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Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp3754
1 files changed, 1877 insertions, 1877 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index eadbe3eda89..54dacf5d1f4 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -47,11 +47,11 @@ CCL_NAMESPACE_BEGIN
/* Triangle */
-void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox& bounds) const
+void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const
{
- bounds.grow(verts[v[0]]);
- bounds.grow(verts[v[1]]);
- bounds.grow(verts[v[2]]);
+ bounds.grow(verts[v[0]]);
+ bounds.grow(verts[v[1]]);
+ bounds.grow(verts[v[2]]);
}
void Mesh::Triangle::motion_verts(const float3 *verts,
@@ -61,29 +61,19 @@ void Mesh::Triangle::motion_verts(const float3 *verts,
float time,
float3 r_verts[3]) const
{
- /* Figure out which steps we need to fetch and their interpolation factor. */
- const size_t max_step = num_steps - 1;
- const size_t step = min((int)(time * max_step), max_step - 1);
- const float t = time*max_step - step;
- /* Fetch vertex coordinates. */
- float3 curr_verts[3];
- float3 next_verts[3];
- verts_for_step(verts,
- vert_steps,
- num_verts,
- num_steps,
- step,
- curr_verts);
- verts_for_step(verts,
- vert_steps,
- num_verts,
- num_steps,
- step + 1,
- next_verts);
- /* Interpolate between steps. */
- r_verts[0] = (1.0f - t)*curr_verts[0] + t*next_verts[0];
- r_verts[1] = (1.0f - t)*curr_verts[1] + t*next_verts[1];
- r_verts[2] = (1.0f - t)*curr_verts[2] + t*next_verts[2];
+ /* Figure out which steps we need to fetch and their interpolation factor. */
+ const size_t max_step = num_steps - 1;
+ const size_t step = min((int)(time * max_step), max_step - 1);
+ const float t = time * max_step - step;
+ /* Fetch vertex coordinates. */
+ float3 curr_verts[3];
+ float3 next_verts[3];
+ verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts);
+ verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts);
+ /* Interpolate between steps. */
+ r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0];
+ r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1];
+ r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2];
}
void Mesh::Triangle::verts_for_step(const float3 *verts,
@@ -93,120 +83,121 @@ void Mesh::Triangle::verts_for_step(const float3 *verts,
size_t step,
float3 r_verts[3]) const
{
- const size_t center_step = ((num_steps - 1) / 2);
- if(step == center_step) {
- /* Center step: regular vertex location. */
- r_verts[0] = verts[v[0]];
- r_verts[1] = verts[v[1]];
- r_verts[2] = verts[v[2]];
- }
- else {
- /* Center step not stored in the attribute array array. */
- if(step > center_step) {
- step--;
- }
- size_t offset = step * num_verts;
- r_verts[0] = vert_steps[offset + v[0]];
- r_verts[1] = vert_steps[offset + v[1]];
- r_verts[2] = vert_steps[offset + v[2]];
- }
+ const size_t center_step = ((num_steps - 1) / 2);
+ if (step == center_step) {
+ /* Center step: regular vertex location. */
+ r_verts[0] = verts[v[0]];
+ r_verts[1] = verts[v[1]];
+ r_verts[2] = verts[v[2]];
+ }
+ else {
+ /* Center step not stored in the attribute array array. */
+ if (step > center_step) {
+ step--;
+ }
+ size_t offset = step * num_verts;
+ r_verts[0] = vert_steps[offset + v[0]];
+ r_verts[1] = vert_steps[offset + v[1]];
+ r_verts[2] = vert_steps[offset + v[2]];
+ }
}
float3 Mesh::Triangle::compute_normal(const float3 *verts) const
{
- const float3& v0 = verts[v[0]];
- const float3& v1 = verts[v[1]];
- const float3& v2 = verts[v[2]];
- const float3 norm = cross(v1 - v0, v2 - v0);
- const float normlen = len(norm);
- if(normlen == 0.0f) {
- return make_float3(1.0f, 0.0f, 0.0f);
- }
- return norm / normlen;
+ const float3 &v0 = verts[v[0]];
+ const float3 &v1 = verts[v[1]];
+ const float3 &v2 = verts[v[2]];
+ const float3 norm = cross(v1 - v0, v2 - v0);
+ const float normlen = len(norm);
+ if (normlen == 0.0f) {
+ return make_float3(1.0f, 0.0f, 0.0f);
+ }
+ return norm / normlen;
}
bool Mesh::Triangle::valid(const float3 *verts) const
{
- return isfinite3_safe(verts[v[0]]) &&
- isfinite3_safe(verts[v[1]]) &&
- isfinite3_safe(verts[v[2]]);
+ return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]);
}
/* Curve */
-void Mesh::Curve::bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, BoundBox& bounds) const
+void Mesh::Curve::bounds_grow(const int k,
+ const float3 *curve_keys,
+ const float *curve_radius,
+ BoundBox &bounds) const
{
- float3 P[4];
+ float3 P[4];
- P[0] = curve_keys[max(first_key + k - 1,first_key)];
- P[1] = curve_keys[first_key + k];
- P[2] = curve_keys[first_key + k + 1];
- P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
+ P[0] = curve_keys[max(first_key + k - 1, first_key)];
+ P[1] = curve_keys[first_key + k];
+ P[2] = curve_keys[first_key + k + 1];
+ P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
- float3 lower;
- float3 upper;
+ float3 lower;
+ float3 upper;
- curvebounds(&lower.x, &upper.x, P, 0);
- curvebounds(&lower.y, &upper.y, P, 1);
- curvebounds(&lower.z, &upper.z, P, 2);
+ curvebounds(&lower.x, &upper.x, P, 0);
+ curvebounds(&lower.y, &upper.y, P, 1);
+ curvebounds(&lower.z, &upper.z, P, 2);
- float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
+ float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
- bounds.grow(lower, mr);
- bounds.grow(upper, mr);
+ bounds.grow(lower, mr);
+ bounds.grow(upper, mr);
}
void Mesh::Curve::bounds_grow(const int k,
const float3 *curve_keys,
const float *curve_radius,
- const Transform& aligned_space,
- BoundBox& bounds) const
+ const Transform &aligned_space,
+ BoundBox &bounds) const
{
- float3 P[4];
+ float3 P[4];
- P[0] = curve_keys[max(first_key + k - 1,first_key)];
- P[1] = curve_keys[first_key + k];
- P[2] = curve_keys[first_key + k + 1];
- P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
+ P[0] = curve_keys[max(first_key + k - 1, first_key)];
+ P[1] = curve_keys[first_key + k];
+ P[2] = curve_keys[first_key + k + 1];
+ P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
- P[0] = transform_point(&aligned_space, P[0]);
- P[1] = transform_point(&aligned_space, P[1]);
- P[2] = transform_point(&aligned_space, P[2]);
- P[3] = transform_point(&aligned_space, P[3]);
+ P[0] = transform_point(&aligned_space, P[0]);
+ P[1] = transform_point(&aligned_space, P[1]);
+ P[2] = transform_point(&aligned_space, P[2]);
+ P[3] = transform_point(&aligned_space, P[3]);
- float3 lower;
- float3 upper;
+ float3 lower;
+ float3 upper;
- curvebounds(&lower.x, &upper.x, P, 0);
- curvebounds(&lower.y, &upper.y, P, 1);
- curvebounds(&lower.z, &upper.z, P, 2);
+ curvebounds(&lower.x, &upper.x, P, 0);
+ curvebounds(&lower.y, &upper.y, P, 1);
+ curvebounds(&lower.z, &upper.z, P, 2);
- float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
+ float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
- bounds.grow(lower, mr);
- bounds.grow(upper, mr);
+ bounds.grow(lower, mr);
+ bounds.grow(upper, mr);
}
-void Mesh::Curve::bounds_grow(float4 keys[4], BoundBox& bounds) const
+void Mesh::Curve::bounds_grow(float4 keys[4], BoundBox &bounds) const
{
- float3 P[4] = {
- float4_to_float3(keys[0]),
- float4_to_float3(keys[1]),
- float4_to_float3(keys[2]),
- float4_to_float3(keys[3]),
- };
+ float3 P[4] = {
+ float4_to_float3(keys[0]),
+ float4_to_float3(keys[1]),
+ float4_to_float3(keys[2]),
+ float4_to_float3(keys[3]),
+ };
- float3 lower;
- float3 upper;
+ float3 lower;
+ float3 upper;
- curvebounds(&lower.x, &upper.x, P, 0);
- curvebounds(&lower.y, &upper.y, P, 1);
- curvebounds(&lower.z, &upper.z, P, 2);
+ curvebounds(&lower.x, &upper.x, P, 0);
+ curvebounds(&lower.y, &upper.y, P, 1);
+ curvebounds(&lower.z, &upper.z, P, 2);
- float mr = max(keys[1].w, keys[2].w);
+ float mr = max(keys[1].w, keys[2].w);
- bounds.grow(lower, mr);
- bounds.grow(upper, mr);
+ bounds.grow(lower, mr);
+ bounds.grow(upper, mr);
}
void Mesh::Curve::motion_keys(const float3 *curve_keys,
@@ -215,35 +206,24 @@ void Mesh::Curve::motion_keys(const float3 *curve_keys,
size_t num_curve_keys,
size_t num_steps,
float time,
- size_t k0, size_t k1,
+ size_t k0,
+ size_t k1,
float4 r_keys[2]) const
{
- /* Figure out which steps we need to fetch and their interpolation factor. */
- const size_t max_step = num_steps - 1;
- const size_t step = min((int)(time * max_step), max_step - 1);
- const float t = time*max_step - step;
- /* Fetch vertex coordinates. */
- float4 curr_keys[2];
- float4 next_keys[2];
- keys_for_step(curve_keys,
- curve_radius,
- key_steps,
- num_curve_keys,
- num_steps,
- step,
- k0, k1,
- curr_keys);
- keys_for_step(curve_keys,
- curve_radius,
- key_steps,
- num_curve_keys,
- num_steps,
- step + 1,
- k0, k1,
- next_keys);
- /* Interpolate between steps. */
- r_keys[0] = (1.0f - t)*curr_keys[0] + t*next_keys[0];
- r_keys[1] = (1.0f - t)*curr_keys[1] + t*next_keys[1];
+ /* Figure out which steps we need to fetch and their interpolation factor. */
+ const size_t max_step = num_steps - 1;
+ const size_t step = min((int)(time * max_step), max_step - 1);
+ const float t = time * max_step - step;
+ /* Fetch vertex coordinates. */
+ float4 curr_keys[2];
+ float4 next_keys[2];
+ keys_for_step(
+ curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step, k0, k1, curr_keys);
+ keys_for_step(
+ curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step + 1, k0, k1, next_keys);
+ /* Interpolate between steps. */
+ r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0];
+ r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1];
}
void Mesh::Curve::cardinal_motion_keys(const float3 *curve_keys,
@@ -252,38 +232,46 @@ void Mesh::Curve::cardinal_motion_keys(const float3 *curve_keys,
size_t num_curve_keys,
size_t num_steps,
float time,
- size_t k0, size_t k1,
- size_t k2, size_t k3,
+ size_t k0,
+ size_t k1,
+ size_t k2,
+ size_t k3,
float4 r_keys[4]) const
{
- /* Figure out which steps we need to fetch and their interpolation factor. */
- const size_t max_step = num_steps - 1;
- const size_t step = min((int)(time * max_step), max_step - 1);
- const float t = time*max_step - step;
- /* Fetch vertex coordinates. */
- float4 curr_keys[4];
- float4 next_keys[4];
- cardinal_keys_for_step(curve_keys,
- curve_radius,
- key_steps,
- num_curve_keys,
- num_steps,
- step,
- k0, k1, k2, k3,
- curr_keys);
- cardinal_keys_for_step(curve_keys,
- curve_radius,
- key_steps,
- num_curve_keys,
- num_steps,
- step + 1,
- k0, k1, k2, k3,
- next_keys);
- /* Interpolate between steps. */
- r_keys[0] = (1.0f - t)*curr_keys[0] + t*next_keys[0];
- r_keys[1] = (1.0f - t)*curr_keys[1] + t*next_keys[1];
- r_keys[2] = (1.0f - t)*curr_keys[2] + t*next_keys[2];
- r_keys[3] = (1.0f - t)*curr_keys[3] + t*next_keys[3];
+ /* Figure out which steps we need to fetch and their interpolation factor. */
+ const size_t max_step = num_steps - 1;
+ const size_t step = min((int)(time * max_step), max_step - 1);
+ const float t = time * max_step - step;
+ /* Fetch vertex coordinates. */
+ float4 curr_keys[4];
+ float4 next_keys[4];
+ cardinal_keys_for_step(curve_keys,
+ curve_radius,
+ key_steps,
+ num_curve_keys,
+ num_steps,
+ step,
+ k0,
+ k1,
+ k2,
+ k3,
+ curr_keys);
+ cardinal_keys_for_step(curve_keys,
+ curve_radius,
+ key_steps,
+ num_curve_keys,
+ num_steps,
+ step + 1,
+ k0,
+ k1,
+ k2,
+ k3,
+ next_keys);
+ /* Interpolate between steps. */
+ r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0];
+ r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1];
+ r_keys[2] = (1.0f - t) * curr_keys[2] + t * next_keys[2];
+ r_keys[3] = (1.0f - t) * curr_keys[3] + t * next_keys[3];
}
void Mesh::Curve::keys_for_step(const float3 *curve_keys,
@@ -292,41 +280,42 @@ void Mesh::Curve::keys_for_step(const float3 *curve_keys,
size_t num_curve_keys,
size_t num_steps,
size_t step,
- size_t k0, size_t k1,
+ size_t k0,
+ size_t k1,
float4 r_keys[2]) const
{
- k0 = max(k0, 0);
- k1 = min(k1, num_keys - 1);
- const size_t center_step = ((num_steps - 1) / 2);
- if(step == center_step) {
- /* Center step: regular key location. */
- /* TODO(sergey): Consider adding make_float4(float3, float)
- * function.
- */
- r_keys[0] = make_float4(curve_keys[first_key + k0].x,
- curve_keys[first_key + k0].y,
- curve_keys[first_key + k0].z,
- curve_radius[first_key + k0]);
- r_keys[1] = make_float4(curve_keys[first_key + k1].x,
- curve_keys[first_key + k1].y,
- curve_keys[first_key + k1].z,
- curve_radius[first_key + k1]);
- }
- else {
- /* Center step is not stored in this array. */
- if(step > center_step) {
- step--;
- }
- const size_t offset = first_key + step * num_curve_keys;
- r_keys[0] = make_float4(key_steps[offset + k0].x,
- key_steps[offset + k0].y,
- key_steps[offset + k0].z,
- curve_radius[first_key + k0]);
- r_keys[1] = make_float4(key_steps[offset + k1].x,
- key_steps[offset + k1].y,
- key_steps[offset + k1].z,
- curve_radius[first_key + k1]);
- }
+ k0 = max(k0, 0);
+ k1 = min(k1, num_keys - 1);
+ const size_t center_step = ((num_steps - 1) / 2);
+ if (step == center_step) {
+ /* Center step: regular key location. */
+ /* TODO(sergey): Consider adding make_float4(float3, float)
+ * function.
