code cleanup: removed/renamed shadow & duplicate variable definitions.
This commit is contained in:
@@ -82,7 +82,6 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
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loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
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loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
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float3 *fdata = attr->data_float3();
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float3 *fdata = attr->data_float3();
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BL::Mesh::vertices_iterator v;
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size_t i = 0;
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size_t i = 0;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
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@@ -212,8 +211,6 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
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BL::Object::material_slots_iterator slot;
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BL::Object::material_slots_iterator slot;
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
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BL::Material material_override = render_layer.material_override;
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if(material_override)
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if(material_override)
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find_shader(material_override, used_shaders, scene->default_surface);
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find_shader(material_override, used_shaders, scene->default_surface);
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else
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else
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@@ -321,7 +318,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
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AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST;
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AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST;
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Attribute *attr_M = mesh->attributes.add(std);
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Attribute *attr_M = mesh->attributes.add(std);
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float3 *M = attr_M->data_float3();
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float3 *M = attr_M->data_float3();
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size_t i = 0, size = mesh->verts.size();
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size_t i = 0;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < size; ++v, M++, i++)
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < size; ++v, M++, i++)
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*M = get_float3(v->co());
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*M = get_float3(v->co());
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@@ -98,11 +98,11 @@ class BVHReference
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public:
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public:
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__forceinline BVHReference() {}
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__forceinline BVHReference() {}
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__forceinline BVHReference(const BoundBox& bounds_, int prim_index, int prim_object)
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__forceinline BVHReference(const BoundBox& bounds_, int prim_index_, int prim_object_)
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: rbounds(bounds_)
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: rbounds(bounds_)
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{
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{
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rbounds.min.w = __int_as_float(prim_index);
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rbounds.min.w = __int_as_float(prim_index_);
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rbounds.max.w = __int_as_float(prim_object);
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rbounds.max.w = __int_as_float(prim_object_);
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}
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}
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__forceinline const BoundBox& bounds() const { return rbounds; }
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__forceinline const BoundBox& bounds() const { return rbounds; }
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@@ -680,8 +680,6 @@ public:
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else
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else
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tasks.push_back(maintask);
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tasks.push_back(maintask);
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DeviceTask task;
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foreach(DeviceTask& task, tasks) {
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foreach(DeviceTask& task, tasks) {
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if(task.type == DeviceTask::TONEMAP)
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if(task.type == DeviceTask::TONEMAP)
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tonemap(task);
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tonemap(task);
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@@ -55,7 +55,7 @@ public:
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class TextureNode : public ShaderNode {
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class TextureNode : public ShaderNode {
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public:
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public:
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TextureNode(const char *name) : ShaderNode(name) {}
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TextureNode(const char *name_) : ShaderNode(name_) {}
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TextureMapping tex_mapping;
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TextureMapping tex_mapping;
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};
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};
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@@ -597,10 +597,10 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
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memset(&active_stack, 0, sizeof(active_stack));
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memset(&active_stack, 0, sizeof(active_stack));
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svm_nodes.clear();
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svm_nodes.clear();
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foreach(ShaderNode *node, graph->nodes) {
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foreach(ShaderNode *node_iter, graph->nodes) {
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foreach(ShaderInput *input, node->inputs)
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foreach(ShaderInput *input, node_iter->inputs)
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input->stack_offset = SVM_STACK_INVALID;
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input->stack_offset = SVM_STACK_INVALID;
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foreach(ShaderOutput *output, node->outputs)
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foreach(ShaderOutput *output, node_iter->outputs)
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output->stack_offset = SVM_STACK_INVALID;
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output->stack_offset = SVM_STACK_INVALID;
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}
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}
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@@ -314,7 +314,7 @@ void SubdAccBuilder::computeEdgeStencil(SubdFaceRing *ring, GregoryAccStencil *s
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stencil->get(eid1) = stencil->get(cid);
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stencil->get(eid1) = stencil->get(cid);
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stencil->get(eid2) = stencil->get(cid);
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stencil->get(eid2) = stencil->get(cid);
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int j = 0;
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j = 0;
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for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) {
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for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) {
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SubdEdge *edge = eit.current();
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SubdEdge *edge = eit.current();
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assert(vert->co == edge->from()->co);
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assert(vert->co == edge->from()->co);
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@@ -402,8 +402,8 @@ void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStenci
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int idx2 = interior2Indices[primitiveOffset+v];
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int idx2 = interior2Indices[primitiveOffset+v];
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int i = 0;
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int i = 0;
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for(SubdFace::EdgeIterator it(face->edges(edge)); !it.isDone(); it.advance(), i++) {
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for(SubdFace::EdgeIterator it_sub(face->edges(edge)); !it_sub.isDone(); it_sub.advance(), i++) {
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SubdVert *vert = it.current()->from();
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SubdVert *vert = it_sub.current()->from();
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stencil->get(idx1, vert) += weights1[i];
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stencil->get(idx1, vert) += weights1[i];
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stencil->get(idx2, vert) += weights2[i];
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stencil->get(idx2, vert) += weights2[i];
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}
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}
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@@ -388,13 +388,13 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
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for(m = M-2; m > 0; m -= 2) {
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for(m = M-2; m > 0; m -= 2) {
