Subdiv: Some ground work for CCG support
Nothing really interesting, just starting laying down API which seems to be a decent substitute to CCGDM, without requiring too much work be done in sculpting area.
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2018 by Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BKE_subdiv_ccg.h
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* \ingroup bke
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* \since July 2018
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* \author Sergey Sharybin
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*/
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#ifndef __BKE_SUBDIV_CCG_H__
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#define __BKE_SUBDIV_CCG_H__
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#include "BKE_customdata.h"
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#include "BLI_sys_types.h"
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struct CCGElem;
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struct CCGKey;
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struct Mesh;
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struct Subdiv;
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typedef struct SubdivToCCGSettings {
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/* Resolution at which regular ptex (created for quad polygon) are being
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* evaluated. This defines how many vertices final mesh will have: every
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* regular ptex has resolution^2 vertices. Special (irregular, or ptex
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* crated for a corner of non-quad polygon) will have resolution of
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* `resolution - 1`.
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*/
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int resolution;
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/* Denotes which extra layers to be added to CCG elements. */
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bool need_normal;
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bool need_mask;
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} SubdivToCCGSettings;
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/* Representation of subdivision surface which uses CCG grids. */
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typedef struct SubdivCCG {
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/* A level at which geometry was subdivided. This is what defines grid
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* resolution. It is NOT the topology refinement level.
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*/
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int level;
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/* Resolution of grid. All grids have matching resolution, and resolution
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* is same as ptex created for non-quad polygons.
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*/
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int grid_size;
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/* Grids represent limit surface, with displacement applied. Grids are
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* corresponding to face-corners of coarse mesh, each grid has
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* grid_size^2 elements.
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*/
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struct CCGElem **grids;
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int num_grids;
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/* Loose edges, each array element contains grid_size elements
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* corresponding to vertices created by subdividing coarse edges.
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*/
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struct CCGElem **edges;
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int num_edges;
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/* Loose vertices. Every element corresponds to a loose vertex from a coarse
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* mesh, every coarse loose vertex corresponds to a single sundivided
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* element.
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*/
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struct CCGElem *vertices;
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int num_vertices;
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/* Denotes which layers present in the elements.
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*
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* Grids always has coordinates, followed by extra layers which are set to
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* truth here.
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*/
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bool has_normal;
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bool has_mask;
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/* Offsets of corresponding data layers in the elements. */
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int normal_offset;
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int mask_offset;
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/* TODO(sergey): Consider adding some accessors to a "decoded" geometry,
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* to make integration with draw manager and such easy.
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*/
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/* TODO(sergey): Consider adding CD layers here, so we can draw final mesh
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* from grids, and have UVs and such work.
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*/
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} SubdivCCG;
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/* Create real hi-res CCG from subdivision. */
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struct SubdivCCG *BKE_subdiv_to_ccg(
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struct Subdiv *subdiv,
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const SubdivToCCGSettings *settings,
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const struct Mesh *coarse_mesh);
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/* Destroy CCG representation of subdivision surface. */
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void BKE_subdiv_ccg_destroy(SubdivCCG *subdiv_ccg);
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/* Create a key for accessing grid elements at a given level. */
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void BKE_subdiv_ccg_key(
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struct CCGKey *key, const SubdivCCG *subdiv_ccg, int level);
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void BKE_subdiv_ccg_key_top_level(
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struct CCGKey *key, const SubdivCCG *subdiv_ccg);
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#endif /* __BKE_SUBDIV_CCG_H__ */
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@ -194,6 +194,7 @@ set(SRC
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intern/speaker.c
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intern/studiolight.c
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intern/subdiv.c
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intern/subdiv_ccg.c
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intern/subdiv_converter.c