+ */
+ r_keys[0] = make_float4(curve_keys[first_key + k0].x,
+ curve_keys[first_key + k0].y,
+ curve_keys[first_key + k0].z,
+ curve_radius[first_key + k0]);
+ r_keys[1] = make_float4(curve_keys[first_key + k1].x,
+ curve_keys[first_key + k1].y,
+ curve_keys[first_key + k1].z,
+ curve_radius[first_key + k1]);
+ }
+ else {
+ /* Center step is not stored in this array. */
+ if (step > center_step) {
+ step--;
+ }
+ const size_t offset = first_key + step * num_curve_keys;
+ r_keys[0] = make_float4(key_steps[offset + k0].x,
+ key_steps[offset + k0].y,
+ key_steps[offset + k0].z,
+ curve_radius[first_key + k0]);
+ r_keys[1] = make_float4(key_steps[offset + k1].x,
+ key_steps[offset + k1].y,
+ key_steps[offset + k1].z,
+ curve_radius[first_key + k1]);
+ }
}
void Mesh::Curve::cardinal_keys_for_step(const float3 *curve_keys,
@@ -335,2033 +324,2044 @@ void Mesh::Curve::cardinal_keys_for_step(const float3 *curve_keys,
size_t num_curve_keys,
size_t num_steps,
size_t step,
- size_t k0, size_t k1,
- size_t k2, size_t k3,
+ size_t k0,
+ size_t k1,
+ size_t k2,
+ size_t k3,
float4 r_keys[4]) const
{
- k0 = max(k0, 0);
- k3 = min(k3, num_keys - 1);
- const size_t center_step = ((num_steps - 1) / 2);
- if(step == center_step) {
- /* Center step: regular key location. */
- r_keys[0] = make_float4(curve_keys[first_key + k0].x,
- curve_keys[first_key + k0].y,
- curve_keys[first_key + k0].z,
- curve_radius[first_key + k0]);
- r_keys[1] = make_float4(curve_keys[first_key + k1].x,
- curve_keys[first_key + k1].y,
- curve_keys[first_key + k1].z,
- curve_radius[first_key + k1]);
- r_keys[2] = make_float4(curve_keys[first_key + k2].x,
- curve_keys[first_key + k2].y,
- curve_keys[first_key + k2].z,
- curve_radius[first_key + k2]);
- r_keys[3] = make_float4(curve_keys[first_key + k3].x,
- curve_keys[first_key + k3].y,
- curve_keys[first_key + k3].z,
- curve_radius[first_key + k3]);
- }
- else {
- /* Center step is not stored in this array. */
- if(step > center_step) {
- step--;
- }
- const size_t offset = first_key + step * num_curve_keys;
- r_keys[0] = make_float4(key_steps[offset + k0].x,
- key_steps[offset + k0].y,
- key_steps[offset + k0].z,
- curve_radius[first_key + k0]);
- r_keys[1] = make_float4(key_steps[offset + k1].x,
- key_steps[offset + k1].y,
- key_steps[offset + k1].z,
- curve_radius[first_key + k1]);
- r_keys[2] = make_float4(key_steps[offset + k2].x,
- key_steps[offset + k2].y,
- key_steps[offset + k2].z,
- curve_radius[first_key + k2]);
- r_keys[3] = make_float4(key_steps[offset + k3].x,
- key_steps[offset + k3].y,
- key_steps[offset + k3].z,
- curve_radius[first_key + k3]);
- }
+ k0 = max(k0, 0);
+ k3 = min(k3, num_keys - 1);
+ const size_t center_step = ((num_steps - 1) / 2);
+ if (step == center_step) {
+ /* Center step: regular key location. */
+ r_keys[0] = make_float4(curve_keys[first_key + k0].x,
+ curve_keys[first_key + k0].y,
+ curve_keys[first_key + k0].z,
+ curve_radius[first_key + k0]);
+ r_keys[1] = make_float4(curve_keys[first_key + k1].x,
+ curve_keys[first_key + k1].y,
+ curve_keys[first_key + k1].z,
+ curve_radius[first_key + k1]);
+ r_keys[2] = make_float4(curve_keys[first_key + k2].x,
+ curve_keys[first_key + k2].y,
+ curve_keys[first_key + k2].z,
+ curve_radius[first_key + k2]);
+ r_keys[3] = make_float4(curve_keys[first_key + k3].x,
+ curve_keys[first_key + k3].y,
+ curve_keys[first_key + k3].z,
+ curve_radius[first_key + k3]);
+ }
+ else {
+ /* Center step is not stored in this array. */
+ if (step > center_step) {
+ step--;
+ }
+ const size_t offset = first_key + step * num_curve_keys;
+ r_keys[0] = make_float4(key_steps[offset + k0].x,
+ key_steps[offset + k0].y,
+ key_steps[offset + k0].z,
+ curve_radius[first_key + k0]);
+ r_keys[1] = make_float4(key_steps[offset + k1].x,
+ key_steps[offset + k1].y,
+ key_steps[offset + k1].z,
+ curve_radius[first_key + k1]);
+ r_keys[2] = make_float4(key_steps[offset + k2].x,
+ key_steps[offset + k2].y,
+ key_steps[offset + k2].z,
+ curve_radius[first_key + k2]);
+ r_keys[3] = make_float4(key_steps[offset + k3].x,
+ key_steps[offset + k3].y,
+ key_steps[offset + k3].z,
+ curve_radius[first_key + k3]);
+ }
}
/* SubdFace */
float3 Mesh::SubdFace::normal(const Mesh *mesh) const
{
- float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner+0]];
- float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner+1]];
- float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner+2]];
+ float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]];
+ float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]];
+ float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]];
- return safe_normalize(cross(v1 - v0, v2 - v0));
+ return safe_normalize(cross(v1 - v0, v2 - v0));
}
/* Mesh */
NODE_DEFINE(Mesh)
{
- NodeType* type = NodeType::add("mesh", create);
+ NodeType *type = NodeType::add("mesh", create);
- SOCKET_UINT(motion_steps, "Motion Steps", 3);
- SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
+ SOCKET_UINT(motion_steps, "Motion Steps", 3);
+ SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
- SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
- SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
- SOCKET_INT_ARRAY(shader, "Shader", array<int>());
- SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
+ SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
+ SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
+ SOCKET_INT_ARRAY(shader, "Shader", array<int>());
+ SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
- SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>());
- SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>());
- SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>());
- SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>());
+ SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>());
+ SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>());
+ SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>());
+ SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>());
- return type;
+ return type;
}
-Mesh::Mesh()
-: Node(node_type)
+Mesh::Mesh() : Node(node_type)
{
- need_update = true;
- need_update_rebuild = false;
- transform_applied = false;
- transform_negative_scaled = false;
- transform_normal = transform_identity();
- bounds = BoundBox::empty;
+ need_update = true;
+ need_update_rebuild = false;
+ transform_applied = false;
+ transform_negative_scaled = false;
+ transform_normal = transform_identity();
+ bounds = BoundBox::empty;
- bvh = NULL;
+ bvh = NULL;
- tri_offset = 0;
- vert_offset = 0;
+ tri_offset = 0;
+ vert_offset = 0;
- curve_offset = 0;
- curvekey_offset = 0;
+ curve_offset = 0;
+ curvekey_offset = 0;
- patch_offset = 0;
- face_offset = 0;
- corner_offset = 0;
+ patch_offset = 0;
+ face_offset = 0;
+ corner_offset = 0;
- attr_map_offset = 0;
+ attr_map_offset = 0;
- num_subd_verts = 0;
+ num_subd_verts = 0;
- attributes.triangle_mesh = this;
- curve_attributes.curve_mesh = this;
- subd_attributes.subd_mesh = this;
+ attributes.triangle_mesh = this;
+ curve_attributes.curve_mesh = this;
+ subd_attributes.subd_mesh = this;
- geometry_flags = GEOMETRY_NONE;
+ geometry_flags = GEOMETRY_NONE;
- volume_isovalue = 0.001f;
- has_volume = false;
- has_surface_bssrdf = false;
+ volume_isovalue = 0.001f;
+ has_volume = false;
+ has_surface_bssrdf = false;
- num_ngons = 0;
+ num_ngons = 0;
- subdivision_type = SUBDIVISION_NONE;
- subd_params = NULL;
+ subdivision_type = SUBDIVISION_NONE;
+ subd_params = NULL;
- patch_table = NULL;
+ patch_table = NULL;
}
Mesh::~Mesh()
{
- delete bvh;
- delete patch_table;
- delete subd_params;
+ delete bvh;
+ delete patch_table;
+ delete subd_params;
}
void Mesh::resize_mesh(int numverts, int numtris)
{
- verts.resize(numverts);
- triangles.resize(numtris * 3);
- shader.resize(numtris);
- smooth.resize(numtris);
+ verts.resize(numverts);
+ triangles.resize(numtris * 3);
+ shader.resize(numtris);
+ smooth.resize(numtris);
- if(subd_faces.size()) {
- triangle_patch.resize(numtris);
- vert_patch_uv.resize(numverts);
- }
+ if (subd_faces.size()) {
+ triangle_patch.resize(numtris);
+ vert_patch_uv.resize(numverts);
+ }
- attributes.resize();
+ attributes.resize();
}
void Mesh::reserve_mesh(int numverts, int numtris)
{
- /* reserve space to add verts and triangles later */
- verts.reserve(numverts);
- triangles.reserve(numtris * 3);
- shader.reserve(numtris);
- smooth.reserve(numtris);
+ /* reserve space to add verts and triangles later */
+ verts.reserve(numverts);
+ triangles.reserve(numtris * 3);
+ shader.reserve(numtris);
+ smooth.reserve(numtris);
- if(subd_faces.size()) {
- triangle_patch.reserve(numtris);
- vert_patch_uv.reserve(numverts);
- }
+ if (subd_faces.size()) {
+ triangle_patch.reserve(numtris);
+ vert_patch_uv.reserve(numverts);
+ }
- attributes.resize(true);
+ attributes.resize(true);
}
void Mesh::resize_curves(int numcurves, int numkeys)
{
- curve_keys.resize(numkeys);
- curve_radius.resize(numkeys);
- curve_first_key.resize(numcurves);
- curve_shader.resize(numcurves);
+ curve_keys.resize(numkeys);
+ curve_radius.resize(numkeys);
+ curve_first_key.resize(numcurves);
+ curve_shader.resize(numcurves);
- curve_attributes.resize();
+ curve_attributes.resize();
}
void Mesh::reserve_curves(int numcurves, int numkeys)
{
- curve_keys.reserve(numkeys);
- curve_radius.reserve(numkeys);
- curve_first_key.reserve(numcurves);
- curve_shader.reserve(numcurves);
+ curve_keys.reserve(numkeys);
+ curve_radius.reserve(numkeys);
+ curve_first_key.reserve(numcurves);
+ curve_shader.reserve(numcurves);
- curve_attributes.resize(true);
+ curve_attributes.resize(true);
}
void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
- subd_faces.resize(numfaces);
- subd_face_corners.resize(numcorners);
- num_ngons = num_ngons_;
+ subd_faces.resize(numfaces);
+ subd_face_corners.resize(numcorners);
+ num_ngons = num_ngons_;
- subd_attributes.resize();
+ subd_attributes.resize();
}
void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
- subd_faces.reserve(numfaces);
- subd_face_corners.reserve(numcorners);
- num_ngons = num_ngons_;
+ subd_faces.reserve(numfaces);
+ subd_face_corners.reserve(numcorners);
+ num_ngons = num_ngons_;
- subd_attributes.resize(true);
+ subd_attributes.resize(true);
}
void Mesh::clear(bool preserve_voxel_data)
{
- /* clear all verts and triangles */
- verts.clear();
- triangles.clear();
- shader.clear();
- smooth.clear();
+ /* clear all verts and triangles */
+ verts.clear();
+ triangles.clear();
+ shader.clear();
+ smooth.clear();
- triangle_patch.clear();
- vert_patch_uv.clear();
+ triangle_patch.clear();
+ vert_patch_uv.clear();
- curve_keys.clear();
- curve_radius.clear();
- curve_first_key.clear();
- curve_shader.clear();
+ curve_keys.clear();
+ curve_radius.clear();
+ curve_first_key.clear();
+ curve_shader.clear();
- subd_faces.clear();
- subd_face_corners.clear();
+ subd_faces.clear();
+ subd_face_corners.clear();
- num_subd_verts = 0;
+ num_subd_verts = 0;
- subd_creases.clear();
+ subd_creases.clear();
- curve_attributes.clear();
- subd_attributes.clear();
- attributes.clear(preserve_voxel_data);
+ curve_attributes.clear();
+ subd_attributes.clear();
+ attributes.clear(preserve_voxel_data);
- used_shaders.clear();
+ used_shaders.clear();
- if(!preserve_voxel_data) {
- geometry_flags = GEOMETRY_NONE;
- }
+ if (!preserve_voxel_data) {
+ geometry_flags = GEOMETRY_NONE;
+ }
- transform_applied = false;
- transform_negative_scaled = false;
- transform_normal = transform_identity();
+ transform_applied = false;
+ transform_negative_scaled = false;
+ transform_normal = transform_identity();
- delete patch_table;
- patch_table = NULL;
+ delete patch_table;
+ patch_table = NULL;
}
void Mesh::add_vertex(float3 P)
{
- verts.push_back_reserved(P);
+ verts.push_back_reserved(P);
- if(subd_faces.size()) {
- vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f));
- }
+ if (subd_faces.size()) {
+ vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f));
+ }
}
void Mesh::add_vertex_slow(float3 P)
{
- verts.push_back_slow(P);
+ verts.push_back_slow(P);
- if(subd_faces.size()) {
- vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f));
- }
+ if (subd_faces.size()) {
+ vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f));
+ }
}
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
{
- triangles.push_back_reserved(v0);
- triangles.push_back_reserved(v1);
- triangles.push_back_reserved(v2);
- shader.push_back_reserved(shader_);
- smooth.push_back_reserved(smooth_);
+ triangles.push_back_reserved(v0);
+ triangles.push_back_reserved(v1);
+ triangles.push_back_reserved(v2);
+ shader.push_back_reserved(shader_);
+ smooth.push_back_reserved(smooth_);
- if(subd_faces.size()) {
- triangle_patch.push_back_reserved(-1);
- }
+ if (subd_faces.size()) {
+ triangle_patch.push_back_reserved(-1);
+ }
}
void Mesh::add_curve_key(float3 co, float radius)
{
- curve_keys.push_back_reserved(co);
- curve_radius.push_back_reserved(radius);
+ curve_keys.push_back_reserved(co);
+ curve_radius.push_back_reserved(radius);
}
void Mesh::add_curve(int first_key, int shader)
{
- curve_first_key.push_back_reserved(first_key);
- curve_shader.push_back_reserved(shader);
+ curve_first_key.push_back_reserved(first_key);
+ curve_shader.push_back_reserved(shader);
}
-void Mesh::add_subd_face(int* corners, int num_corners, int shader_, bool smooth_)
+void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_)
{
- int start_corner = subd_face_corners.size();
+ int start_corner = subd_face_corners.size();
- for(int i = 0; i < num_corners; i++) {
- subd_face_corners.push_back_reserved(corners[i]);
- }
+ for (int i = 0; i < num_corners; i++) {
+ subd_face_corners.push_back_reserved(corners[i]);
+ }
- int ptex_offset = 0;
+ int ptex_offset = 0;
- if(subd_faces.size()) {
- SubdFace& s = subd_faces[subd_faces.size()-1];
- ptex_offset = s.ptex_offset + s.num_ptex_faces();
- }
+ if (subd_faces.size()) {
+ SubdFace &s = subd_faces[subd_faces.size() - 1];
+ ptex_offset = s.ptex_offset + s.num_ptex_faces();
+ }
- SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset};
- subd_faces.push_back_reserved(face);
+ SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset};
+ subd_faces.push_back_reserved(face);
}
void Mesh::compute_bounds()
{
- BoundBox bnds = BoundBox::empty;
- size_t verts_size = verts.size();
- size_t curve_keys_size = curve_keys.size();
+ BoundBox bnds = BoundBox::empty;
+ size_t verts_size = verts.size();
+ size_t curve_keys_size = curve_keys.size();
- if(verts_size + curve_keys_size > 0) {
- for(size_t i = 0; i < verts_size; i++)