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vector<int> inner_u, inner_v, inner_w;
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vector<int> inner_u, inner_v, inner_w;
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float t = m/(float)M;
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const float t0 = m / (float)M;
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float2 center = make_float2(1.0f/3.0f, 1.0f/3.0f);
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float2 center = make_float2(1.0f/3.0f, 1.0f/3.0f);
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/* 3 corner vertices */
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/* 3 corner vertices */
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float2 p_u = interp(center, make_float2(1.0f, 0.0f), t);
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float2 p_u = interp(center, make_float2(1.0f, 0.0f), t0);
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float2 p_v = interp(center, make_float2(0.0f, 1.0f), t);
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float2 p_v = interp(center, make_float2(0.0f, 1.0f), t0);
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float2 p_w = interp(center, make_float2(0.0f, 0.0f), t);
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float2 p_w = interp(center, make_float2(0.0f, 0.0f), t0);
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int corner_u = add_vert(sub, p_u);
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int corner_u = add_vert(sub, p_u);
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int corner_v = add_vert(sub, p_v);
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int corner_v = add_vert(sub, p_v);
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@@ -407,11 +407,11 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
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for(int i = 1; i < m; i++) {
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for(int i = 1; i < m; i++) {
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/* add vertices between corners */
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/* add vertices between corners */
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float t = i/(float)m;
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const float t1 = i / (float)m;
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inner_u.push_back(add_vert(sub, interp(p_v, p_w, t)));
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inner_u.push_back(add_vert(sub, interp(p_v, p_w, t1)));
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inner_v.push_back(add_vert(sub, interp(p_w, p_u, t)));
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inner_v.push_back(add_vert(sub, interp(p_w, p_u, t1)));
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inner_w.push_back(add_vert(sub, interp(p_u, p_v, t)));
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inner_w.push_back(add_vert(sub, interp(p_u, p_v, t1)));
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}
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}
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inner_u.push_back(corner_w);
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inner_u.push_back(corner_w);
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@@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
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void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
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void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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{
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TriangleDice::SubPatch sub;
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TriangleDice::SubPatch sub_split;
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TriangleDice::EdgeFactors ef;
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TriangleDice::EdgeFactors ef_split;
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sub.patch = patch;
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sub_split.patch = patch;
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sub.Pu = make_float2(1.0f, 0.0f);
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sub_split.Pu = make_float2(1.0f, 0.0f);
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sub.Pv = make_float2(0.0f, 1.0f);
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sub_split.Pv = make_float2(0.0f, 1.0f);
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sub.Pw = make_float2(0.0f, 0.0f);
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sub_split.Pw = make_float2(0.0f, 0.0f);
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ef.tu = T(patch, sub.Pv, sub.Pw);
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ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
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ef.tv = T(patch, sub.Pw, sub.Pu);
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ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
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ef.tw = T(patch, sub.Pu, sub.Pv);
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ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
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split(sub, ef);
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split(sub_split, ef_split);
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TriangleDice dice(mesh, shader, smooth, dicing_rate);
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TriangleDice dice(mesh, shader, smooth, dicing_rate);
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dice.camera = camera;
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dice.camera = camera;
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@@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth
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void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
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void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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{
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QuadDice::SubPatch sub;
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QuadDice::SubPatch sub_split;
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QuadDice::EdgeFactors ef;
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QuadDice::EdgeFactors ef_split;
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sub.patch = patch;
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sub_split.patch = patch;
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sub.P00 = make_float2(0.0f, 0.0f);
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sub_split.P00 = make_float2(0.0f, 0.0f);
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sub.P10 = make_float2(1.0f, 0.0f);
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sub_split.P10 = make_float2(1.0f, 0.0f);
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sub.P01 = make_float2(0.0f, 1.0f);
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sub_split.P01 = make_float2(0.0f, 1.0f);
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sub.P11 = make_float2(1.0f, 1.0f);
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sub_split.P11 = make_float2(1.0f, 1.0f);
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ef.tu0 = T(patch, sub.P00, sub.P10);
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ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
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ef.tu1 = T(patch, sub.P01, sub.P11);
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ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
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ef.tv0 = T(patch, sub.P00, sub.P01);
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ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
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ef.tv1 = T(patch, sub.P10, sub.P11);
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ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
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split(sub, ef);
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split(sub_split, ef_split);
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QuadDice dice(mesh, shader, smooth, dicing_rate);
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QuadDice dice(mesh, shader, smooth, dicing_rate);
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dice.camera = camera;
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dice.camera = camera;
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@@ -2961,12 +2961,12 @@ static void rna_generate_header_cpp(BlenderRNA *brna, FILE *f)
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fprintf(f, "class %s : public %s {\n", srna->identifier, (srna->base) ? srna->base->identifier : "Pointer");
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fprintf(f, "class %s : public %s {\n", srna->identifier, (srna->base) ? srna->base->identifier : "Pointer");
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fprintf(f, "public:\n");
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fprintf(f, "public:\n");
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fprintf(f, "\t%s(const PointerRNA& ptr) :\n\t\t%s(ptr)", srna->identifier,
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fprintf(f, "\t%s(const PointerRNA& ptr_arg) :\n\t\t%s(ptr_arg)", srna->identifier,
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(srna->base) ? srna->base->identifier : "Pointer");
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(srna->base) ? srna->base->identifier : "Pointer");
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for (dp = ds->cont.properties.first; dp; dp = dp->next)
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for (dp = ds->cont.properties.first; dp; dp = dp->next)
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if (!(dp->prop->flag & (PROP_IDPROPERTY | PROP_BUILTIN)))
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if (!(dp->prop->flag & (PROP_IDPROPERTY | PROP_BUILTIN)))
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if (dp->prop->type == PROP_COLLECTION)
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if (dp->prop->type == PROP_COLLECTION)
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fprintf(f, ",\n\t\t%s(ptr)", dp->prop->identifier);
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fprintf(f, ",\n\t\t%s(ptr_arg)", dp->prop->identifier);
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fprintf(f, "\n\t\t{}\n\n");
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fprintf(f, "\n\t\t{}\n\n");
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for (dp = ds->cont.properties.first; dp; dp = dp->next)
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for (dp = ds->cont.properties.first; dp; dp = dp->next)
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