Cleanup: spelling
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@ -101,22 +101,27 @@ typedef struct MultiresReshapeContext {
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int *face_ptex_offset;
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} MultiresReshapeContext;
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/* Coordinate which identifies element of a grid.
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* This is directly related on how CD_MDISPS stores dispalcement.
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/**
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* Coordinate which identifies element of a grid.
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* This is directly related on how #CD_MDISPS stores displacement.
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*/
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typedef struct GridCoord {
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int grid_index;
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float u, v;
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} GridCoord;
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/* COordinate within ptex, which is what OpenSubdiv API operates on. */
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/**
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* Coordinate within ptex, which is what OpenSubdiv API operates on.
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*/
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typedef struct PTexCoord {
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int ptex_face_index;
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float u, v;
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} PTexCoord;
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/* Element of a grid data stored in the destination mesh.
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* This is where reshaped coordinates and mask values will be written to. */
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/**
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* Element of a grid data stored in the destination mesh.
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* This is where reshaped coordinates and mask values will be written to.
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*/
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typedef struct ReshapeGridElement {
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float *displacement;
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float *mask;
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@ -270,7 +275,7 @@ void multires_reshape_assign_final_coords_from_orig_mdisps(
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/** \name Displacement smooth.
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* \{ */
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/* Operates on a displacement grids (CD_MDISPS) which contains object space coordinates stopred for
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/* Operates on a displacement grids (CD_MDISPS) which contains object space coordinates stored for
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* the reshape level.
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*
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* The result is grids which are defining mesh with a smooth surface and details starting from
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@ -278,7 +283,7 @@ void multires_reshape_assign_final_coords_from_orig_mdisps(
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void multires_reshape_smooth_object_grids_with_details(
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const MultiresReshapeContext *reshape_context);
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/* Operates on a displacement grids (CD_MDISPS) which contains object spacecoordinates stopred for
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/* Operates on a displacement grids (CD_MDISPS) which contains object space-coordinates stored for
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* the reshape level.
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*
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* Makes it so surface on top level looks smooth. Details are not preserved
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@ -305,9 +310,9 @@ void multires_reshape_object_grids_to_tangent_displacement(
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* \{ */
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/* Update mesh coordinates to the final positions of displacement in object space.
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* This is effectively desired position of base mesh vertices after caneling out displacement.
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* This is effectively desired position of base mesh vertices after canceling out displacement.
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*
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* NOTE: Expects that mesh's CD_MDISPS has been set ot object space positions. */
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* NOTE: Expects that mesh's CD_MDISPS has been set to object space positions. */
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void multires_reshape_apply_base_update_mesh_coords(MultiresReshapeContext *reshape_context);
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/* Perform better fitting of the base mesh so its subdivided version brings vertices to their
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@ -379,8 +379,7 @@ void multires_reshape_tangent_matrix_for_corner(const MultiresReshapeContext *re
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float r_tangent_matrix[3][3])
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{
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/* For a quad faces we would need to flip the tangent, since they will use
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* use different coordinates within displacement grid comparent to ptex
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* face. */
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* use different coordinates within displacement grid compared to the ptex face. */
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const bool is_quad = multires_reshape_is_quad_face(reshape_context, face_index);
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const int tangent_corner = is_quad ? corner : 0;
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BKE_multires_construct_tangent_matrix(r_tangent_matrix, dPdu, dPdv, tangent_corner);
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@ -38,8 +38,10 @@ typedef struct MultiresReshapeAssignVertcosContext {
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const int num_vert_coords;
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} MultiresReshapeAssignVertcosContext;
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/* Set single displacement grid value at a reshape level to a correspnding vertex coordinate.
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* This function will be called for every side of a boundary grid points for inner coordinates. */
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/**
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* Set single displacement grid value at a reshape level to a corresponding vertex coordinate.
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* This function will be called for every side of a boundary grid points for inner coordinates.
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*/
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static void multires_reshape_vertcos_foreach_single_vertex(
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const SubdivForeachContext *foreach_context,
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const GridCoord *grid_coord,
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@ -5724,7 +5724,7 @@ static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float
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static __m128 sse_approx_acos(__m128 x)
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{
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/* needs a better approximation than taylor expansion of acos, since that
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/* needs a better approximation than Taylor expansion of acos, since that
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* gives big errors for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work
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* better, see http://www.tom.womack.net/projects/sse-fast-arctrig.html */
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@ -89,7 +89,7 @@ bool BLT_lang_is_ime_supported(void);
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* NOTE: We translate BLT_I18NCONTEXT_DEFAULT as BLT_I18NCONTEXT_DEFAULT_BPY in Python,
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* as we can't use "natural" None value in rna string properties... :/
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* The void string "" is also interpreted as BLT_I18NCONTEXT_DEFAULT.
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* For perf reason, we only use the first char to detect this context,
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* For performance reason, we only use the first char to detect this context,
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* so other contexts should never start with the same char!
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*/
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#define BLT_I18NCONTEXT_DEFAULT NULL
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@ -321,7 +321,7 @@ void DepsgraphNodeBuilder::begin_build()
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for (IDNode *id_node : graph_->id_nodes) {
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/* It is possible that the ID does not need to have CoW version in which case id_cow is the
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* same as id_orig. Additionally, such ID might have been removed, which makes the check
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* for whether id_cow is expanded to access freed memory. In orderr to deal with this we
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* for whether id_cow is expanded to access freed memory. In order to deal with this we
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* check whether CoW is needed based on a scalar value which does not lead to access of
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* possibly deleted memory.
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* Additionally, this saves some space in the map by skipping mapping for datablocks which
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@ -786,8 +786,8 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
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if (pinfo->do_grid_update) {
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scene_orig->eevee.light_cache_data->flag |= LIGHTCACHE_UPDATE_GRID;
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}
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/* If we update grid we need to update the cubemaps too.
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* So always refresh cubemaps. */
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/* If we update grid we need to update the cube-maps too.
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* So always refresh cube-maps. */
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scene_orig->eevee.light_cache_data->flag |= LIGHTCACHE_UPDATE_CUBE;
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/* Tag the lightcache to auto update. */
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scene_orig->eevee.light_cache_data->flag |= LIGHTCACHE_UPDATE_AUTO;
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@ -212,8 +212,10 @@ static void workbench_cache_hair_populate(WORKBENCH_PrivateData *wpd,
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DRW_shgroup_hair_create_sub(ob, psys, md, grp);
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}
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/* Decide what colortype to draw the object with.
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* In some cases it can be overwritten by workbench_material_setup(). */
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/**
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* Decide what color-type to draw the object with.
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* In some cases it can be overwritten by #workbench_material_setup().
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*/
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static eV3DShadingColorType workbench_color_type_get(WORKBENCH_PrivateData *wpd,
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Object *ob,
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bool *r_sculpt_pbvh,
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@ -35,7 +35,7 @@ class CalligraphicShader : public StrokeShader {
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public:
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/*! Builds the shader.
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* \param iMinThickness:
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* The minimum thickness in the direction perpandicular to the main direction.
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* The minimum thickness in the direction perpendicular to the main direction.
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* \param iMaxThickness:
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* The maximum thickness in the main direction.
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* \param iOrientation:
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