- bnds.grow(verts[i]);
+ if (verts_size + curve_keys_size > 0) {
+ for (size_t i = 0; i < verts_size; i++)
+ bnds.grow(verts[i]);
- for(size_t i = 0; i < curve_keys_size; i++)
- bnds.grow(curve_keys[i], curve_radius[i]);
+ for (size_t i = 0; i < curve_keys_size; i++)
+ bnds.grow(curve_keys[i], curve_radius[i]);
- Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
- if(use_motion_blur && attr) {
- size_t steps_size = verts.size() * (motion_steps - 1);
- float3 *vert_steps = attr->data_float3();
+ Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (use_motion_blur && attr) {
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
- for(size_t i = 0; i < steps_size; i++)
- bnds.grow(vert_steps[i]);
- }
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow(vert_steps[i]);
+ }
- Attribute *curve_attr = curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
- if(use_motion_blur && curve_attr) {
- size_t steps_size = curve_keys.size() * (motion_steps - 1);
- float3 *key_steps = curve_attr->data_float3();
+ Attribute *curve_attr = curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (use_motion_blur && curve_attr) {
+ size_t steps_size = curve_keys.size() * (motion_steps - 1);
+ float3 *key_steps = curve_attr->data_float3();
- for(size_t i = 0; i < steps_size; i++)
- bnds.grow(key_steps[i]);
- }
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow(key_steps[i]);
+ }
- if(!bnds.valid()) {
- bnds = BoundBox::empty;
+ if (!bnds.valid()) {
+ bnds = BoundBox::empty;
- /* skip nan or inf coordinates */
- for(size_t i = 0; i < verts_size; i++)
- bnds.grow_safe(verts[i]);
+ /* skip nan or inf coordinates */
+ for (size_t i = 0; i < verts_size; i++)
+ bnds.grow_safe(verts[i]);
- for(size_t i = 0; i < curve_keys_size; i++)
- bnds.grow_safe(curve_keys[i], curve_radius[i]);
+ for (size_t i = 0; i < curve_keys_size; i++)
+ bnds.grow_safe(curve_keys[i], curve_radius[i]);
- if(use_motion_blur && attr) {
- size_t steps_size = verts.size() * (motion_steps - 1);
- float3 *vert_steps = attr->data_float3();
+ if (use_motion_blur && attr) {
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
- for(size_t i = 0; i < steps_size; i++)
- bnds.grow_safe(vert_steps[i]);
- }
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow_safe(vert_steps[i]);
+ }
- if(use_motion_blur && curve_attr) {
- size_t steps_size = curve_keys.size() * (motion_steps - 1);
- float3 *key_steps = curve_attr->data_float3();
+ if (use_motion_blur && curve_attr) {
+ size_t steps_size = curve_keys.size() * (motion_steps - 1);
+ float3 *key_steps = curve_attr->data_float3();
- for(size_t i = 0; i < steps_size; i++)
- bnds.grow_safe(key_steps[i]);
- }
- }
- }
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow_safe(key_steps[i]);
+ }
+ }
+ }
- if(!bnds.valid()) {
- /* empty mesh */
- bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
- }
+ if (!bnds.valid()) {
+ /* empty mesh */
+ bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
+ }
- bounds = bnds;
+ bounds = bnds;
}
void Mesh::add_face_normals()
{
- /* don't compute if already there */
- if(attributes.find(ATTR_STD_FACE_NORMAL))
- return;
+ /* don't compute if already there */
+ if (attributes.find(ATTR_STD_FACE_NORMAL))
+ return;
- /* get attributes */
- Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
- float3 *fN = attr_fN->data_float3();
+ /* get attributes */
+ Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
+ float3 *fN = attr_fN->data_float3();
- /* compute face normals */
- size_t triangles_size = num_triangles();
+ /* compute face normals */
+ size_t triangles_size = num_triangles();
- if(triangles_size) {
- float3 *verts_ptr = verts.data();
+ if (triangles_size) {
+ float3 *verts_ptr = verts.data();
- for(size_t i = 0; i < triangles_size; i++) {
- fN[i] = get_triangle(i).compute_normal(verts_ptr);
- }
- }
+ for (size_t i = 0; i < triangles_size; i++) {
+ fN[i] = get_triangle(i).compute_normal(verts_ptr);
+ }
+ }
- /* expected to be in local space */
- if(transform_applied) {
- Transform ntfm = transform_inverse(transform_normal);
+ /* expected to be in local space */
+ if (transform_applied) {
+ Transform ntfm = transform_inverse(transform_normal);
- for(size_t i = 0; i < triangles_size; i++)
- fN[i] = normalize(transform_direction(&ntfm, fN[i]));
- }
+ for (size_t i = 0; i < triangles_size; i++)
+ fN[i] = normalize(transform_direction(&ntfm, fN[i]));
+ }
}
void Mesh::add_vertex_normals()
{
- bool flip = transform_negative_scaled;
- size_t verts_size = verts.size();
- size_t triangles_size = num_triangles();
-
- /* static vertex normals */
- if(!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
- /* get attributes */
- Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
- Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
-
- float3 *fN = attr_fN->data_float3();
- float3 *vN = attr_vN->data_float3();
-
- /* compute vertex normals */
- memset(vN, 0, verts.size()*sizeof(float3));
-
- for(size_t i = 0; i < triangles_size; i++) {
- for(size_t j = 0; j < 3; j++) {
- vN[get_triangle(i).v[j]] += fN[i];
- }
- }
-
- for(size_t i = 0; i < verts_size; i++) {
- vN[i] = normalize(vN[i]);
- if(flip) {
- vN[i] = -vN[i];
- }
- }
- }
-
- /* motion vertex normals */
- Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
- Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
-
- if(has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
- /* create attribute */
- attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
-
- for(int step = 0; step < motion_steps - 1; step++) {
- float3 *mP = attr_mP->data_float3() + step*verts.size();
- float3 *mN = attr_mN->data_float3() + step*verts.size();
-
- /* compute */
- memset(mN, 0, verts.size()*sizeof(float3));
-
- for(size_t i = 0; i < triangles_size; i++) {
- for(size_t j = 0; j < 3; j++) {
- float3 fN = get_triangle(i).compute_normal(mP);
- mN[get_triangle(i).v[j]] += fN;
- }
- }
-
- for(size_t i = 0; i < verts_size; i++) {
- mN[i] = normalize(mN[i]);
- if(flip) {
- mN[i] = -mN[i];
- }
- }
- }
- }
-
- /* subd vertex normals */
- if(!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && subd_faces.size()) {
- /* get attributes */
- Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
- float3 *vN = attr_vN->data_float3();
-
- /* compute vertex normals */
- memset(vN, 0, verts.size()*sizeof(float3));
-
- for(size_t i = 0; i < subd_faces.size(); i++) {
- SubdFace& face = subd_faces[i];
- float3 fN = face.normal(this);
-
- for(size_t j = 0; j < face.num_corners; j++) {
- size_t corner = subd_face_corners[face.start_corner+j];
- vN[corner] += fN;
- }
- }
-
- for(size_t i = 0; i < verts_size; i++) {
- vN[i] = normalize(vN[i]);
- if(flip) {
- vN[i] = -vN[i];
- }
- }
- }
+ bool flip = transform_negative_scaled;
+ size_t verts_size = verts.size();
+ size_t triangles_size = num_triangles();
+
+ /* static vertex normals */
+ if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
+ /* get attributes */
+ Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(vN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ for (size_t j = 0; j < 3; j++) {
+ vN[get_triangle(i).v[j]] += fN[i];
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ vN[i] = normalize(vN[i]);
+ if (flip) {
+ vN[i] = -vN[i];
+ }
+ }
+ }
+
+ /* motion vertex normals */
+ Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
+ /* create attribute */
+ attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ for (int step = 0; step < motion_steps - 1; step++) {
+ float3 *mP = attr_mP->data_float3() + step * verts.size();
+ float3 *mN = attr_mN->data_float3() + step * verts.size();
+
+ /* compute */
+ memset(mN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ for (size_t j = 0; j < 3; j++) {
+ float3 fN = get_triangle(i).compute_normal(mP);
+ mN[get_triangle(i).v[j]] += fN;
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ mN[i] = normalize(mN[i]);
+ if (flip) {
+ mN[i] = -mN[i];
+ }
+ }
+ }
+ }
+
+ /* subd vertex normals */
+ if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && subd_faces.size()) {
+ /* get attributes */
+ Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(vN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < subd_faces.size(); i++) {
+ SubdFace &face = subd_faces[i];
+ float3 fN = face.normal(this);
+
+ for (size_t j = 0; j < face.num_corners; j++) {
+ size_t corner = subd_face_corners[face.start_corner + j];
+ vN[corner] += fN;
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ vN[i] = normalize(vN[i]);
+ if (flip) {
+ vN[i] = -vN[i];
+ }
+ }
+ }
}
void Mesh::add_undisplaced()
{
- AttributeSet& attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
+ AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
- /* don't compute if already there */
- if(attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
- return;
- }
+ /* don't compute if already there */
+ if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
+ return;
+ }
- /* get attribute */
- Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
- attr->flags |= ATTR_SUBDIVIDED;
+ /* get attribute */
+ Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
+ attr->flags |= ATTR_SUBDIVIDED;
- float3 *data = attr->data_float3();
+ float3 *data = attr->data_float3();
- /* copy verts */
- size_t size = attr->buffer_size(this, (subdivision_type == SUBDIVISION_NONE) ? ATTR_PRIM_TRIANGLE : ATTR_PRIM_SUBD);
+ /* copy verts */
+ size_t size = attr->buffer_size(
+ this, (subdivision_type == SUBDIVISION_NONE) ? ATTR_PRIM_TRIANGLE : ATTR_PRIM_SUBD);
- /* Center points for ngons aren't stored in Mesh::verts but are included in size since they will be
- * calculated later, we subtract them from size here so we don't have an overflow while copying.
- */
- size -= num_ngons * attr->data_sizeof();
+ /* Center points for ngons aren't stored in Mesh::verts but are included in size since they will be
+ * calculated later, we subtract them from size here so we don't have an overflow while copying.
+ */
+ size -= num_ngons * attr->data_sizeof();
- if(size) {
- memcpy(data, verts.data(), size);
- }
+ if (size) {
+ memcpy(data, verts.data(), size);
+ }
}
void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
{
- uint shader_id = 0;
- uint last_shader = -1;
- bool last_smooth = false;
+ uint shader_id = 0;
+ uint last_shader = -1;
+ bool last_smooth = false;
- size_t triangles_size = num_triangles();
- int *shader_ptr = shader.data();
+ size_t triangles_size = num_triangles();
+ int *shader_ptr = shader.data();
- for(size_t i = 0; i < triangles_size; i++) {
- if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
- last_shader = shader_ptr[i];
- last_smooth = smooth[i];
- Shader *shader = (last_shader < used_shaders.size()) ?
- used_shaders[last_shader] : scene->default_surface;
- shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
- }
+ for (size_t i = 0; i < triangles_size; i++) {
+ if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
+ last_shader = shader_ptr[i];
+ last_smooth = smooth[i];
+ Shader *shader = (last_shader < used_shaders.size()) ? used_shaders[last_shader] :
+ scene->default_surface;
+ shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
+ }
- tri_shader[i] = shader_id;
- }
+ tri_shader[i] = shader_id;
+ }
}
void Mesh::pack_normals(float4 *vnormal)
{
- Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
- if(attr_vN == NULL) {
- /* Happens on objects with just hair. */
- return;
- }
+ Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
+ if (attr_vN == NULL) {
+ /* Happens on objects with just hair. */
+ return;
+ }
- bool do_transform = transform_applied;
- Transform ntfm = transform_normal;
+ bool do_transform = transform_applied;
+ Transform ntfm = transform_normal;
- float3 *vN = attr_vN->data_float3();
- size_t verts_size = verts.size();
+ float3 *vN = attr_vN->data_float3();
+ size_t verts_size = verts.size();
- for(size_t i = 0; i < verts_size; i++) {
- float3 vNi = vN[i];
+ for (size_t i = 0; i < verts_size; i++) {
+ float3 vNi = vN[i];
- if(do_transform)
- vNi = safe_normalize(transform_direction(&ntfm, vNi));
+ if (do_transform)
+ vNi = safe_normalize(transform_direction(&ntfm, vNi));
- vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
- }
+ vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
+ }
}
-void Mesh::pack_verts(const vector<uint>& tri_prim_index,
+void Mesh::pack_verts(const vector<uint> &tri_prim_index,
uint4 *tri_vindex,
uint *tri_patch,
float2 *tri_patch_uv,
size_t vert_offset,
size_t tri_offset)
{
- size_t verts_size = verts.size();
+ size_t verts_size = verts.size();
- if(verts_size && subd_faces.size()) {
- float2 *vert_patch_uv_ptr = vert_patch_uv.data();
+ if (verts_size && subd_faces.size()) {
+ float2 *vert_patch_uv_ptr = vert_patch_uv.data();
- for(size_t i = 0; i < verts_size; i++) {
- tri_patch_uv[i] = vert_patch_uv_ptr[i];
- }
- }
+ for (size_t i = 0; i < verts_size; i++) {
+ tri_patch_uv[i] = vert_patch_uv_ptr[i];
+ }
+ }
- size_t triangles_size = num_triangles();
+ size_t triangles_size = num_triangles();
- for(size_t i = 0; i < triangles_size; i++) {
- Triangle t = get_triangle(i);
- tri_vindex[i] = make_uint4(t.v[0] + vert_offset,
- t.v[1] + vert_offset,
- t.v[2] + vert_offset,
- tri_prim_index[i + tri_offset]);
+ for (size_t i = 0; i < triangles_size; i++) {
+ Triangle t = get_triangle(i);
+ tri_vindex[i] = make_uint4(t.v[0] + vert_offset,
+ t.v[1] + vert_offset,
+ t.v[2] + vert_offset,
+ tri_prim_index[i + tri_offset]);
- tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset);
- }
+ tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i] * 8 + patch_offset);
+ }
}
-void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset)
+void Mesh::pack_curves(Scene *scene,
+ float4 *curve_key_co,
+ float4 *curve_data,
+ size_t curvekey_offset)
{
- size_t curve_keys_size = curve_keys.size();
+ size_t curve_keys_size = curve_keys.size();
- /* pack curve keys */
- if(curve_keys_size) {
- float3 *keys_ptr = curve_keys.data();
- float *radius_ptr = curve_radius.data();
+ /* pack curve keys */
+ if (curve_keys_size) {
+ float3 *keys_ptr = curve_keys.data();
+ float *radius_ptr = curve_radius.data();
- for(size_t i = 0; i < curve_keys_size; i++)
- curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]);
- }
+ for (size_t i = 0; i < curve_keys_size; i++)
+ curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]);
+ }
- /* pack curve segments */
- size_t curve_num = num_curves();
+ /* pack curve segments */
+ size_t curve_num = num_curves();
- for(size_t i = 0; i < curve_num; i++) {
- Curve curve = get_curve(i);
- int shader_id = curve_shader[i];
- Shader *shader = (shader_id < used_shaders.size()) ?
