN[i].x;
+ normal[i].y = fN[i].y;
+ normal[i].z = fN[i].z;
+
+ /* stuff shader id in here too */
+ if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
+ last_shader = shader_ptr[i];
+ last_smooth = smooth[i];
+ shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
+ }
+
+ normal[i].w = __int_as_float(shader_id);
+ }
+
+ size_t verts_size = verts.size();
+
+ for(size_t i = 0; i < verts_size; i++)
+ vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
+}
+
+void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
+{
+ size_t verts_size = verts.size();
+ float3 *verts_ptr = &verts[0];
+
+ for(size_t i = 0; i < verts_size; i++) {
+ float3 p = verts_ptr[i];
+ tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f);
+ }
+
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ Triangle t = triangles_ptr[i];
+
+ tri_vindex[i] = make_float4(
+ __int_as_float(t.v[0] + vert_offset),
+ __int_as_float(t.v[1] + vert_offset),
+ __int_as_float(t.v[2] + vert_offset),
+ 0);
+ }
+}
+
+void Mesh::compute_bvh(SceneParams *params, Progress& progress)
+{
+ Object object;
+ object.mesh = this;
+
+ vector<Object*> objects;
+ objects.push_back(&object);
+
+ if(bvh && !need_update_rebuild) {
+ progress.set_substatus("Refitting BVH");
+ bvh->objects = objects;
+ bvh->refit(progress);
+ }
+ else {
+ progress.set_substatus("Building BVH");
+
+ BVHParams bparams;
+ bparams.use_cache = params->use_bvh_cache;
+ bparams.use_spatial_split = params->use_bvh_spatial_split;
+ bparams.use_qbvh = params->use_qbvh;
+
+ delete bvh;
+ bvh = BVH::create(bparams, objects);
+ bvh->build(progress);
+ }
+}
+
+void Mesh::tag_update(Scene *scene, bool rebuild)
+{
+ need_update = true;
+ if(rebuild)
+ need_update_rebuild = true;
+
+ scene->mesh_manager->need_update = true;
+ scene->object_manager->need_update = true;
+}
+
+/* Mesh Manager */
+
+MeshManager::MeshManager()
+{
+ bvh = NULL;
+ need_update = true;
+}
+
+MeshManager::~MeshManager()
+{
+ delete bvh;
+}
+
+void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
+{
+#ifdef WITH_OSL
+ /* for OSL, a hash map is used to lookup the attribute by name. */
+ OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+
+ og->object_name_map.clear();
+ og->attribute_map.clear();
+
+ og->attribute_map.resize(scene->objects.size());
+
+ for(size_t i = 0; i < scene->objects.size(); i++) {
+ /* set object name to object index map */
+ Object *object = scene->objects[i];
+ og->object_name_map[object->name] = i;
+
+ /* set object attributes */
+ foreach(ParamValue& attr, object->attributes) {
+ OSLGlobals::Attribute osl_attr;
+
+ osl_attr.type = attr.type();
+ osl_attr.elem = ATTR_ELEMENT_VALUE;
+ osl_attr.value = attr;
+
+ og->attribute_map[i][attr.name()] = osl_attr;
+ }
+
+ /* find mesh attributes */
+ size_t j;
+
+ for(j = 0; j < scene->meshes.size(); j++)
+ if(scene->meshes[j] == object->mesh)
+ break;
+
+ AttributeRequestSet& attributes = mesh_attributes[j];
+
+ /* set object attributes */
+ foreach(AttributeRequest& req, attributes.requests) {
+ OSLGlobals::Attribute osl_attr;
+
+ osl_attr.elem = req.element;
+ osl_attr.offset = req.offset;
+
+ if(req.type == TypeDesc::TypeFloat)
+ osl_attr.type = TypeDesc::TypeFloat;
+ else
+ osl_attr.type = TypeDesc::TypeColor;
+
+ if(req.std != Attribute::STD_NONE) {
+ /* if standard attribute, add lookup by std:: name convention */
+ ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str());
+ og->attribute_map[i][stdname] = osl_attr;
+ }
+ else if(req.name != ustring()) {
+ /* add lookup by mesh attribute name */
+ og->attribute_map[i][req.name] = osl_attr;
+ }
+ }
+ }
+#endif
+}
