diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/mesh.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/mesh.h')
-rw-r--r-- | intern/cycles/scene/mesh.h | 259 |
1 files changed, 259 insertions, 0 deletions
diff --git a/intern/cycles/scene/mesh.h b/intern/cycles/scene/mesh.h new file mode 100644 index 00000000000..bc549fa55fa --- /dev/null +++ b/intern/cycles/scene/mesh.h @@ -0,0 +1,259 @@ +/* + * 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 __MESH_H__ +#define __MESH_H__ + +#include "graph/node.h" + +#include "bvh/bvh_params.h" +#include "scene/attribute.h" +#include "scene/geometry.h" +#include "scene/shader.h" + +#include "util/util_array.h" +#include "util/util_boundbox.h" +#include "util/util_list.h" +#include "util/util_map.h" +#include "util/util_param.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Attribute; +class BVH; +class Device; +class DeviceScene; +class Mesh; +class Progress; +class RenderStats; +class Scene; +class SceneParams; +class AttributeRequest; +struct SubdParams; +class DiagSplit; +struct PackedPatchTable; + +/* Mesh */ + +class Mesh : public Geometry { + protected: + Mesh(const NodeType *node_type_, Type geom_type_); + + public: + NODE_DECLARE + + /* Mesh Triangle */ + struct Triangle { + int v[3]; + + void bounds_grow(const float3 *verts, BoundBox &bounds) const; + + void motion_verts(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + float time, + float3 r_verts[3]) const; + + void verts_for_step(const float3 *verts, + const float3 *vert_steps, + size_t num_verts, + size_t num_steps, + size_t step, + float3 r_verts[3]) const; + + float3 compute_normal(const float3 *verts) const; + + bool valid(const float3 *verts) const; + }; + + Triangle get_triangle(size_t i) const + { + Triangle tri = {{triangles[i * 3 + 0], triangles[i * 3 + 1], triangles[i * 3 + 2]}}; + return tri; + } + + size_t num_triangles() const + { + return triangles.size() / 3; + } + + /* Mesh SubdFace */ + struct SubdFace { + int start_corner; + int num_corners; + int shader; + bool smooth; + int ptex_offset; + + bool is_quad() + { + return num_corners == 4; + } + float3 normal(const Mesh *mesh) const; + int num_ptex_faces() const + { + return num_corners == 4 ? 1 : num_corners; + } + }; + + struct SubdEdgeCrease { + int v[2]; + float crease; + }; + + SubdEdgeCrease get_subd_crease(size_t i) const + { + SubdEdgeCrease s; + s.v[0] = subd_creases_edge[i * 2]; + s.v[1] = subd_creases_edge[i * 2 + 1]; + s.crease = subd_creases_weight[i]; + return s; + } + + bool need_tesselation(); + + enum SubdivisionType { + SUBDIVISION_NONE, + SUBDIVISION_LINEAR, + SUBDIVISION_CATMULL_CLARK, + }; + + NODE_SOCKET_API(SubdivisionType, subdivision_type) + + /* Mesh Data */ + NODE_SOCKET_API_ARRAY(array<int>, triangles) + NODE_SOCKET_API_ARRAY(array<float3>, verts) + NODE_SOCKET_API_ARRAY(array<int>, shader) + NODE_SOCKET_API_ARRAY(array<bool>, smooth) + + /* used for storing patch info for subd triangles, only allocated if there are patches */ + NODE_SOCKET_API_ARRAY(array<int>, triangle_patch) /* must be < 0 for non subd triangles */ + NODE_SOCKET_API_ARRAY(array<float2>, vert_patch_uv) + + /* SubdFaces */ + NODE_SOCKET_API_ARRAY(array<int>, subd_start_corner) + NODE_SOCKET_API_ARRAY(array<int>, subd_num_corners) + NODE_SOCKET_API_ARRAY(array<int>, subd_shader) + NODE_SOCKET_API_ARRAY(array<bool>, subd_smooth) + NODE_SOCKET_API_ARRAY(array<int>, subd_ptex_offset) + + NODE_SOCKET_API_ARRAY(array<int>, subd_face_corners) + NODE_SOCKET_API(int, num_ngons) + + NODE_SOCKET_API_ARRAY(array<int>, subd_creases_edge) + NODE_SOCKET_API_ARRAY(array<float>, subd_creases_weight) + + /* Subdivisions parameters */ + NODE_SOCKET_API(float, subd_dicing_rate) + NODE_SOCKET_API(int, subd_max_level) + NODE_SOCKET_API(Transform, subd_objecttoworld) + + AttributeSet subd_attributes; + + private: + PackedPatchTable *patch_table; + /* BVH */ + size_t vert_offset; + + size_t patch_offset; + size_t patch_table_offset; + size_t face_offset; + size_t corner_offset; + + size_t num_subd_verts; + size_t num_subd_faces; + + unordered_map<int, int> vert_to_stitching_key_map; /* real vert index -> stitching index */ + unordered_multimap<int, int> + vert_stitching_map; /* stitching index -> multiple real vert indices */ + + friend class BVH2; + friend class BVHBuild; + friend class BVHSpatialSplit; + friend class DiagSplit; + friend class EdgeDice; + friend class GeometryManager; + friend class ObjectManager; + + SubdParams *subd_params = nullptr; + + public: + /* Functions */ + Mesh(); + ~Mesh(); + + void resize_mesh(int numverts, int numfaces); + void reserve_mesh(int numverts, int numfaces); + void resize_subd_faces(int numfaces, int num_ngons, int numcorners); + void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); + void reserve_subd_creases(size_t num_creases); + void clear_non_sockets(); + void clear(bool preserve_shaders = false) override; + void add_vertex(float3 P); + void add_vertex_slow(float3 P); + void add_triangle(int v0, int v1, int v2, int shader, bool smooth); + void add_subd_face(int *corners, int num_corners, int shader_, bool smooth_); + void add_crease(int v0, int v1, float weight); + + void copy_center_to_motion_step(const int motion_step); + + void compute_bounds() override; + void apply_transform(const Transform &tfm, const bool apply_to_motion) override; + void add_face_normals(); + void add_vertex_normals(); + void add_undisplaced(); + + void get_uv_tiles(ustring map, unordered_set<int> &tiles) override; + + void pack_shaders(Scene *scene, uint *shader); + void pack_normals(float4 *vnormal); + void pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv); + void pack_patches(uint *patch_data); + + PrimitiveType primitive_type() const override; + + void tessellate(DiagSplit *split); + + SubdFace get_subd_face(size_t index) const; + + SubdParams *get_subd_params(); + + size_t get_num_subd_faces() const + { + return num_subd_faces; + } + + void set_num_subd_faces(size_t num_subd_faces_) + { + num_subd_faces = num_subd_faces_; + } + + size_t get_num_subd_verts() + { + return num_subd_verts; + } + + protected: + void clear(bool preserve_shaders, bool preserve_voxel_data); +}; + +CCL_NAMESPACE_END + +#endif /* __MESH_H__ */ |