- used_shaders[shader_id] : scene->default_surface;
- shader_id = scene->shader_manager->get_shader_id(shader, false);
+ for (size_t i = 0; i < curve_num; i++) {
+ Curve curve = get_curve(i);
+ int shader_id = curve_shader[i];
+ Shader *shader = (shader_id < used_shaders.size()) ? used_shaders[shader_id] :
+ scene->default_surface;
+ shader_id = scene->shader_manager->get_shader_id(shader, false);
- curve_data[i] = make_float4(
- __int_as_float(curve.first_key + curvekey_offset),
- __int_as_float(curve.num_keys),
- __int_as_float(shader_id),
- 0.0f);
- }
+ curve_data[i] = make_float4(__int_as_float(curve.first_key + curvekey_offset),
+ __int_as_float(curve.num_keys),
+ __int_as_float(shader_id),
+ 0.0f);
+ }
}
void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset)
{
- size_t num_faces = subd_faces.size();
- int ngons = 0;
-
- for(size_t f = 0; f < num_faces; f++) {
- SubdFace face = subd_faces[f];
-
- if(face.is_quad()) {
- int c[4];
- memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4);
-
- *(patch_data++) = c[0] + vert_offset;
- *(patch_data++) = c[1] + vert_offset;
- *(patch_data++) = c[2] + vert_offset;
- *(patch_data++) = c[3] + vert_offset;
-
- *(patch_data++) = f+face_offset;
- *(patch_data++) = face.num_corners;
- *(patch_data++) = face.start_corner + corner_offset;
- *(patch_data++) = 0;
- }
- else {
- for(int i = 0; i < face.num_corners; i++) {
- int c[4];
- c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
- c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
- c[2] = verts.size() - num_subd_verts + ngons;
- c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
-
- *(patch_data++) = c[0] + vert_offset;
- *(patch_data++) = c[1] + vert_offset;
- *(patch_data++) = c[2] + vert_offset;
- *(patch_data++) = c[3] + vert_offset;
-
- *(patch_data++) = f+face_offset;
- *(patch_data++) = face.num_corners | (i << 16);
- *(patch_data++) = face.start_corner + corner_offset;
- *(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
- }
-
- ngons++;
- }
- }
-}
-
-void Mesh::compute_bvh(Device *device,
- DeviceScene *dscene,
- SceneParams *params,
- Progress *progress,
- int n,
- int total)
-{
- if(progress->get_cancel())
- return;
-
- compute_bounds();
-
- if(need_build_bvh()) {
- string msg = "Updating Mesh BVH ";
- if(name == "")
- msg += string_printf("%u/%u", (uint)(n+1), (uint)total);
- else
- msg += string_printf("%s %u/%u", name.c_str(), (uint)(n+1), (uint)total);
-
- Object object;
- object.mesh = this;
-
- vector<Object*> objects;
- objects.push_back(&object);
-
- if(bvh && !need_update_rebuild) {
- progress->set_status(msg, "Refitting BVH");
- bvh->objects = objects;
- bvh->refit(*progress);
- }
- else {
- progress->set_status(msg, "Building BVH");
-
- BVHParams bparams;
- bparams.use_spatial_split = params->use_bvh_spatial_split;
- bparams.bvh_layout = BVHParams::best_bvh_layout(
- params->bvh_layout,
- device->get_bvh_layout_mask());
- bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
- params->use_bvh_unaligned_nodes;
- bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
- bparams.num_motion_curve_steps = params->num_bvh_time_steps;
- bparams.bvh_type = params->bvh_type;
- bparams.curve_flags = dscene->data.curve.curveflags;
- bparams.curve_subdivisions = dscene->data.curve.subdivisions;
-
- delete bvh;
- bvh = BVH::create(bparams, objects);
- MEM_GUARDED_CALL(progress, bvh->build, *progress);
- }
- }
-
- need_update = false;
- need_update_rebuild = false;
+ size_t num_faces = subd_faces.size();
+ int ngons = 0;
+
+ for (size_t f = 0; f < num_faces; f++) {
+ SubdFace face = subd_faces[f];
+
+ if (face.is_quad()) {
+ int c[4];
+ memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4);
+
+ *(patch_data++) = c[0] + vert_offset;
+ *(patch_data++) = c[1] + vert_offset;
+ *(patch_data++) = c[2] + vert_offset;
+ *(patch_data++) = c[3] + vert_offset;
+
+ *(patch_data++) = f + face_offset;
+ *(patch_data++) = face.num_corners;
+ *(patch_data++) = face.start_corner + corner_offset;
+ *(patch_data++) = 0;
+ }
+ else {
+ for (int i = 0; i < face.num_corners; i++) {
+ int c[4];
+ c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
+ c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
+ c[2] = verts.size() - num_subd_verts + ngons;
+ c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
+
+ *(patch_data++) = c[0] + vert_offset;
+ *(patch_data++) = c[1] + vert_offset;
+ *(patch_data++) = c[2] + vert_offset;
+ *(patch_data++) = c[3] + vert_offset;
+
+ *(patch_data++) = f + face_offset;
+ *(patch_data++) = face.num_corners | (i << 16);
+ *(patch_data++) = face.start_corner + corner_offset;
+ *(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
+ }
+
+ ngons++;
+ }
+ }
+}
+
+void Mesh::compute_bvh(
+ Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total)
+{
+ if (progress->get_cancel())
+ return;
+
+ compute_bounds();
+
+ if (need_build_bvh()) {
+ string msg = "Updating Mesh BVH ";
+ if (name == "")
+ msg += string_printf("%u/%u", (uint)(n + 1), (uint)total);
+ else
+ msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total);
+
+ Object object;
+ object.mesh = this;
+
+ vector<Object *> objects;
+ objects.push_back(&object);
+
+ if (bvh && !need_update_rebuild) {
+ progress->set_status(msg, "Refitting BVH");
+ bvh->objects = objects;
+ bvh->refit(*progress);
+ }
+ else {
+ progress->set_status(msg, "Building BVH");
+
+ BVHParams bparams;
+ bparams.use_spatial_split = params->use_bvh_spatial_split;
+ bparams.bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout,
+ device->get_bvh_layout_mask());
+ bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
+ params->use_bvh_unaligned_nodes;
+ bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
+ bparams.num_motion_curve_steps = params->num_bvh_time_steps;
+ bparams.bvh_type = params->bvh_type;
+ bparams.curve_flags = dscene->data.curve.curveflags;
+ bparams.curve_subdivisions = dscene->data.curve.subdivisions;
+
+ delete bvh;
+ bvh = BVH::create(bparams, objects);
+ MEM_GUARDED_CALL(progress, bvh->build, *progress);
+ }
+ }
+
+ need_update = false;
+ need_update_rebuild = false;
}
void Mesh::tag_update(Scene *scene, bool rebuild)
{
- need_update = true;
+ need_update = true;
- if(rebuild) {
- need_update_rebuild = true;
- scene->light_manager->need_update = true;
- }
- else {
- foreach(Shader *shader, used_shaders)
- if(shader->has_surface_emission)
- scene->light_manager->need_update = true;
- }
+ if (rebuild) {
+ need_update_rebuild = true;
+ scene->light_manager->need_update = true;
+ }
+ else {
+ foreach (Shader *shader, used_shaders)
+ if (shader->has_surface_emission)
+ scene->light_manager->need_update = true;
+ }
- scene->mesh_manager->need_update = true;
- scene->object_manager->need_update = true;
+ scene->mesh_manager->need_update = true;
+ scene->object_manager->need_update = true;
}
bool Mesh::has_motion_blur() const
{
- return (use_motion_blur &&
- (attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) ||
- curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)));
+ return (use_motion_blur && (attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) ||
+ curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)));
}
bool Mesh::has_true_displacement() const
{
- foreach(Shader *shader, used_shaders) {
- if(shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) {
- return true;
- }
- }
+ foreach (Shader *shader, used_shaders) {
+ if (shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) {
+ return true;
+ }
+ }
- return false;
+ return false;
}
float Mesh::motion_time(int step) const
{
- return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
+ return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
}
int Mesh::motion_step(float time) const
{
- if(motion_steps > 1) {
- int attr_step = 0;
+ if (motion_steps > 1) {
+ int attr_step = 0;
- for(int step = 0; step < motion_steps; step++) {
- float step_time = motion_time(step);
- if(step_time == time) {
- return attr_step;
- }
+ for (int step = 0; step < motion_steps; step++) {
+ float step_time = motion_time(step);
+ if (step_time == time) {
+ return attr_step;
+ }
- /* Center step is stored in a separate attribute. */
- if(step != motion_steps / 2) {
- attr_step++;
- }
- }
- }
+ /* Center step is stored in a separate attribute. */
+ if (step != motion_steps / 2) {
+ attr_step++;
+ }
+ }
+ }
- return -1;
+ return -1;
}
bool Mesh::need_build_bvh() const
{
- return !transform_applied || has_surface_bssrdf;
+ return !transform_applied || has_surface_bssrdf;
}
bool Mesh::is_instanced() const
{
- /* Currently we treat subsurface objects as instanced.
- *
- * While it might be not very optimal for ray traversal, it avoids having
- * duplicated BVH in the memory, saving quite some space.
- */
- return !transform_applied || has_surface_bssrdf;
+ /* Currently we treat subsurface objects as instanced.
+ *
+ * While it might be not very optimal for ray traversal, it avoids having
+ * duplicated BVH in the memory, saving quite some space.
+ */
+ return !transform_applied || has_surface_bssrdf;
}
/* Mesh Manager */
MeshManager::MeshManager()
{
- need_update = true;
- need_flags_update = true;
+ need_update = true;
+ need_flags_update = true;
}
MeshManager::~MeshManager()
{
}
-void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
+void MeshManager::update_osl_attributes(Device *device,
+ Scene *scene,
+ vector<AttributeRequestSet> &mesh_attributes)
{
#ifdef WITH_OSL
- /* for OSL, a hash map is used to lookup the attribute by name. */
- OSLGlobals *og = (OSLGlobals*)device->osl_memory();
-
- og->object_name_map.clear();
- og->attribute_map.clear();
- og->object_names.clear();
-
- og->attribute_map.resize(scene->objects.size()*ATTR_PRIM_TYPES);
-
- for(size_t i = 0; i < scene->objects.size(); i++) {
- /* set object name to object index map */
- Object *object = scene->objects[i];
- og->object_name_map[object->name] = i;
- og->object_names.push_back(object->name);
-
- /* set object attributes */
- foreach(ParamValue& attr, object->attributes) {
- OSLGlobals::Attribute osl_attr;
-
- osl_attr.type = attr.type();
- osl_attr.desc.element = ATTR_ELEMENT_OBJECT;
- osl_attr.value = attr;
- osl_attr.desc.offset = 0;
- osl_attr.desc.flags = 0;
-
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr;
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr;
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
- }
-
- /* find mesh attributes */
- size_t j;
-
- for(j = 0; j < scene->meshes.size(); j++)
- if(scene->meshes[j] == object->mesh)
- break;
-
- AttributeRequestSet& attributes = mesh_attributes[j];
-
- /* set object attributes */
- foreach(AttributeRequest& req, attributes.requests) {
- OSLGlobals::Attribute osl_attr;
-
- if(req.triangle_desc.element != ATTR_ELEMENT_NONE) {
- osl_attr.desc = req.triangle_desc;
-
- if(req.triangle_type == TypeDesc::TypeFloat)
- osl_attr.type = TypeDesc::TypeFloat;
- else if(req.triangle_type == TypeDesc::TypeMatrix)
- osl_attr.type = TypeDesc::TypeMatrix;
- else if(req.triangle_type == TypeFloat2)
- osl_attr.type = TypeFloat2;
- else
- osl_attr.type = TypeDesc::TypeColor;
-
- if(req.std != ATTR_STD_NONE) {
- /* if standard attribute, add lookup by geom: name convention */
- ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr;
- }
- else if(req.name != ustring()) {
- /* add lookup by mesh attribute name */
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr;
- }
- }
-
- if(req.curve_desc.element != ATTR_ELEMENT_NONE) {
- osl_attr.desc = req.curve_desc;
-
- if(req.curve_type == TypeDesc::TypeFloat)
- osl_attr.type = TypeDesc::TypeFloat;
- else if(req.curve_type == TypeDesc::TypeMatrix)
- osl_attr.type = TypeDesc::TypeMatrix;
- else
- osl_attr.type = TypeDesc::TypeColor;
-
- if(req.std != ATTR_STD_NONE) {
- /* if standard attribute, add lookup by geom: name convention */
- ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][stdname] = osl_attr;
- }
- else if(req.name != ustring()) {
- /* add lookup by mesh attribute name */
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr;
- }
- }
-
- if(req.subd_desc.element != ATTR_ELEMENT_NONE) {
- osl_attr.desc = req.subd_desc;
-
- if(req.subd_type == TypeDesc::TypeFloat)
- osl_attr.type = TypeDesc::TypeFloat;
- else if(req.subd_type == TypeDesc::TypeMatrix)
- osl_attr.type = TypeDesc::TypeMatrix;
- else
- osl_attr.type = TypeDesc::TypeColor;
-
- if(req.std != ATTR_STD_NONE) {
- /* if standard attribute, add lookup by geom: name convention */
- ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
- }
- else if(req.name != ustring()) {
- /* add lookup by mesh attribute name */
- og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
- }
- }
- }
- }
+ /* for OSL, a hash map is used to lookup the attribute by name. */
+ OSLGlobals *og = (OSLGlobals *)device->osl_memory();
+
+ og->object_name_map.clear();
+ og->attribute_map.clear();
+ og->object_names.clear();
+
+ og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES);
+
+ for (size_t i = 0; i < scene->objects.size(); i++) {
+ /* set object name to object index map */
+ Object *object = scene->objects[i];
+ og->object_name_map[object->name] = i;
+ og->object_names.push_back(object->name);
+
+ /* set object attributes */
+ foreach (ParamValue &attr, object->attributes) {
+ OSLGlobals::Attribute osl_attr;
+
+ osl_attr.type = attr.type();
+ osl_attr.desc.element = ATTR_ELEMENT_OBJECT;
+ osl_attr.value = attr;
+ osl_attr.desc.offset = 0;
+ osl_attr.desc.flags = 0;
+
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr;
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr;
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
+ }
+
+ /* find mesh attributes */
+ size_t j;
+
+ for (j = 0; j < scene->meshes.size(); j++)
+ if (scene->meshes[j] == object->mesh)
+ break;
+
+ AttributeRequestSet &attributes = mesh_attributes[j];
+
+ /* set object attributes */
+ foreach (AttributeRequest &req, attributes.requests) {