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intern/subdiv_converter_mesh.c
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intern/subdiv_displacement.c
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@ -325,6 +326,7 @@ set(SRC
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BKE_speaker.h
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BKE_studiolight.h
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BKE_subdiv.h
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BKE_subdiv_ccg.h
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BKE_subdiv_eval.h
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BKE_subdiv_foreach.h
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BKE_subdiv_mesh.h
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@ -0,0 +1,127 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2018 by Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/subdiv_ccg.c
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* \ingroup bke
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*/
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#include "BKE_subdiv_ccg.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_ccg.h"
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#include "BKE_subdiv.h"
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static void subdiv_ccg_init_layers(SubdivCCG *subdiv_ccg,
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const SubdivToCCGSettings *settings)
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{
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/* CCG always contains coordinates. Rest of layers are coming after them. */
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int layer_offset = sizeof(float) * 3;
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/* Normals. */
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if (settings->need_normal) {
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subdiv_ccg->has_normal = true;
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subdiv_ccg->normal_offset = layer_offset;
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layer_offset += sizeof(float) * 3;
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}
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else {
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subdiv_ccg->has_normal = false;
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subdiv_ccg->normal_offset = -1;
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}
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/* Mask. */
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if (settings->need_mask) {
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subdiv_ccg->has_mask = true;
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subdiv_ccg->mask_offset = layer_offset;
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layer_offset += sizeof(float);
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}
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else {
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subdiv_ccg->has_mask = false;
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subdiv_ccg->mask_offset = -1;
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}
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}
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static int grid_size_for_level_get(const SubdivCCG *subdiv_ccg, int level)
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{
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BLI_assert(level >= 1);
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BLI_assert(level <= subdiv_ccg->level);
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return (1 << (level - 1)) + 1;
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}
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/* Per-vertex element size in bytes. */
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static int element_size_get(const SubdivCCG *subdiv_ccg)
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{
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/* We always have 3 floats for coordinate. */
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int num_floats = 3;
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if (subdiv_ccg->has_normal) {
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num_floats += 3;
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}
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if (subdiv_ccg->has_mask) {
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num_floats += 1;
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}
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return sizeof(float) * num_floats;
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}
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SubdivCCG *BKE_subdiv_to_ccg(
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Subdiv *UNUSED(subdiv),
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const SubdivToCCGSettings *settings,
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const Mesh *UNUSED(coarse_mesh))
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{
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SubdivCCG *subdiv_ccg = MEM_callocN(sizeof(SubdivCCG *), "subdiv ccg");
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subdiv_ccg->level = settings->resolution >> 1;
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subdiv_ccg->grid_size =
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grid_size_for_level_get(subdiv_ccg, subdiv_ccg->level);
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subdiv_ccg_init_layers(subdiv_ccg, settings);
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return NULL;
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}
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void BKE_subdiv_ccg_destroy(SubdivCCG *subdiv_ccg)
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{
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MEM_SAFE_FREE(subdiv_ccg->grids);
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MEM_SAFE_FREE(subdiv_ccg->edges);
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MEM_SAFE_FREE(subdiv_ccg->vertices);
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MEM_freeN(subdiv_ccg);
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}
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void BKE_subdiv_ccg_key(CCGKey *key, const SubdivCCG *subdiv_ccg, int level)
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{
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key->level = level;
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key->elem_size = element_size_get(subdiv_ccg);
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key->grid_size = grid_size_for_level_get(subdiv_ccg, level);
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key->grid_area = key->grid_size * key->grid_size;
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key->grid_bytes = key->elem_size * key->grid_area;
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key->normal_offset = subdiv_ccg->normal_offset;
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key->mask_offset = subdiv_ccg->mask_offset;
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key->has_normals = subdiv_ccg->has_normal;
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key->has_mask = subdiv_ccg->has_mask;
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}
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void BKE_subdiv_ccg_key_top_level(CCGKey *key, const SubdivCCG *subdiv_ccg)
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{
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BKE_subdiv_ccg_key(key, subdiv_ccg, subdiv_ccg->level);
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}
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