+
+void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
+{
+ /* for SVM, the attributes_map table is used to lookup the offset of an
+ * attribute, based on a unique shader attribute id. */
+
+ /* compute array stride */
+ int attr_map_stride = 0;
+
+ for(size_t i = 0; i < scene->meshes.size(); i++)
+ attr_map_stride = max(attr_map_stride, mesh_attributes[i].size());
+
+ if(attr_map_stride == 0)
+ return;
+
+ /* create attribute map */
+ uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
+ memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
+
+ for(size_t i = 0; i < scene->objects.size(); i++) {
+ Object *object = scene->objects[i];
+
+ /* find mesh attributes */
+ size_t j;
+
+ for(j = 0; j < scene->meshes.size(); j++)
+ if(scene->meshes[j] == object->mesh)
+ break;
+
+ AttributeRequestSet& attributes = mesh_attributes[j];
+
+ /* set object attributes */
+ j = 0;
+
+ foreach(AttributeRequest& req, attributes.requests) {
+ int index = i*attr_map_stride;
+ uint id;
+
+ if(req.std == Attribute::STD_NONE)
+ id = scene->shader_manager->get_attribute_id(req.name);
+ else
+ id = scene->shader_manager->get_attribute_id(req.std);
+
+ attr_map[index].x = id;
+ attr_map[index].y = req.element;
+ attr_map[index].z = req.offset;
+
+ if(req.type == TypeDesc::TypeFloat)
+ attr_map[index].w = NODE_ATTR_FLOAT;
+ else
+ attr_map[index].w = NODE_ATTR_FLOAT3;
+
+ j++;
+ }
+ }
+
+ /* copy to device */
+ dscene->data.bvh.attributes_map_stride = attr_map_stride;
+ device->tex_alloc("__attributes_map", dscene->attributes_map);
+}
+
+void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ progress.set_status("Updating Mesh", "Computing attributes");
+
+ /* gather per mesh requested attributes. as meshes may have multiple
+ * shaders assigned, this merged the requested attributes that have
+ * been set per shader by the shader manager */
+ vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
+
+ for(size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+
+ foreach(uint sindex, mesh->used_shaders) {
+ Shader *shader = scene->shaders[sindex];
+ mesh_attributes[i].add(shader->attributes);
+ }
+ }
+
+ /* mesh attribute are stored in a single array per data type. here we fill
+ * those arrays, and set the offset and element type to create attribute
+ * maps next */
+ vector<float> attr_float;
+ vector<float4> attr_float3;
+
+ for(size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ AttributeRequestSet& attributes = mesh_attributes[i];
+
+ /* todo: we now store std and name attributes from requests even if
+ they actually refer to the same mesh attributes, optimize */
+ foreach(AttributeRequest& req, attributes.requests) {
+ Attribute *mattr = mesh->attributes.find(req);
+
+ /* todo: get rid of this exception */
+ if(!mattr && req.std == Attribute::STD_GENERATED) {
+ mattr = mesh->attributes.add(Attribute::STD_GENERATED);
+ memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
+ }
+
+ /* attribute not found */
+ if(!mattr) {
+ req.element = ATTR_ELEMENT_NONE;
+ req.offset = 0;
+ continue;
+ }
+
+ /* we abuse AttributeRequest to pass on info like element and
+ offset, it doesn't really make sense but is convenient */
+
+ /* store element and type */
+ if(mattr->element == Attribute::VERTEX)
+ req.element = ATTR_ELEMENT_VERTEX;
+ else if(mattr->element == Attribute::FACE)
+ req.element = ATTR_ELEMENT_FACE;
+ else if(mattr->element == Attribute::CORNER)
+ req.element = ATTR_ELEMENT_CORNER;
+
+ req.type = mattr->type;
+
+ /* store attribute data in arrays */
+ size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size());
+