+ OSLGlobals::Attribute osl_attr;
+
+ if (req.triangle_desc.element != ATTR_ELEMENT_NONE) {
+ osl_attr.desc = req.triangle_desc;
+
+ if (req.triangle_type == TypeDesc::TypeFloat)
+ osl_attr.type = TypeDesc::TypeFloat;
+ else if (req.triangle_type == TypeDesc::TypeMatrix)
+ osl_attr.type = TypeDesc::TypeMatrix;
+ else if (req.triangle_type == TypeFloat2)
+ osl_attr.type = TypeFloat2;
+ else
+ osl_attr.type = TypeDesc::TypeColor;
+
+ if (req.std != ATTR_STD_NONE) {
+ /* if standard attribute, add lookup by geom: name convention */
+ ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr;
+ }
+ else if (req.name != ustring()) {
+ /* add lookup by mesh attribute name */
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr;
+ }
+ }
+
+ if (req.curve_desc.element != ATTR_ELEMENT_NONE) {
+ osl_attr.desc = req.curve_desc;
+
+ if (req.curve_type == TypeDesc::TypeFloat)
+ osl_attr.type = TypeDesc::TypeFloat;
+ else if (req.curve_type == TypeDesc::TypeMatrix)
+ osl_attr.type = TypeDesc::TypeMatrix;
+ else
+ osl_attr.type = TypeDesc::TypeColor;
+
+ if (req.std != ATTR_STD_NONE) {
+ /* if standard attribute, add lookup by geom: name convention */
+ ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][stdname] = osl_attr;
+ }
+ else if (req.name != ustring()) {
+ /* add lookup by mesh attribute name */
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr;
+ }
+ }
+
+ if (req.subd_desc.element != ATTR_ELEMENT_NONE) {
+ osl_attr.desc = req.subd_desc;
+
+ if (req.subd_type == TypeDesc::TypeFloat)
+ osl_attr.type = TypeDesc::TypeFloat;
+ else if (req.subd_type == TypeDesc::TypeMatrix)
+ osl_attr.type = TypeDesc::TypeMatrix;
+ else
+ osl_attr.type = TypeDesc::TypeColor;
+
+ if (req.std != ATTR_STD_NONE) {
+ /* if standard attribute, add lookup by geom: name convention */
+ ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
+ }
+ else if (req.name != ustring()) {
+ /* add lookup by mesh attribute name */
+ og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
+ }
+ }
+ }
+ }
#else
- (void) device;
- (void) scene;
- (void) mesh_attributes;
+ (void)device;
+ (void)scene;
+ (void)mesh_attributes;
#endif
}
-void MeshManager::update_svm_attributes(Device *, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
-{
- /* for SVM, the attributes_map table is used to lookup the offset of an
- * attribute, based on a unique shader attribute id. */
-
- /* compute array stride */
- int attr_map_size = 0;
+void MeshManager::update_svm_attributes(Device *,
+ DeviceScene *dscene,
+ Scene *scene,
+ vector<AttributeRequestSet> &mesh_attributes)
+{
+ /* for SVM, the attributes_map table is used to lookup the offset of an
+ * attribute, based on a unique shader attribute id. */
+
+ /* compute array stride */
+ int attr_map_size = 0;
+
+ for (size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ mesh->attr_map_offset = attr_map_size;
+ attr_map_size += (mesh_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
+ }
- for(size_t i = 0; i < scene->meshes.size(); i++) {
- Mesh *mesh = scene->meshes[i];
- mesh->attr_map_offset = attr_map_size;
- attr_map_size += (mesh_attributes[i].size() + 1)*ATTR_PRIM_TYPES;
- }
+ if (attr_map_size == 0)
+ return;
- if(attr_map_size == 0)
- return;
+ /* create attribute map */
+ uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
+ memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint));
- /* create attribute map */
- uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
- memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
+ for (size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ AttributeRequestSet &attributes = mesh_attributes[i];
- for(size_t i = 0; i < scene->meshes.size(); i++) {
- Mesh *mesh = scene->meshes[i];
- AttributeRequestSet& attributes = mesh_attributes[i];
+ /* set object attributes */
+ int index = mesh->attr_map_offset;
- /* set object attributes */
- int index = mesh->attr_map_offset;
+ foreach (AttributeRequest &req, attributes.requests) {
+ uint id;
- foreach(AttributeRequest& req, attributes.requests) {
- uint id;
+ if (req.std == ATTR_STD_NONE)
+ id = scene->shader_manager->get_attribute_id(req.name);
+ else
+ id = scene->shader_manager->get_attribute_id(req.std);
- if(req.std == ATTR_STD_NONE)
- id = scene->shader_manager->get_attribute_id(req.name);
- else
- id = scene->shader_manager->get_attribute_id(req.std);
+ if (mesh->num_triangles()) {
+ attr_map[index].x = id;
+ attr_map[index].y = req.triangle_desc.element;
+ attr_map[index].z = as_uint(req.triangle_desc.offset);
- if(mesh->num_triangles()) {
- attr_map[index].x = id;
- attr_map[index].y = req.triangle_desc.element;
- attr_map[index].z = as_uint(req.triangle_desc.offset);
+ if (req.triangle_type == TypeDesc::TypeFloat)
+ attr_map[index].w = NODE_ATTR_FLOAT;
+ else if (req.triangle_type == TypeDesc::TypeMatrix)
+ attr_map[index].w = NODE_ATTR_MATRIX;
+ else if (req.triangle_type == TypeFloat2)
+ attr_map[index].w = NODE_ATTR_FLOAT2;
+ else
+ attr_map[index].w = NODE_ATTR_FLOAT3;
- if(req.triangle_type == TypeDesc::TypeFloat)
- attr_map[index].w = NODE_ATTR_FLOAT;
- else if(req.triangle_type == TypeDesc::TypeMatrix)
- attr_map[index].w = NODE_ATTR_MATRIX;
- else if(req.triangle_type == TypeFloat2)
- attr_map[index].w = NODE_ATTR_FLOAT2;
- else
- attr_map[index].w = NODE_ATTR_FLOAT3;
+ attr_map[index].w |= req.triangle_desc.flags << 8;
+ }
- attr_map[index].w |= req.triangle_desc.flags << 8;
- }
+ index++;
- index++;
+ if (mesh->num_curves()) {
+ attr_map[index].x = id;
+ attr_map[index].y = req.curve_desc.element;
+ attr_map[index].z = as_uint(req.curve_desc.offset);
- if(mesh->num_curves()) {
- attr_map[index].x = id;
- attr_map[index].y = req.curve_desc.element;
- attr_map[index].z = as_uint(req.curve_desc.offset);
+ if (req.curve_type == TypeDesc::TypeFloat)
+ attr_map[index].w = NODE_ATTR_FLOAT;
+ else if (req.curve_type == TypeDesc::TypeMatrix)
+ attr_map[index].w = NODE_ATTR_MATRIX;
+ else if (req.curve_type == TypeFloat2)
+ attr_map[index].w = NODE_ATTR_FLOAT2;
+ else
+ attr_map[index].w = NODE_ATTR_FLOAT3;
- if(req.curve_type == TypeDesc::TypeFloat)
- attr_map[index].w = NODE_ATTR_FLOAT;
- else if(req.curve_type == TypeDesc::TypeMatrix)
- attr_map[index].w = NODE_ATTR_MATRIX;
- else if(req.curve_type == TypeFloat2)
- attr_map[index].w = NODE_ATTR_FLOAT2;
- else
- attr_map[index].w = NODE_ATTR_FLOAT3;
+ attr_map[index].w |= req.curve_desc.flags << 8;
+ }
- attr_map[index].w |= req.curve_desc.flags << 8;
- }
+ index++;
- index++;
+ if (mesh->subd_faces.size()) {
+ attr_map[index].x = id;
+ attr_map[index].y = req.subd_desc.element;
+ attr_map[index].z = as_uint(req.subd_desc.offset);
- if(mesh->subd_faces.size()) {
- attr_map[index].x = id;
- attr_map[index].y = req.subd_desc.element;
- attr_map[index].z = as_uint(req.subd_desc.offset);
+ if (req.subd_type == TypeDesc::TypeFloat)
+ attr_map[index].w = NODE_ATTR_FLOAT;
+ else if (req.subd_type == TypeDesc::TypeMatrix)
+ attr_map[index].w = NODE_ATTR_MATRIX;
+ else if (req.subd_type == TypeFloat2)
+ attr_map[index].w = NODE_ATTR_FLOAT2;
+ else
+ attr_map[index].w = NODE_ATTR_FLOAT3;
- if(req.subd_type == TypeDesc::TypeFloat)
- attr_map[index].w = NODE_ATTR_FLOAT;
- else if(req.subd_type == TypeDesc::TypeMatrix)
- attr_map[index].w = NODE_ATTR_MATRIX;
- else if(req.subd_type == TypeFloat2)
- attr_map[index].w = NODE_ATTR_FLOAT2;
- else
- attr_map[index].w = NODE_ATTR_FLOAT3;
+ attr_map[index].w |= req.subd_desc.flags << 8;
+ }
- attr_map[index].w |= req.subd_desc.flags << 8;
- }
+ index++;
+ }
- index++;
- }
-
- /* terminator */
- for(int j = 0; j < ATTR_PRIM_TYPES; j++) {
- attr_map[index].x = ATTR_STD_NONE;
- attr_map[index].y = 0;
- attr_map[index].z = 0;
- attr_map[index].w = 0;
-
- index++;
- }
- }
-
- /* copy to device */
- dscene->attributes_map.copy_to_device();
+ /* terminator */
+ for (int j = 0; j < ATTR_PRIM_TYPES; j++) {
+ attr_map[index].x = ATTR_STD_NONE;
+ attr_map[index].y = 0;
+ attr_map[index].z = 0;
+ attr_map[index].w = 0;
+
+ index++;
+ }
+ }
+
+ /* copy to device */
+ dscene->attributes_map.copy_to_device();
}
static void update_attribute_element_size(Mesh *mesh,
Attribute *mattr,
AttributePrimitive prim,
size_t *attr_float_size,
- size_t *attr_float2_size,
+ size_t *attr_float2_size,
size_t *attr_float3_size,
size_t *attr_uchar4_size)
{
- if(mattr) {
- size_t size = mattr->element_size(mesh, prim);
-
- if(mattr->element == ATTR_ELEMENT_VOXEL) {
- /* pass */
- }
- else if(mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
- *attr_uchar4_size += size;
- }
- else if(mattr->type == TypeDesc::TypeFloat) {
- *attr_float_size += size;
- }
- else if(mattr->type == TypeFloat2) {
- *attr_float2_size += size;
- }
- else if(mattr->type == TypeDesc::TypeMatrix) {
- *attr_float3_size += size * 4;
- }
- else {
- *attr_float3_size += size;
- }
- }
+ if (mattr) {
+ size_t size = mattr->element_size(mesh, prim);
+
+ if (mattr->element == ATTR_ELEMENT_VOXEL) {
+ /* pass */
+ }
+ else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
+ *attr_uchar4_size += size;
+ }
+ else if (mattr->type == TypeDesc::TypeFloat) {
+ *attr_float_size += size;
+ }
+ else if (mattr->type == TypeFloat2) {
+ *attr_float2_size += size;
+ }
+ else if (mattr->type == TypeDesc::TypeMatrix) {
+ *attr_float3_size += size * 4;
+ }
+ else {
+ *attr_float3_size += size;
+ }
+ }
}
static void update_attribute_element_offset(Mesh *mesh,
- device_vector<float>& attr_float,
- size_t& attr_float_offset,
- device_vector<float2>& attr_float2,
- size_t& attr_float2_offset,
- device_vector<float4>& attr_float3,
- size_t& attr_float3_offset,
- device_vector<uchar4>& attr_uchar4,
- size_t& attr_uchar4_offset,
+ device_vector<float> &attr_float,
+ size_t &attr_float_offset,
+ device_vector<float2> &attr_float2,
+ size_t &attr_float2_offset,
+ device_vector<float4> &attr_float3,
+ size_t &attr_float3_offset,
+ device_vector<uchar4> &attr_uchar4,
+ size_t &attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
- TypeDesc& type,
- AttributeDescriptor& desc)
-{
- if(mattr) {
- /* store element and type */
- desc.element = mattr->element;
- desc.flags = mattr->flags;
- type = mattr->type;
-
- /* store attribute data in arrays */
- size_t size = mattr->element_size(mesh, prim);
-
- AttributeElement& element = desc.element;
- int& offset = desc.offset;
-
- if(mattr->element == ATTR_ELEMENT_VOXEL) {
- /* store slot in offset value */
- VoxelAttribute *voxel_data = mattr->data_voxel();
- offset = voxel_data->slot;
- }
- else if(mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
- uchar4 *data = mattr->data_uchar4();
- offset = attr_uchar4_offset;
-
- assert(attr_uchar4.size() >= offset + size);
- for(size_t k = 0; k < size; k++) {
- attr_uchar4[offset+k] = data[k];
- }
- attr_uchar4_offset += size;
- }
- else if(mattr->type == TypeDesc::TypeFloat) {
- float *data = mattr->data_float();
- offset = attr_float_offset;
-
- assert(attr_float.size() >= offset + size);
- for(size_t k = 0; k < size; k++) {
- attr_float[offset+k] = data[k];
- }
- attr_float_offset += size;
- }
- else if(mattr->type == TypeFloat2) {
- float2 *data = mattr->data_float2();
- offset = attr_float2_offset;
-
- assert(attr_float2.size() >= offset + size);
- for(size_t k = 0; k < size; k++) {
- attr_float2[offset+k] = data[k];
- }
- attr_float2_offset += size;
- }
- else if(mattr->type == TypeDesc::TypeMatrix) {
- Transform *tfm = mattr->data_transform();
- offset = attr_float3_offset;
-
- assert(attr_float3.size() >= offset + size * 3);
- for(size_t k = 0; k < size*3; k++) {
- attr_float3[offset+k] = (&tfm->x)[k];
- }
- attr_float3_offset += size * 3;
- }
- else {
- float4 *data = mattr->data_float4();
- offset = attr_float3_offset;
-
- assert(attr_float3.size() >= offset + size);
- for(size_t k = 0; k < size; k++) {
- attr_float3[offset+k] = data[k];
- }
- attr_float3_offset += size;
- }
-
- /* mesh vertex/curve index is global, not per object, so we sneak
- * a correction for that in here */
- if(mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK && desc.flags & ATTR_SUBDIVIDED) {
- /* indices for subdivided attributes are retrieved
- * from patch table so no need for correction here*/
- }
- else if(element == ATTR_ELEMENT_VERTEX)
- offset -= mesh->vert_offset;
- else if(element == ATTR_ELEMENT_VERTEX_MOTION)
- offset -= mesh->vert_offset;
- else if(element == ATTR_ELEMENT_FACE) {
- if(prim == ATTR_PRIM_TRIANGLE)
- offset -= mesh->tri_offset;
- else
- offset -= mesh->face_offset;
- }
- else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
- if(prim == ATTR_PRIM_TRIANGLE)
- offset -= 3*mesh->tri_offset;
- else
- offset -= mesh->corner_offset;
- }
- else if(element == ATTR_ELEMENT_CURVE)
- offset -= mesh->curve_offset;
- else if(element == ATTR_ELEMENT_CURVE_KEY)
- offset -= mesh->curvekey_offset;
- else if(element == ATTR_ELEMENT_CURVE_KEY_MOTION)
- offset -= mesh->curvekey_offset;
- }
- else {
- /* attribute not found */
- desc.element = ATTR_ELEMENT_NONE;
- desc.offset = 0;
- }
-}
-
-void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
-{
- progress.set_status("Updating Mesh", "Computing attributes");
-
- /* gather per mesh requested attributes. as meshes may have multiple
- * shaders assigned, this merges the requested attributes that have
- * been set per shader by the shader manager */
- vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
-
- for(size_t i = 0; i < scene->meshes.size(); i++) {
- Mesh *mesh = scene->meshes[i];
-
- scene->need_global_attributes(mesh_attributes[i]);
-
- foreach(Shader *shader, mesh->used_shaders) {
- mesh_attributes[i].add(shader->attributes);
- }
- }
-
- /* mesh attribute are stored in a single array per data type. here we fill
- * those arrays, and set the offset and element type to create attribute
- * maps next */
-
- /* Pre-allocate attributes to avoid arrays re-allocation which would
- * take 2x of overall attribute memory usage.
