blender/intern/cycles/subd/subd_patch.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

61 lines
1.4 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __SUBD_PATCH_H__
#define __SUBD_PATCH_H__
#include "util/util_boundbox.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Patch {
public:
virtual ~Patch() {}
virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) = 0;
virtual BoundBox bound() = 0;
virtual int ptex_face_id() { return -1; }
int patch_index;
int shader;
};
/* Linear Quad Patch */
class LinearQuadPatch : public Patch {
public:
float3 hull[4];
float3 normals[4];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v);
BoundBox bound();
};
/* Bicubic Patch */
class BicubicPatch : public Patch {
public:
float3 hull[16];
void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v);
BoundBox bound();
};
CCL_NAMESPACE_END
#endif /* __SUBD_PATCH_H__ */