+ if(mattr->type == TypeDesc::TypeFloat) {
+ float *data = mattr->data_float();
+ req.offset = attr_float.size();
+
+ for(size_t k = 0; k < size; k++)
+ attr_float.push_back(data[k]);
+ }
+ else {
+ float3 *data = mattr->data_float3();
+ req.offset = attr_float3.size();
+
+ for(size_t k = 0; k < size; k++) {
+ float3 f3 = data[k];
+ float4 f4 = make_float4(f3.x, f3.y, f3.z, 0.0f);
+
+ attr_float3.push_back(f4);
+ }
+ }
+
+ /* mesh vertex/triangle index is global, not per object, so we sneak
+ a correct for that in here */
+ if(req.element == ATTR_ELEMENT_VERTEX)
+ req.offset -= mesh->vert_offset;
+ else
+ req.offset -= mesh->tri_offset;
+
+ if(progress.get_cancel()) return;
+ }
+ }
+
+ /* create attribute lookup maps */
+ if(scene->params.shadingsystem == SceneParams::OSL)
+ update_osl_attributes(device, scene, mesh_attributes);
+ else
+ update_svm_attributes(device, dscene, scene, mesh_attributes);
+
+ if(progress.get_cancel()) return;
+
+ /* copy to device */
+ progress.set_status("Updating Mesh", "Copying Attributes to device");
+
+ if(attr_float.size()) {
+ dscene->attributes_float.copy(&attr_float[0], attr_float.size());
+ device->tex_alloc("__attributes_float", dscene->attributes_float);
+ }
+ if(attr_float3.size()) {
+ dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size());
+ device->tex_alloc("__attributes_float3", dscene->attributes_float3);
+ }
+}
+
+void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ /* count and update offsets */
+ size_t vert_size = 0;
+ size_t tri_size = 0;
+
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->vert_offset = vert_size;
+ mesh->tri_offset = tri_size;
+
+ vert_size += mesh->verts.size();
+ tri_size += mesh->triangles.size();
+ }
+
+ if(tri_size == 0)
+ return;
+
+ /* normals */
+ progress.set_status("Updating Mesh", "Computing normals");
+
+ float4 *normal = dscene->tri_normal.resize(tri_size);
+ float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
+ float4 *tri_verts = dscene->tri_verts.resize(vert_size);
+ float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
+
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
+ mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
+
+ if(progress.get_cancel()) return;
+ }
+
+ /* vertex coordinates */
+ progress.set_status("Updating Mesh", "Copying Mesh to device");
+
+ device->tex_alloc("__tri_normal", dscene->tri_normal);
+ device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
+ device->tex_alloc("__tri_verts", dscene->tri_verts);
+ device->tex_alloc("__tri_vindex", dscene->tri_vindex);
+}
+
+void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ /* bvh build */
+ progress.set_status("Updating Scene BVH", "Building");
+
+ BVHParams bparams;
+ bparams.top_level = true;
+ bparams.use_qbvh = scene->params.use_qbvh;
+ bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
+
+ delete bvh;
+ bvh = BVH::create(bparams, scene->objects);
+ bvh->build(progress);
+
+ if(progress.get_cancel()) return;
+
+ /* copy to device */
+ progress.set_status("Updating Scene BVH", "Copying BVH to device");
+
+ PackedBVH& pack = bvh->pack;
+
+ if(pack.nodes.size()) {
+ dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size());
+ device->tex_alloc("__bvh_nodes", dscene->bvh_nodes);
+ }
+ if(pack.object_node.size()) {
+ dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size());
+ device->tex_alloc("__object_node", dscene->object_node);
+ }
+ if(pack.tri_woop.size()) {
+ dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
+ device->tex_alloc("__tri_woop", dscene->tri_woop);
+ }
+ if(pack.prim_index.size()) {
+ dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size());
+ device->tex_alloc("__prim_index", dscene->prim_index);
+ }
+ if(pack.prim_object.size()) {
+ dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size());
+ device->tex_alloc("__prim_object", dscene->prim_object);
+ }
+
+ dscene->data.bvh.root = pack.root_index;
+}
+
+void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ if(!need_update)
+ return;
+
+ /* update normals */
+ foreach(Mesh *mesh, scene->meshes) {
+ foreach(uint shader, mesh->used_shaders)
+ if(scene->shaders[shader]->need_update_attributes)
+ mesh->need_update = true;
+
+ if(mesh->need_update) {
+ mesh->add_face_normals();
+ mesh->add_vertex_normals();
+
+ if(progress.get_cancel()) return;
+ }
+ }
+
+ /* device update */
+ device_free(device, dscene);
+
+ device_update_mesh(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ device_update_attributes(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ /* update displacement */
+ bool displacement_done = false;
+
+ foreach(Mesh *mesh, scene->meshes)
+ if(mesh->need_update && displace(device, scene, mesh, progress))
+ displacement_done = true;
+
+ /* todo: properly handle cancel halfway displacement */
+ if(progress.get_cancel()) return;
+
+ /* device re-update after displacement */
+ if(displacement_done) {
+ device_free(device, dscene);
+
+ device_update_mesh(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ device_update_attributes(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+ }
+
+ /* update bvh */
+ size_t i = 0, num_instance_bvh = 0;
+
+ foreach(Mesh *mesh, scene->meshes)
+ if(mesh->need_update && !mesh->transform_applied)
+ num_instance_bvh++;
+
+ foreach(Mesh *mesh, scene->meshes) {
+ if(mesh->need_update) {
+ mesh->compute_bounds();
+
+ if(!mesh->transform_applied) {
+ string msg = "Updating Mesh BVH ";
+ if(mesh->name == "")
+ msg += string_printf("%ld/%ld", i+1, num_instance_bvh);
+ else
+ msg += string_printf("%s %ld/%ld", mesh->name.c_str(), i+1, num_instance_bvh);
+ progress.set_status(msg, "Building BVH");
+
+ mesh->compute_bvh(&scene->params, progress);
+ }
+
+ if(progress.get_cancel()) return;
+
+ mesh->need_update = false;
+ mesh->need_update_rebuild = false;
+ }
+
+ i++;
+ }
+
+ foreach(Shader *shader, scene->shaders)
+ shader->need_update_attributes = false;
+
+ foreach(Object *object, scene->objects)
+ object->compute_bounds();
+
+ if(progress.get_cancel()) return;
+
+ device_update_bvh(device, dscene, scene, progress);
+
+ need_update = false;
+}
+
+void MeshManager::device_free(Device *device, DeviceScene *dscene)
+{
+ device->tex_free(dscene->bvh_nodes);
+ device->tex_free(dscene->object_node);
+ device->tex_free(dscene->tri_woop);
+ device->tex_free(dscene->prim_index);
+ device->tex_free(dscene->prim_object);
+ device->tex_free(dscene->tri_normal);
+ device->tex_free(dscene->tri_vnormal);
+ device->tex_free(dscene->tri_vindex);
+ device->tex_free(dscene->tri_verts);
+ device->tex_free(dscene->attributes_map);
+ device->tex_free(dscene->attributes_float);
+ device->tex_free(dscene->attributes_float3);
+
+ dscene->bvh_nodes.clear();
+ dscene->object_node.clear();
+ dscene->tri_woop.clear();
+ dscene->prim_index.clear();
+ dscene->prim_object.clear();
+ dscene->tri_normal.clear();
+ dscene->tri_vnormal.clear();
+ dscene->tri_vindex.clear();
+ dscene->tri_verts.clear();
+ dscene->attributes_map.clear();
+ dscene->attributes_float.clear();
+ dscene->attributes_float3.clear();
+}
+
+void MeshManager::tag_update(Scene *scene)
+{
+ need_update = true;
+ scene->object_manager->need_update = true;
+}
+
+CCL_NAMESPACE_END
+