- */
- size_t attr_float_size = 0;
- size_t attr_float2_size = 0;
- size_t attr_float3_size = 0;
- size_t attr_uchar4_size = 0;
- for(size_t i = 0; i < scene->meshes.size(); i++) {
- Mesh *mesh = scene->meshes[i];
- AttributeRequestSet& attributes = mesh_attributes[i];
- foreach(AttributeRequest& req, attributes.requests) {
- Attribute *triangle_mattr = mesh->attributes.find(req);
- Attribute *curve_mattr = mesh->curve_attributes.find(req);
- Attribute *subd_mattr = mesh->subd_attributes.find(req);
-
- update_attribute_element_size(mesh,
- triangle_mattr,
- ATTR_PRIM_TRIANGLE,
- &attr_float_size,
- &attr_float2_size,
- &attr_float3_size,
- &attr_uchar4_size);
- update_attribute_element_size(mesh,
- curve_mattr,
- ATTR_PRIM_CURVE,
- &attr_float_size,
- &attr_float2_size,
- &attr_float3_size,
- &attr_uchar4_size);
- update_attribute_element_size(mesh,
- subd_mattr,
- ATTR_PRIM_SUBD,
- &attr_float_size,
- &attr_float2_size,
- &attr_float3_size,
- &attr_uchar4_size);
- }
- }
-
- dscene->attributes_float.alloc(attr_float_size);
- dscene->attributes_float2.alloc(attr_float2_size);
- dscene->attributes_float3.alloc(attr_float3_size);
- dscene->attributes_uchar4.alloc(attr_uchar4_size);
-
- size_t attr_float_offset = 0;
- size_t attr_float2_offset = 0;
- size_t attr_float3_offset = 0;
- size_t attr_uchar4_offset = 0;
-
- /* Fill in attributes. */
- for(size_t i = 0; i < scene->meshes.size(); i++) {
- Mesh *mesh = scene->meshes[i];
- AttributeRequestSet& attributes = mesh_attributes[i];
-
- /* todo: we now store std and name attributes from requests even if
- * they actually refer to the same mesh attributes, optimize */
- foreach(AttributeRequest& req, attributes.requests) {
- Attribute *triangle_mattr = mesh->attributes.find(req);
- Attribute *curve_mattr = mesh->curve_attributes.find(req);
- Attribute *subd_mattr = mesh->subd_attributes.find(req);
-
- update_attribute_element_offset(mesh,
- dscene->attributes_float, attr_float_offset,
- dscene->attributes_float2, attr_float2_offset,
- dscene->attributes_float3, attr_float3_offset,
- dscene->attributes_uchar4, attr_uchar4_offset,
- triangle_mattr,
- ATTR_PRIM_TRIANGLE,
- req.triangle_type,
- req.triangle_desc);
-
- update_attribute_element_offset(mesh,
- dscene->attributes_float, attr_float_offset,
- dscene->attributes_float2, attr_float2_offset,
- dscene->attributes_float3, attr_float3_offset,
- dscene->attributes_uchar4, attr_uchar4_offset,
- curve_mattr,
- ATTR_PRIM_CURVE,
- req.curve_type,
- req.curve_desc);
-
- update_attribute_element_offset(mesh,
- dscene->attributes_float, attr_float_offset,
- dscene->attributes_float2, attr_float2_offset,
- dscene->attributes_float3, attr_float3_offset,
- dscene->attributes_uchar4, attr_uchar4_offset,
- subd_mattr,
- ATTR_PRIM_SUBD,
- req.subd_type,
- req.subd_desc);
-
- if(progress.get_cancel()) return;
- }
- }
-
- /* create attribute lookup maps */
- if(scene->shader_manager->use_osl())
- update_osl_attributes(device, scene, mesh_attributes);
-
- update_svm_attributes(device, dscene, scene, mesh_attributes);
-
- if(progress.get_cancel()) return;
-
- /* copy to device */
- progress.set_status("Updating Mesh", "Copying Attributes to device");
-
- if(dscene->attributes_float.size()) {
- dscene->attributes_float.copy_to_device();
- }
- if(dscene->attributes_float2.size()) {
- dscene->attributes_float2.copy_to_device();
- }
- if(dscene->attributes_float3.size()) {
- dscene->attributes_float3.copy_to_device();
- }
- if(dscene->attributes_uchar4.size()) {
- dscene->attributes_uchar4.copy_to_device();
- }
-
- if(progress.get_cancel()) return;
-
- /* After mesh attributes and patch tables have been copied to device memory,
- * we need to update offsets in the objects. */
- scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
+ TypeDesc &type,
+ AttributeDescriptor &desc)
+{
+ if (mattr) {
+ /* store element and type */
+ desc.element = mattr->element;
+ desc.flags = mattr->flags;
+ type = mattr->type;
+
+ /* store attribute data in arrays */
+ size_t size = mattr->element_size(mesh, prim);
+
+ AttributeElement &element = desc.element;
+ int &offset = desc.offset;
+
+ if (mattr->element == ATTR_ELEMENT_VOXEL) {
+ /* store slot in offset value */
+ VoxelAttribute *voxel_data = mattr->data_voxel();
+ offset = voxel_data->slot;
+ }
+ else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
+ uchar4 *data = mattr->data_uchar4();
+ offset = attr_uchar4_offset;
+
+ assert(attr_uchar4.size() >= offset + size);
+ for (size_t k = 0; k < size; k++) {
+ attr_uchar4[offset + k] = data[k];
+ }
+ attr_uchar4_offset += size;
+ }
+ else if (mattr->type == TypeDesc::TypeFloat) {
+ float *data = mattr->data_float();
+ offset = attr_float_offset;
+
+ assert(attr_float.size() >= offset + size);
+ for (size_t k = 0; k < size; k++) {
+ attr_float[offset + k] = data[k];
+ }
+ attr_float_offset += size;
+ }
+ else if (mattr->type == TypeFloat2) {
+ float2 *data = mattr->data_float2();
+ offset = attr_float2_offset;
+
+ assert(attr_float2.size() >= offset + size);
+ for (size_t k = 0; k < size; k++) {
+ attr_float2[offset + k] = data[k];
+ }
+ attr_float2_offset += size;
+ }
+ else if (mattr->type == TypeDesc::TypeMatrix) {
+ Transform *tfm = mattr->data_transform();
+ offset = attr_float3_offset;
+
+ assert(attr_float3.size() >= offset + size * 3);
+ for (size_t k = 0; k < size * 3; k++) {
+ attr_float3[offset + k] = (&tfm->x)[k];
+ }
+ attr_float3_offset += size * 3;
+ }
+ else {
+ float4 *data = mattr->data_float4();
+ offset = attr_float3_offset;
+
+ assert(attr_float3.size() >= offset + size);
+ for (size_t k = 0; k < size; k++) {
+ attr_float3[offset + k] = data[k];
+ }
+ attr_float3_offset += size;
+ }
+
+ /* mesh vertex/curve index is global, not per object, so we sneak
+ * a correction for that in here */
+ if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK &&
+ desc.flags & ATTR_SUBDIVIDED) {
+ /* indices for subdivided attributes are retrieved
+ * from patch table so no need for correction here*/
+ }
+ else if (element == ATTR_ELEMENT_VERTEX)
+ offset -= mesh->vert_offset;
+ else if (element == ATTR_ELEMENT_VERTEX_MOTION)
+ offset -= mesh->vert_offset;
+ else if (element == ATTR_ELEMENT_FACE) {
+ if (prim == ATTR_PRIM_TRIANGLE)
+ offset -= mesh->tri_offset;
+ else
+ offset -= mesh->face_offset;
+ }
+ else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
+ if (prim == ATTR_PRIM_TRIANGLE)
+ offset -= 3 * mesh->tri_offset;
+ else
+ offset -= mesh->corner_offset;
+ }
+ else if (element == ATTR_ELEMENT_CURVE)
+ offset -= mesh->curve_offset;
+ else if (element == ATTR_ELEMENT_CURVE_KEY)
+ offset -= mesh->curvekey_offset;
+ else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION)
+ offset -= mesh->curvekey_offset;
+ }
+ else {
+ /* attribute not found */
+ desc.element = ATTR_ELEMENT_NONE;
+ desc.offset = 0;
+ }
+}
+
+void MeshManager::device_update_attributes(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ progress.set_status("Updating Mesh", "Computing attributes");
+
+ /* gather per mesh requested attributes. as meshes may have multiple
+ * shaders assigned, this merges the requested attributes that have
+ * been set per shader by the shader manager */
+ vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
+
+ for (size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+
+ scene->need_global_attributes(mesh_attributes[i]);
+
+ foreach (Shader *shader, mesh->used_shaders) {
+ mesh_attributes[i].add(shader->attributes);
+ }
+ }
+
+ /* mesh attribute are stored in a single array per data type. here we fill
+ * those arrays, and set the offset and element type to create attribute
+ * maps next */
+
+ /* Pre-allocate attributes to avoid arrays re-allocation which would
+ * take 2x of overall attribute memory usage.
+ */
+ size_t attr_float_size = 0;
+ size_t attr_float2_size = 0;
+ size_t attr_float3_size = 0;
+ size_t attr_uchar4_size = 0;
+ for (size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ AttributeRequestSet &attributes = mesh_attributes[i];
+ foreach (AttributeRequest &req, attributes.requests) {
+ Attribute *triangle_mattr = mesh->attributes.find(req);
+ Attribute *curve_mattr = mesh->curve_attributes.find(req);
+ Attribute *subd_mattr = mesh->subd_attributes.find(req);
+
+ update_attribute_element_size(mesh,
+ triangle_mattr,
+ ATTR_PRIM_TRIANGLE,
+ &attr_float_size,
+ &attr_float2_size,
+ &attr_float3_size,
+ &attr_uchar4_size);
+ update_attribute_element_size(mesh,
+ curve_mattr,
+ ATTR_PRIM_CURVE,
+ &attr_float_size,
+ &attr_float2_size,
+ &attr_float3_size,
+ &attr_uchar4_size);
+ update_attribute_element_size(mesh,
+ subd_mattr,
+ ATTR_PRIM_SUBD,
+ &attr_float_size,
+ &attr_float2_size,
+ &attr_float3_size,
+ &attr_uchar4_size);
+ }
+ }
+
+ dscene->attributes_float.alloc(attr_float_size);
+ dscene->attributes_float2.alloc(attr_float2_size);
+ dscene->attributes_float3.alloc(attr_float3_size);
+ dscene->attributes_uchar4.alloc(attr_uchar4_size);
+
+ size_t attr_float_offset = 0;
+ size_t attr_float2_offset = 0;
+ size_t attr_float3_offset = 0;
+ size_t attr_uchar4_offset = 0;
+
+ /* Fill in attributes. */
+ for (size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ AttributeRequestSet &attributes = mesh_attributes[i];
+
+ /* todo: we now store std and name attributes from requests even if
+ * they actually refer to the same mesh attributes, optimize */
+ foreach (AttributeRequest &req, attributes.requests) {
+ Attribute *triangle_mattr = mesh->attributes.find(req);
+ Attribute *curve_mattr = mesh->curve_attributes.find(req);
+ Attribute *subd_mattr = mesh->subd_attributes.find(req);
+
+ update_attribute_element_offset(mesh,
+ dscene->attributes_float,
+ attr_float_offset,
+ dscene->attributes_float2,
+ attr_float2_offset,
+ dscene->attributes_float3,
+ attr_float3_offset,
+ dscene->attributes_uchar4,
+ attr_uchar4_offset,
+ triangle_mattr,
+ ATTR_PRIM_TRIANGLE,
+ req.triangle_type,
+ req.triangle_desc);
+
+ update_attribute_element_offset(mesh,
+ dscene->attributes_float,
+ attr_float_offset,
+ dscene->attributes_float2,
+ attr_float2_offset,
+ dscene->attributes_float3,
+ attr_float3_offset,
+ dscene->attributes_uchar4,
+ attr_uchar4_offset,
+ curve_mattr,
+ ATTR_PRIM_CURVE,
+ req.curve_type,
+ req.curve_desc);
+
+ update_attribute_element_offset(mesh,
+ dscene->attributes_float,
+ attr_float_offset,
+ dscene->attributes_float2,
+ attr_float2_offset,
+ dscene->attributes_float3,
+ attr_float3_offset,
+ dscene->attributes_uchar4,
+ attr_uchar4_offset,
+ subd_mattr,
+ ATTR_PRIM_SUBD,
+ req.subd_type,
+ req.subd_desc);
+
+ if (progress.get_cancel())
+ return;
+ }
+ }
+
+ /* create attribute lookup maps */
+ if (scene->shader_manager->use_osl())
+ update_osl_attributes(device, scene, mesh_attributes);
+
+ update_svm_attributes(device, dscene, scene, mesh_attributes);
+
+ if (progress.get_cancel())
+ return;
+
+ /* copy to device */
+ progress.set_status("Updating Mesh", "Copying Attributes to device");
+
+ if (dscene->attributes_float.size()) {
+ dscene->attributes_float.copy_to_device();
+ }
+ if (dscene->attributes_float2.size()) {
+ dscene->attributes_float2.copy_to_device();
+ }
+ if (dscene->attributes_float3.size()) {
+ dscene->attributes_float3.copy_to_device();
+ }
+ if (dscene->attributes_uchar4.size()) {
+ dscene->attributes_uchar4.copy_to_device();
+ }
+
+ if (progress.get_cancel())
+ return;
+
+ /* After mesh attributes and patch tables have been copied to device memory,
+ * we need to update offsets in the objects. */
+ scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
}
void MeshManager::mesh_calc_offset(Scene *scene)
{
- size_t vert_size = 0;
- size_t tri_size = 0;
-
- size_t curve_key_size = 0;
- size_t curve_size = 0;
-
- size_t patch_size = 0;
- size_t face_size = 0;
- size_t corner_size = 0;
-
- foreach(Mesh *mesh, scene->meshes) {
- mesh->vert_offset = vert_size;
- mesh->tri_offset = tri_size;
-
- mesh->curvekey_offset = curve_key_size;
- mesh->curve_offset = curve_size;
-
- mesh->patch_offset = patch_size;
- mesh->face_offset = face_size;
- mesh->corner_offset = corner_size;
-
- vert_size += mesh->verts.size();
- tri_size += mesh->num_triangles();
-
- curve_key_size += mesh->curve_keys.size();
- curve_size += mesh->num_curves();
-
- if(mesh->subd_faces.size()) {
- Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
- patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
-
- /* patch tables are stored in same array so include them in patch_size */
- if(mesh->patch_table) {
- mesh->patch_table_offset = patch_size;
- patch_size += mesh->patch_table->total_size();
- }
- }
- face_size += mesh->subd_faces.size();
- corner_size += mesh->subd_face_corners.size();
- }
-}
-
-void MeshManager::device_update_mesh(Device *,
- DeviceScene *dscene,
- Scene *scene,
- bool for_displacement,
- Progress& progress)
-{
- /* Count. */
- size_t vert_size = 0;
- size_t tri_size = 0;
-
- size_t curve_key_size = 0;
- size_t curve_size = 0;
-
- size_t patch_size = 0;
-
- foreach(Mesh *mesh, scene->meshes) {
- vert_size += mesh->verts.size();
- tri_size += mesh->num_triangles();
-
- curve_key_size += mesh->curve_keys.size();
- curve_size += mesh->num_curves();
-
- if(mesh->subd_faces.size()) {
- Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
- patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
-
- /* patch tables are stored in same array so include them in patch_size */
- if(mesh->patch_table) {
- mesh->patch_table_offset = patch_size;
- patch_size += mesh->patch_table->total_size();
- }
- }
- }
-
- /* Create mapping from triangle to primitive triangle array. */
- vector<uint> tri_prim_index(tri_size);
- if(for_displacement) {
- /* For displacement kernels we do some trickery to make them believe
- * we've got all required data ready. However, that data is different
- * from final render kernels since we don't have BVH yet, so can't
- * really use same semantic of arrays.
