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Diffstat (limited to 'intern/cycles/render/geometry.h')
-rw-r--r-- | intern/cycles/render/geometry.h | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/intern/cycles/render/geometry.h b/intern/cycles/render/geometry.h new file mode 100644 index 00000000000..711da1c81e8 --- /dev/null +++ b/intern/cycles/render/geometry.h @@ -0,0 +1,202 @@ +/* + * Copyright 2011-2020 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 __GEOMETRY_H__ +#define __GEOMETRY_H__ + +#include "graph/node.h" + +#include "bvh/bvh_params.h" + +#include "render/attribute.h" + +#include "util/util_boundbox.h" +#include "util/util_transform.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class BVH; +class Device; +class DeviceScene; +class Mesh; +class Progress; +class RenderStats; +class Scene; +class SceneParams; +class Shader; + +/* Geometry + * + * Base class for geometric types like Mesh and Hair. */ + +class Geometry : public Node { + public: + NODE_ABSTRACT_DECLARE + + enum Type { + MESH, + HAIR, + }; + + Type type; + + /* Attributes */ + AttributeSet attributes; + + /* Shaders */ + vector<Shader *> used_shaders; + + /* Transform */ + BoundBox bounds; + bool transform_applied; + bool transform_negative_scaled; + Transform transform_normal; + + /* Motion Blur */ + uint motion_steps; + bool use_motion_blur; + + /* BVH */ + BVH *bvh; + size_t attr_map_offset; + size_t prim_offset; + size_t optix_prim_offset; + + /* Shader Properties */ + bool has_volume; /* Set in the device_update_flags(). */ + bool has_surface_bssrdf; /* Set in the device_update_flags(). */ + + /* Update Flags */ + bool need_update; + bool need_update_rebuild; + + /* Constructor/Destructor */ + explicit Geometry(const NodeType *node_type, const Type type); + virtual ~Geometry(); + + /* Geometry */ + virtual void clear(); + virtual void compute_bounds() = 0; + virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0; + + /* Attribute Requests */ + bool need_attribute(Scene *scene, AttributeStandard std); + bool need_attribute(Scene *scene, ustring name); + + /* UDIM */ + virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0; + + /* Convert between normalized -1..1 motion time and index in the + * VERTEX_MOTION attribute. */ + float motion_time(int step) const; + int motion_step(float time) const; + + /* BVH */ + void compute_bvh(Device *device, + DeviceScene *dscene, + SceneParams *params, + Progress *progress, + int n, + int total); + + /* Check whether the geometry should have own BVH built separately. Briefly, + * own BVH is needed for geometry, if: + * + * - It is instanced multiple times, so each instance object should share the + * same BVH tree. + * - Special ray intersection is needed, for example to limit subsurface rays + * to only the geometry itself. + * - The BVH layout requires the top level to only contain instances. + */ + bool need_build_bvh(BVHLayout layout) const; + + /* Test if the geometry should be treated as instanced. */ + bool is_instanced() const; + + bool has_true_displacement() const; + bool has_motion_blur() const; + bool has_voxel_attributes() const; + + /* Updates */ + void tag_update(Scene *scene, bool rebuild); +}; + +/* Geometry Manager */ + +class GeometryManager { + public: + /* Update Flags */ + bool need_update; + bool need_flags_update; + + /* Constructor/Destructor */ + GeometryManager(); + ~GeometryManager(); + + /* Device Updates */ + void device_update_preprocess(Device *device, Scene *scene, Progress &progress); + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene); + + /* Updates */ + void tag_update(Scene *scene); + + /* Statistics */ + void collect_statistics(const Scene *scene, RenderStats *stats); + + protected: + bool displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress &progress); + + void create_volume_mesh(Scene *scene, Mesh *mesh, Progress &progress); + + /* Attributes */ + void update_osl_attributes(Device *device, + Scene *scene, + vector<AttributeRequestSet> &geom_attributes); + void update_svm_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + vector<AttributeRequestSet> &geom_attributes); + + /* Compute verts/triangles/curves offsets in global arrays. */ + void mesh_calc_offset(Scene *scene); + + void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_mesh(Device *device, + DeviceScene *dscene, + Scene *scene, + bool for_displacement, + Progress &progress); + + void device_update_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + + void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_displacement_images(Device *device, Scene *scene, Progress &progress); + + void device_update_volume_images(Device *device, Scene *scene, Progress &progress); +}; + +CCL_NAMESPACE_END + +#endif /* __GEOMETRY_H__ */ |