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.
This commit is contained in:
Sergey Sharybin 2016-07-22 15:13:42 +02:00
parent 165f710519
commit b2f91d8acf

@ -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,