- */
- foreach(Mesh *mesh, scene->meshes) {
- for(size_t i = 0; i < mesh->num_triangles(); ++i) {
- tri_prim_index[i + mesh->tri_offset] = 3 * (i + mesh->tri_offset);
- }
- }
- }
- else {
- for(size_t i = 0; i < dscene->prim_index.size(); ++i) {
- if((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
- tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i];
- }
- }
- }
-
- /* Fill in all the arrays. */
- if(tri_size != 0) {
- /* normals */
- progress.set_status("Updating Mesh", "Computing normals");
-
- uint *tri_shader = dscene->tri_shader.alloc(tri_size);
- float4 *vnormal = dscene->tri_vnormal.alloc(vert_size);
- uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size);
- uint *tri_patch = dscene->tri_patch.alloc(tri_size);
- float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size);
-
- foreach(Mesh *mesh, scene->meshes) {
- mesh->pack_shaders(scene,
- &tri_shader[mesh->tri_offset]);
- mesh->pack_normals(&vnormal[mesh->vert_offset]);
- mesh->pack_verts(tri_prim_index,
- &tri_vindex[mesh->tri_offset],
- &tri_patch[mesh->tri_offset],
- &tri_patch_uv[mesh->vert_offset],
- mesh->vert_offset,
- mesh->tri_offset);
- if(progress.get_cancel()) return;
- }
-
- /* vertex coordinates */
- progress.set_status("Updating Mesh", "Copying Mesh to device");
-
- dscene->tri_shader.copy_to_device();
- dscene->tri_vnormal.copy_to_device();
- dscene->tri_vindex.copy_to_device();
- dscene->tri_patch.copy_to_device();
- dscene->tri_patch_uv.copy_to_device();
- }
-
- if(curve_size != 0) {
- progress.set_status("Updating Mesh", "Copying Strands to device");
-
- float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size);
- float4 *curves = dscene->curves.alloc(curve_size);
-
- foreach(Mesh *mesh, scene->meshes) {
- mesh->pack_curves(scene, &curve_keys[mesh->curvekey_offset], &curves[mesh->curve_offset], mesh->curvekey_offset);
- if(progress.get_cancel()) return;
- }
-
- dscene->curve_keys.copy_to_device();
- dscene->curves.copy_to_device();
- }
-
- if(patch_size != 0) {
- progress.set_status("Updating Mesh", "Copying Patches to device");
-
- uint *patch_data = dscene->patches.alloc(patch_size);
-
- foreach(Mesh *mesh, scene->meshes) {
- mesh->pack_patches(&patch_data[mesh->patch_offset], mesh->vert_offset, mesh->face_offset, mesh->corner_offset);
-
- if(mesh->patch_table) {
- mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset], mesh->patch_table_offset);
- }
-
- if(progress.get_cancel()) return;
- }
-
- dscene->patches.copy_to_device();
- }
-
- if(for_displacement) {
- float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3);
- foreach(Mesh *mesh, scene->meshes) {
- for(size_t i = 0; i < mesh->num_triangles(); ++i) {
- Mesh::Triangle t = mesh->get_triangle(i);
- size_t offset = 3 * (i + mesh->tri_offset);
- prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]);
- prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]);
- prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]);
- }
- }
- dscene->prim_tri_verts.copy_to_device();
- }
-}
-
-void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
-{
- /* bvh build */
- progress.set_status("Updating Scene BVH", "Building");
-
- BVHParams bparams;
- bparams.top_level = true;
- bparams.bvh_layout = BVHParams::best_bvh_layout(
- scene->params.bvh_layout,
- device->get_bvh_layout_mask());
- bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
- bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
- scene->params.use_bvh_unaligned_nodes;
- bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
- bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
- bparams.bvh_type = scene->params.bvh_type;
- bparams.curve_flags = dscene->data.curve.curveflags;
- bparams.curve_subdivisions = dscene->data.curve.subdivisions;
-
- VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout)
- << " layout.";
+ size_t vert_size = 0;
+ size_t tri_size = 0;
+
+ size_t curve_key_size = 0;
+ size_t curve_size = 0;
+
+ size_t patch_size = 0;
+ size_t face_size = 0;
+ size_t corner_size = 0;
+
+ foreach (Mesh *mesh, scene->meshes) {
+ mesh->vert_offset = vert_size;
+ mesh->tri_offset = tri_size;
+
+ mesh->curvekey_offset = curve_key_size;
+ mesh->curve_offset = curve_size;
+
+ mesh->patch_offset = patch_size;
+ mesh->face_offset = face_size;
+ mesh->corner_offset = corner_size;
+
+ vert_size += mesh->verts.size();
+ tri_size += mesh->num_triangles();
+
+ curve_key_size += mesh->curve_keys.size();
+ curve_size += mesh->num_curves();
+
+ if (mesh->subd_faces.size()) {
+ Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1];
+ patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
+
+ /* patch tables are stored in same array so include them in patch_size */
+ if (mesh->patch_table) {
+ mesh->patch_table_offset = patch_size;
+ patch_size += mesh->patch_table->total_size();
+ }
+ }
+ face_size += mesh->subd_faces.size();
+ corner_size += mesh->subd_face_corners.size();
+ }
+}
+
+void MeshManager::device_update_mesh(
+ Device *, DeviceScene *dscene, Scene *scene, bool for_displacement, Progress &progress)
+{
+ /* Count. */
+ size_t vert_size = 0;
+ size_t tri_size = 0;
+
+ size_t curve_key_size = 0;
+ size_t curve_size = 0;
+
+ size_t patch_size = 0;
+
+ foreach (Mesh *mesh, scene->meshes) {
+ vert_size += mesh->verts.size();
+ tri_size += mesh->num_triangles();
+
+ curve_key_size += mesh->curve_keys.size();
+ curve_size += mesh->num_curves();
+
+ if (mesh->subd_faces.size()) {
+ Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1];
+ patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
+
+ /* patch tables are stored in same array so include them in patch_size */
+ if (mesh->patch_table) {
+ mesh->patch_table_offset = patch_size;
+ patch_size += mesh->patch_table->total_size();
+ }
+ }
+ }
+
+ /* Create mapping from triangle to primitive triangle array. */
+ vector<uint> tri_prim_index(tri_size);
+ if (for_displacement) {
+ /* For displacement kernels we do some trickery to make them believe
+ * we've got all required data ready. However, that data is different
+ * from final render kernels since we don't have BVH yet, so can't
+ * really use same semantic of arrays.
+ */
+ foreach (Mesh *mesh, scene->meshes) {
+ for (size_t i = 0; i < mesh->num_triangles(); ++i) {
+ tri_prim_index[i + mesh->tri_offset] = 3 * (i + mesh->tri_offset);
+ }
+ }
+ }
+ else {
+ for (size_t i = 0; i < dscene->prim_index.size(); ++i) {
+ if ((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
+ tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i];
+ }
+ }
+ }
+
+ /* Fill in all the arrays. */
+ if (tri_size != 0) {
+ /* normals */
+ progress.set_status("Updating Mesh", "Computing normals");
+
+ uint *tri_shader = dscene->tri_shader.alloc(tri_size);
+ float4 *vnormal = dscene->tri_vnormal.alloc(vert_size);
+ uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size);
+ uint *tri_patch = dscene->tri_patch.alloc(tri_size);
+ float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size);
+
+ foreach (Mesh *mesh, scene->meshes) {
+ mesh->pack_shaders(scene, &tri_shader[mesh->tri_offset]);
+ mesh->pack_normals(&vnormal[mesh->vert_offset]);
+ mesh->pack_verts(tri_prim_index,
+ &tri_vindex[mesh->tri_offset],
+ &tri_patch[mesh->tri_offset],
+ &tri_patch_uv[mesh->vert_offset],
+ mesh->vert_offset,
+ mesh->tri_offset);
+ if (progress.get_cancel())
+ return;
+ }
+
+ /* vertex coordinates */
+ progress.set_status("Updating Mesh", "Copying Mesh to device");
+
+ dscene->tri_shader.copy_to_device();
+ dscene->tri_vnormal.copy_to_device();
+ dscene->tri_vindex.copy_to_device();
+ dscene->tri_patch.copy_to_device();
+ dscene->tri_patch_uv.copy_to_device();
+ }
+
+ if (curve_size != 0) {
+ progress.set_status("Updating Mesh", "Copying Strands to device");
+
+ float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size);
+ float4 *curves = dscene->curves.alloc(curve_size);
+
+ foreach (Mesh *mesh, scene->meshes) {
+ mesh->pack_curves(scene,
+ &curve_keys[mesh->curvekey_offset],
+ &curves[mesh->curve_offset],
+ mesh->curvekey_offset);
+ if (progress.get_cancel())
+ return;
+ }
+
+ dscene->curve_keys.copy_to_device();
+ dscene->curves.copy_to_device();
+ }
+
+ if (patch_size != 0) {
+ progress.set_status("Updating Mesh", "Copying Patches to device");
+
+ uint *patch_data = dscene->patches.alloc(patch_size);
+
+ foreach (Mesh *mesh, scene->meshes) {
+ mesh->pack_patches(&patch_data[mesh->patch_offset],
+ mesh->vert_offset,
+ mesh->face_offset,
+ mesh->corner_offset);
+
+ if (mesh->patch_table) {
+ mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset],
+ mesh->patch_table_offset);
+ }
+
+ if (progress.get_cancel())
+ return;
+ }
+
+ dscene->patches.copy_to_device();
+ }
+
+ if (for_displacement) {
+ float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3);
+ foreach (Mesh *mesh, scene->meshes) {
+ for (size_t i = 0; i < mesh->num_triangles(); ++i) {
+ Mesh::Triangle t = mesh->get_triangle(i);
+ size_t offset = 3 * (i + mesh->tri_offset);
+ prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]);
+ prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]);
+ prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]);
+ }
+ }
+ dscene->prim_tri_verts.copy_to_device();
+ }
+}
+
+void MeshManager::device_update_bvh(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ /* bvh build */
+ progress.set_status("Updating Scene BVH", "Building");
+
+ BVHParams bparams;
+ bparams.top_level = true;
+ bparams.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
+ device->get_bvh_layout_mask());
+ bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
+ bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
+ scene->params.use_bvh_unaligned_nodes;
+ bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
+ bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
+ bparams.bvh_type = scene->params.bvh_type;
+ bparams.curve_flags = dscene->data.curve.curveflags;
+ bparams.curve_subdivisions = dscene->data.curve.subdivisions;
+
+ VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout.";
#ifdef WITH_EMBREE
- if(bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
- if(dscene->data.bvh.scene) {
- BVHEmbree::destroy(dscene->data.bvh.scene);
- }
- }
+ if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
+ if (dscene->data.bvh.scene) {
+ BVHEmbree::destroy(dscene->data.bvh.scene);
+ }
+ }
#endif
- BVH *bvh = BVH::create(bparams, scene->objects);
- bvh->build(progress, &device->stats);
+ BVH *bvh = BVH::create(bparams, scene->objects);
+ bvh->build(progress, &device->stats);
- if(progress.get_cancel()) {
+ if (progress.get_cancel()) {
#ifdef WITH_EMBREE
- if(bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
- if(dscene->data.bvh.scene) {
- BVHEmbree::destroy(dscene->data.bvh.scene);
- }
- }
+ if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
+ if (dscene->data.bvh.scene) {
+ BVHEmbree::destroy(dscene->data.bvh.scene);
+ }
+ }
#endif
- delete bvh;
- return;
- }
-
- /* copy to device */
- progress.set_status("Updating Scene BVH", "Copying BVH to device");
-
- PackedBVH& pack = bvh->pack;
-
- if(pack.nodes.size()) {
- dscene->bvh_nodes.steal_data(pack.nodes);
- dscene->bvh_nodes.copy_to_device();
- }
- if(pack.leaf_nodes.size()) {
- dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
- dscene->bvh_leaf_nodes.copy_to_device();
- }
- if(pack.object_node.size()) {
- dscene->object_node.steal_data(pack.object_node);
- dscene->object_node.copy_to_device();
- }
- if(pack.prim_tri_index.size()) {
- dscene->prim_tri_index.steal_data(pack.prim_tri_index);
- dscene->prim_tri_index.copy_to_device();
- }
- if(pack.prim_tri_verts.size()) {
- dscene->prim_tri_verts.steal_data(pack.prim_tri_verts);
- dscene->prim_tri_verts.copy_to_device();
- }
- if(pack.prim_type.size()) {
- dscene->prim_type.steal_data(pack.prim_type);
- dscene->prim_type.copy_to_device();
- }
- if(pack.prim_visibility.size()) {
- dscene->prim_visibility.steal_data(pack.prim_visibility);
- dscene->prim_visibility.copy_to_device();
- }
- if(pack.prim_index.size()) {
- dscene->prim_index.steal_data(pack.prim_index);
- dscene->prim_index.copy_to_device();
- }
- if(pack.prim_object.size()) {
- dscene->prim_object.steal_data(pack.prim_object);
- dscene->prim_object.copy_to_device();
- }
- if(pack.prim_time.size()) {
- dscene->prim_time.steal_data(pack.prim_time);
- dscene->prim_time.copy_to_device();
- }
-
- dscene->data.bvh.root = pack.root_index;
- dscene->data.bvh.bvh_layout = bparams.bvh_layout;
- dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
-
+ delete bvh;
+ return;
+ }
+
+ /* copy to device */
+ progress.set_status("Updating Scene BVH", "Copying BVH to device");
+
+ PackedBVH &pack = bvh->pack;
+
+ if (pack.nodes.size()) {
+ dscene->bvh_nodes.steal_data(pack.nodes);
+ dscene->bvh_nodes.copy_to_device();
+ }
+ if (pack.leaf_nodes.size()) {
+ dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
+ dscene->bvh_leaf_nodes.copy_to_device();
+ }
+ if (pack.object_node.size()) {
+ dscene->object_node.steal_data(pack.object_node);
+ dscene->object_node.copy_to_device();
+ }
+ if (pack.prim_tri_index.size()) {
+ dscene->prim_tri_index.steal_data(pack.prim_tri_index);
+ dscene->prim_tri_index.copy_to_device();
+ }
+ if (pack.prim_tri_verts.size()) {
+ dscene->prim_tri_verts.steal_data(pack.prim_tri_verts);
+ dscene->prim_tri_verts.copy_to_device();
+ }
+ if (pack.prim_type.size()) {
+ dscene->prim_type.steal_data(pack.prim_type);
+ dscene->prim_type.copy_to_device();
+ }
+ if (pack.prim_visibility.size()) {
+ dscene->prim_visibility.steal_data(pack.prim_visibility);
+ dscene->prim_visibility.copy_to_device();
+ }
+ if (pack.prim_index.size()) {
+ dscene->prim_index.steal_data(pack.prim_index);
+ dscene->prim_index.copy_to_device();
+ }
+ if (pack.prim_object.size()) {
+ dscene->prim_object.steal_data(pack.prim_object);
+ dscene->prim_object.copy_to_device();
+ }
+ if (pack.prim_time.size()) {
+ dscene->prim_time.steal_data(pack.prim_time);
+ dscene->prim_time.copy_to_device();
+ }
+
+ dscene->data.bvh.root = pack.root_index;
+ dscene->data.bvh.bvh_layout = bparams.bvh_layout;
+ dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
#ifdef WITH_EMBREE
- if(bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
- dscene->data.bvh.scene = ((BVHEmbree*)bvh)->scene;
- }
- else {
- dscene->data.bvh.scene = NULL;
- }
+ if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
+ dscene->data.bvh.scene = ((BVHEmbree *)bvh)->scene;
+ }
+ else {
+ dscene->data.bvh.scene = NULL;
+ }
#endif
- delete bvh;
+ delete bvh;
}
-void MeshManager::device_update_preprocess(Device *device,
- Scene *scene,
- Progress& progress)
+void MeshManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress)
{
- if(!need_update && !need_flags_update) {
- return;
- }
+ if (!need_update && !need_flags_update) {
+ return;
+ }
- progress.set_status("Updating Meshes Flags");
+ progress.set_status("Updating Meshes Flags");
- /* Update flags. */
- bool volume_images_updated = false;
+ /* Update flags. */
+ bool volume_images_updated = false;
- foreach(Mesh *mesh, scene->meshes) {
- mesh->has_volume = false;
+ foreach (Mesh *mesh, scene->meshes) {
+ mesh->has_volume = false;
- foreach(const Shader *shader, mesh->used_shaders) {
- if(shader->has_volume) {
- mesh->has_volume = true;
- }
- if(shader->has_surface_bssrdf) {
- mesh->has_surface_bssrdf = true;
- }
- }
+ foreach (const Shader *shader, mesh->used_shaders) {
+ if (shader->has_volume) {
+ mesh->has_volume = true;
+ }
+ if (shader->has_surface_bssrdf) {
+ mesh->has_surface_bssrdf = true;
+ }
+ }
- if(need_update && mesh->has_volume) {
- /* Create volume meshes if there is voxel data. */
- bool has_voxel_attributes = false;
+ if (need_update && mesh->has_volume) {
+ /* Create volume meshes if there is voxel data. */
+ bool has_voxel_attributes = false;
- foreach(Attribute& attr, mesh->attributes.attributes) {
- if(attr.element == ATTR_ELEMENT_VOXEL) {
- has_voxel_attributes = true;
- }
- }
+ foreach (Attribute &attr, mesh->attributes.attributes) {
+ if (attr.element == ATTR_ELEMENT_VOXEL) {
+ has_voxel_attributes = true;
+ }
+ }
- if(has_voxel_attributes) {
- if(!volume_images_updated) {
- progress.set_status("Updating Meshes Volume Bounds");
- device_update_volume_images(device, scene, progress);
- volume_images_updated = true;
- }
+ if (has_voxel_attributes) {
+ if (!volume_images_updated) {
+ progress.set_status("Updating Meshes Volume Bounds");
+ device_update_volume_images(device, scene, progress);
+ volume_images_updated = true;
+ }
- create_volume_mesh(scene, mesh, progress);
- }
- }
- }
+ create_volume_mesh(scene, mesh, progress);
+ }
+ }
+ }
- need_flags_update = false;
+ need_flags_update = false;
}
void MeshManager::device_update_displacement_images(Device *device,
Scene *scene,
- Progress& progress)
-{
- progress.set_status("Updating Displacement Images");
- TaskPool pool;
- ImageManager *image_manager = scene->image_manager;
- set<int> bump_images;
- foreach(Mesh *mesh, scene->meshes) {
- if(mesh->need_update) {
- foreach(Shader *shader, mesh->used_shaders) {
- if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
- continue;
- }
- foreach(ShaderNode* node, shader->graph->nodes) {
- if(node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
- continue;
- }
-
- ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode*>(node);
- int slot = image_node->slot;
- if(slot != -1) {
- bump_images.insert(slot);
- }
- }
- }
- }
- }
- foreach(int slot, bump_images) {
- pool.push(function_bind(&ImageManager::device_update_slot,
- image_manager,
- device,
- scene,
- slot,
- &progress));
- }
- pool.wait_work();
-}
-
-void MeshManager::device_update_volume_images(Device *device,
- Scene *scene,
- Progress& progress)
-{
- progress.set_status("Updating Volume Images");
- TaskPool pool;
- ImageManager *image_manager = scene->image_manager;
- set<int> volume_images;
-
- foreach(Mesh *mesh, scene->meshes) {
- if(!mesh->need_update) {
- continue;
- }
-
- foreach(Attribute& attr, mesh->attributes.attributes) {
- if(attr.element != ATTR_ELEMENT_VOXEL) {
- continue;
- }
-
- VoxelAttribute *voxel = attr.data_voxel();
-
- if(voxel->slot != -1) {
- volume_images.insert(voxel->slot);
- }
- }
- }
-
- foreach(int slot, volume_images) {
- pool.push(function_bind(&ImageManager::device_update_slot,
- image_manager,
- device,
- scene,
- slot,
- &progress));
- }
- pool.wait_work();
-}
-
-void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
-{
- if(!need_update)
- return;
-
- VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
-
- bool true_displacement_used = false;
- size_t total_tess_needed = 0;
-
- foreach(Mesh *mesh, scene->meshes) {
- foreach(Shader *shader, mesh->used_shaders) {
- if(shader->need_update_mesh)
- mesh->need_update = true;
- }
-
- if(mesh->need_update) {
- /* Update normals. */
- mesh->add_face_normals();
- mesh->add_vertex_normals();
-
- if(mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
- mesh->add_undisplaced();
- }
-
- /* Test if we need tessellation. */
- if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE &&
- mesh->num_subd_verts == 0 &&
- mesh->subd_params)
- {
- total_tess_needed++;
- }
-
- /* Test if we need displacement. */
- if(mesh->has_true_displacement()) {
- true_displacement_used = true;
- }
-
- if(progress.get_cancel()) return;
- }
- }
-
- /* Tessellate meshes that are using subdivision */
- if(total_tess_needed) {
- Camera *dicing_camera = scene->dicing_camera;
- dicing_camera->update(scene);
-
- size_t i = 0;
- foreach(Mesh *mesh, scene->meshes) {
- if(mesh->need_update &&
- mesh->subdivision_type != Mesh::SUBDIVISION_NONE &&
- mesh->num_subd_verts == 0 &&
- mesh->subd_params)
- {
- string msg = "Tessellating ";
- if(mesh->name == "")
- msg += string_printf("%u/%u", (uint)(i+1), (uint)total_tess_needed);
- else
- msg += string_printf("%s %u/%u", mesh->name.c_str(), (uint)(i+1), (uint)total_tess_needed);
-
- progress.set_status("Updating Mesh", msg);
-
- mesh->subd_params->camera = dicing_camera;
- DiagSplit dsplit(*mesh->subd_params);
- mesh->tessellate(&dsplit);
-
- i++;
-
- if(progress.get_cancel()) return;
- }
-
- }
- }
-
- /* Update images needed for true displacement. */
- bool old_need_object_flags_update = false;
- if(true_displacement_used) {
- VLOG(1) << "Updating images used for true displacement.";
- device_update_displacement_images(device, scene, progress);
- old_need_object_flags_update = scene->object_manager->need_flags_update;
- scene->object_manager->device_update_flags(device,
- dscene,
- scene,
- progress,
- false);
- }
-
- /* Device update. */
- device_free(device, dscene);
-
- mesh_calc_offset(scene);
- if(true_displacement_used) {
- device_update_mesh(device, dscene, scene, true, progress);
- }
- if(progress.get_cancel()) return;
-
- device_update_attributes(device, dscene, scene, progress);
- if(progress.get_cancel()) return;
-
- /* Update displacement. */
- bool displacement_done = false;
- size_t num_bvh = 0;
-
- foreach(Mesh *mesh, scene->meshes) {
- if(mesh->need_update) {
- if(displace(device, dscene, scene, mesh, progress)) {
- displacement_done = true;
- }
-
- if(mesh->need_build_bvh()) {
- num_bvh++;
- }
- }
-
- if(progress.get_cancel()) return;
- }
-
- /* Device re-update after displacement. */
- if(displacement_done) {
- device_free(device, dscene);
-
- device_update_attributes(device, dscene, scene, progress);
- if(progress.get_cancel()) return;
- }
-
- TaskPool pool;
-
- size_t i = 0;
- foreach(Mesh *mesh, scene->meshes) {
- if(mesh->need_update) {
- pool.push(function_bind(&Mesh::compute_bvh,
- mesh,
- device,
- dscene,
- &scene->params,
- &progress,
- i,
- num_bvh));
- if(mesh->need_build_bvh()) {
- i++;
- }
- }
- }
-
- TaskPool::Summary summary;
- pool.wait_work(&summary);
- VLOG(2) << "Objects BVH build pool statistics:\n"
- << summary.full_report();
-
- foreach(Shader *shader, scene->shaders) {
- shader->need_update_mesh = false;
- }
-
- Scene::MotionType need_motion = scene->need_motion();
- bool motion_blur = need_motion == Scene::MOTION_BLUR;
-
- /* Update objects. */
- vector<Object *> volume_objects;
- foreach(Object *object, scene->objects) {
- object->compute_bounds(motion_blur);
- }
-
- if(progress.get_cancel()) return;
-
- device_update_bvh(device, dscene, scene, progress);
- if(progress.get_cancel()) return;
-
- device_update_mesh(device, dscene, scene, false, progress);
- if(progress.get_cancel()) return;
-
- need_update = false;
-
- if(true_displacement_used) {
- /* Re-tag flags for update, so they're re-evaluated
- * for meshes with correct bounding boxes.
- *
- * This wouldn't cause wrong results, just true
- * displacement might be less optimal ot calculate.
- */
- scene->object_manager->need_flags_update = old_need_object_flags_update;
- }
+ Progress &progress)
+{
+ progress.set_status("Updating Displacement Images");
+ TaskPool pool;
+ ImageManager *image_manager = scene->image_manager;
+ set<int> bump_images;
+ foreach (Mesh *mesh, scene->meshes) {
+ if (mesh->need_update) {
+ foreach (Shader *shader, mesh->used_shaders) {
+ if (!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
+ continue;
+ }
+ foreach (ShaderNode *node, shader->graph->nodes) {
+ if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
+ continue;
+ }
+
+ ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode *>(node);
+ int slot = image_node->slot;
+ if (slot != -1) {
+ bump_images.insert(slot);
+ }
+ }
+ }
+ }
+ }
+ foreach (int slot, bump_images) {
+ pool.push(function_bind(
+ &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
+ }
+ pool.wait_work();
+}
+
+void MeshManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress)
+{
+ progress.set_status("Updating Volume Images");
+ TaskPool pool;
+ ImageManager *image_manager = scene->image_manager;
+ set<int> volume_images;
+
+ foreach (Mesh *mesh, scene->meshes) {
+ if (!mesh->need_update) {
+ continue;
+ }
+
+ foreach (Attribute &attr, mesh->attributes.attributes) {
+ if (attr.element != ATTR_ELEMENT_VOXEL) {
+ continue;
+ }
+
+ VoxelAttribute *voxel = attr.data_voxel();
+
+ if (voxel->slot != -1) {
+ volume_images.insert(voxel->slot);
+ }
+ }
+ }
+
+ foreach (int slot, volume_images) {
+ pool.push(function_bind(
+ &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
+ }
+ pool.wait_work();
+}
+
+void MeshManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update)
+ return;
+
+ VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
+
+ bool true_displacement_used = false;
+ size_t total_tess_needed = 0;
+
+ foreach (Mesh *mesh, scene->meshes) {
+ foreach (Shader *shader, mesh->used_shaders) {
+ if (shader->need_update_mesh)
+ mesh->need_update = true;
+ }
+
+ if (mesh->need_update) {
+ /* Update normals. */
+ mesh->add_face_normals();
+ mesh->add_vertex_normals();
+
+ if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
+ mesh->add_undisplaced();
+ }
+
+ /* Test if we need tessellation. */
+ if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE && mesh->num_subd_verts == 0 &&
+ mesh->subd_params) {
+ total_tess_needed++;
+ }
+
+ /* Test if we need displacement. */
+ if (mesh->has_true_displacement()) {
+ true_displacement_used = true;
+ }
+
+ if (progress.get_cancel())
+ return;
+ }
+ }
+
+ /* Tessellate meshes that are using subdivision */
+ if (total_tess_needed) {
+ Camera *dicing_camera = scene->dicing_camera;
+ dicing_camera->update(scene);
+
+ size_t i = 0;
+ foreach (Mesh *mesh, scene->meshes) {
+ if (mesh->need_update && mesh->subdivision_type != Mesh::SUBDIVISION_NONE &&
+ mesh->num_subd_verts == 0 && mesh->subd_params) {
+ string msg = "Tessellating ";
+ if (mesh->name == "")
+ msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed);
+ else
+ msg += string_printf(
+ "%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed);
+
+ progress.set_status("Updating Mesh", msg);
+
+ mesh->subd_params->camera = dicing_camera;
+ DiagSplit dsplit(*mesh->subd_params);
+ mesh->tessellate(&dsplit);
+
+ i++;
+
+ if (progress.get_cancel())
+ return;
+ }
+ }
+ }
+
+ /* Update images needed for true displacement. */
+ bool old_need_object_flags_update = false;
+ if (true_displacement_used) {
+ VLOG(1) << "Updating images used for true displacement.";
+ device_update_displacement_images(device, scene, progress);
+ old_need_object_flags_update = scene->object_manager->need_flags_update;
+ scene->object_manager->device_update_flags(device, dscene, scene, progress, false);
+ }
+
+ /* Device update. */
+ device_free(device, dscene);
+
+ mesh_calc_offset(scene);
+ if (true_displacement_used) {
+ device_update_mesh(device, dscene, scene, true, progress);
+ }
+ if (progress.get_cancel())
+ return;
+
+ device_update_attributes(device, dscene, scene, progress);
+ if (progress.get_cancel())
+ return;
+
+ /* Update displacement. */
+ bool displacement_done = false;
+ size_t num_bvh = 0;
+
+ foreach (Mesh *mesh, scene->meshes) {
+ if (mesh->need_update) {
+ if (displace(device, dscene, scene, mesh, progress)) {
+ displacement_done = true;
+ }
+
+ if (mesh->need_build_bvh()) {
+ num_bvh++;
+ }
+ }
+
+ if (progress.get_cancel())
+ return;
+ }
+
+ /* Device re-update after displacement. */
+ if (displacement_done) {
+ device_free(device, dscene);
+
+ device_update_attributes(device, dscene, scene, progress);
+ if (progress.get_cancel())
+ return;
+ }
+
+ TaskPool pool;
+
+ size_t i = 0;
+ foreach (Mesh *mesh, scene->meshes) {
+ if (mesh->need_update) {
+ pool.push(function_bind(
+ &Mesh::compute_bvh, mesh, device, dscene, &scene->params, &progress, i, num_bvh));
+ if (mesh->need_build_bvh()) {
+ i++;
+ }
+ }
+ }
+
+ TaskPool::Summary summary;
+ pool.wait_work(&summary);
+ VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report();
+
+ foreach (Shader *shader, scene->shaders) {
+ shader->need_update_mesh = false;
+ }
+
+ Scene::MotionType need_motion = scene->need_motion();
+ bool motion_blur = need_motion == Scene::MOTION_BLUR;
+
+ /* Update objects. */
+ vector<Object *> volume_objects;
+ foreach (Object *object, scene->objects) {
+ object->compute_bounds(motion_blur);
+ }
+
+ if (progress.get_cancel())
+ return;
+
+ device_update_bvh(device, dscene, scene, progress);
+ if (progress.get_cancel())
+ return;
+
+ device_update_mesh(device, dscene, scene, false, progress);
+ if (progress.get_cancel())
+ return;
+
+ need_update = false;
+
+ if (true_displacement_used) {
+ /* Re-tag flags for update, so they're re-evaluated
+ * for meshes with correct bounding boxes.
+ *
+ * This wouldn't cause wrong results, just true
+ * displacement might be less optimal ot calculate.
+ */
+ scene->object_manager->need_flags_update = old_need_object_flags_update;
+ }
}
void MeshManager::device_free(Device *device, DeviceScene *dscene)
{
- dscene->bvh_nodes.free();
- dscene->bvh_leaf_nodes.free();
- dscene->object_node.free();
- dscene->prim_tri_verts.free();
- dscene->prim_tri_index.free();
- dscene->prim_type.free();
- dscene->prim_visibility.free();
- dscene->prim_index.free();
- dscene->prim_object.free();
- dscene->prim_time.free();
- dscene->tri_shader.free();
- dscene->tri_vnormal.free();
- dscene->tri_vindex.free();
- dscene->tri_patch.free();
- dscene->tri_patch_uv.free();
- dscene->curves.free();
- dscene->curve_keys.free();
- dscene->patches.free();
- dscene->attributes_map.free();
- dscene->attributes_float.free();
- dscene->attributes_float2.free();
- dscene->attributes_float3.free();
- dscene->attributes_uchar4.free();
+ dscene->bvh_nodes.free();
+ dscene->bvh_leaf_nodes.free();
+ dscene->object_node.free();
+ dscene->prim_tri_verts.free();
+ dscene->prim_tri_index.free();
+ dscene->prim_type.free();
+ dscene->prim_visibility.free();
+ dscene->prim_index.free();
+ dscene->prim_object.free();
+ dscene->prim_time.free();
+ dscene->tri_shader.free();
+ dscene->tri_vnormal.free();
+ dscene->tri_vindex.free();
+ dscene->tri_patch.free();
+ dscene->tri_patch_uv.free();
+ dscene->curves.free();
+ dscene->curve_keys.free();
+ dscene->patches.free();
+ dscene->attributes_map.free();
+ dscene->attributes_float.free();
+ dscene->attributes_float2.free();
+ dscene->attributes_float3.free();
+ dscene->attributes_uchar4.free();
#ifdef WITH_OSL
- OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+ OSLGlobals *og = (OSLGlobals *)device->osl_memory();
- if(og) {
- og->object_name_map.clear();
- og->attribute_map.clear();
- og->object_names.clear();
- }
+ if (og) {
+ og->object_name_map.clear();
+ og->attribute_map.clear();
+ og->object_names.clear();
+ }
#else
- (void) device;
+ (void)device;
#endif
}
void MeshManager::tag_update(Scene *scene)
{
- need_update = true;
- scene->object_manager->need_update = true;
+ need_update = true;
+ scene->object_manager->need_update = true;
}
void MeshManager::collect_statistics(const Scene *scene, RenderStats *stats)
{
- foreach(Mesh *mesh, scene->meshes) {
- stats->mesh.geometry.add_entry(
- NamedSizeEntry(string(mesh->name.c_str()),
- mesh->get_total_size_in_bytes()));
- }
+ foreach (Mesh *mesh, scene->meshes) {
+ stats->mesh.geometry.add_entry(
+ NamedSizeEntry(string(mesh->name.c_str()), mesh->get_total_size_in_bytes()));
+ }
}
bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
{
- if(std == ATTR_STD_NONE)
- return false;
+ if (std == ATTR_STD_NONE)
+ return false;
- if(scene->need_global_attribute(std))
- return true;
+ if (scene->need_global_attribute(std))
+ return true;
- foreach(Shader *shader, used_shaders)
- if(shader->attributes.find(std))
- return true;
+ foreach (Shader *shader, used_shaders)
+ if (shader->attributes.find(std))
+ return true;
- return false;
+ return false;
}
bool Mesh::need_attribute(Scene * /*scene*/, ustring name)
{
- if(name == ustring())
- return false;
+ if (name == ustring())
+ return false;
- foreach(Shader *shader, used_shaders)
- if(shader->attributes.find(name))
- return true;
+ foreach (Shader *shader, used_shaders)
+ if (shader->attributes.find(name))
+ return true;
- return false;
+ return false;
}
CCL_NAMESPACE_END