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Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp151
1 files changed, 133 insertions, 18 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index bc782a78c60..a2d545d51c0 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -51,6 +51,9 @@ Mesh::Mesh()
tri_offset = 0;
vert_offset = 0;
+ curveseg_offset = 0;
+ curvekey_offset = 0;
+
attributes.mesh = this;
}
@@ -66,6 +69,7 @@ void Mesh::reserve(int numverts, int numtris)
triangles.resize(numtris);
shader.resize(numtris);
smooth.resize(numtris);
+ /*currently no need in hair segment resize and curve data needs including*/
attributes.reserve(numverts, numtris);
}
@@ -77,6 +81,11 @@ void Mesh::clear()
shader.clear();
smooth.clear();
+ curve_keys.clear();
+ curve_keysCD.clear();
+ curve_segs.clear();
+ curve_attrib.clear();
+
attributes.clear();
used_shaders.clear();
@@ -96,14 +105,48 @@ void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
smooth.push_back(smooth_);
}
+void Mesh::add_curvekey(float3 loc, float radius, float time)
+{
+ CurveKey ck;
+ ck.loc = loc;
+ ck.radius = radius;
+ ck.time = time;
+
+ curve_keys.push_back(ck);
+}
+
+void Mesh::add_curve(int v0, int v1, int shader, int curveid)
+{
+ CurveSeg s;
+ s.v[0] = v0;
+ s.v[1] = v1;
+ s.curveshader = shader;
+ s.curve = curveid;
+
+ curve_segs.push_back(s);
+}
+
+void Mesh::add_curveattrib(float u, float v)
+{
+ Curve_Attribute s;
+ s.uv[0] = u;
+ s.uv[1] = v;
+
+ curve_attrib.push_back(s);
+}
+
void Mesh::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
size_t verts_size = verts.size();
+ size_t curve_keys_size = curve_keys.size();
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].loc, curve_keys[i].radius);
+
/* happens mostly on empty meshes */
if(!bnds.valid())
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
@@ -243,6 +286,45 @@ void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
}
}
+void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_seg_keys, size_t curvekey_offset)
+{
+ size_t curve_keys_size = curve_keys.size();
+ CurveKey *keys_ptr = NULL;
+
+ if(curve_keys_size) {
+
+ keys_ptr = &curve_keys[0];
+
+ for(size_t i = 0; i < curve_keys_size; i++) {
+ float3 p = keys_ptr[i].loc;
+ curve_key_co[i] = make_float4(p.x, p.y, p.z, keys_ptr[i].radius);
+ }
+ }
+
+ size_t curve_seg_num = curve_segs.size();
+
+ if(curve_seg_num) {
+ CurveSeg *curve_ptr = &curve_segs[0];
+
+ int shader_id = 0;
+
+ for(size_t i = 0; i < curve_seg_num; i++) {
+ CurveSeg s = curve_ptr[i];
+ shader_id = scene->shader_manager->get_shader_id(s.curveshader, this, false);
+
+ float3 p1 = keys_ptr[s.v[0]].loc;
+ float3 p2 = keys_ptr[s.v[1]].loc;
+ float length = len(p2 - p1);
+
+ curve_seg_keys[i] = make_float4(
+ __int_as_float(s.v[0] + curvekey_offset),
+ __int_as_float(s.v[1] + curvekey_offset),
+ __int_as_float(shader_id),
+ length);
+ }
+ }
+}
+
void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total)
{
if(progress->get_cancel())
@@ -573,39 +655,62 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
size_t vert_size = 0;
size_t tri_size = 0;
+ size_t CurveKey_size = 0;
+ size_t curve_seg_keys = 0;
+
foreach(Mesh *mesh, scene->meshes) {
mesh->vert_offset = vert_size;
mesh->tri_offset = tri_size;
+ mesh->curvekey_offset = CurveKey_size;
+ mesh->curveseg_offset = curve_seg_keys;
+
vert_size += mesh->verts.size();
tri_size += mesh->triangles.size();
+
+ CurveKey_size += mesh->curve_keys.size();
+ curve_seg_keys += mesh->curve_segs.size();
}
- if(tri_size == 0)
- return;
+ if(tri_size != 0) {
+ /* normals */
+ progress.set_status("Updating Mesh", "Computing normals");
- /* normals */
- progress.set_status("Updating Mesh", "Computing normals");
+ float4 *normal = dscene->tri_normal.resize(tri_size);
+ float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
+ float4 *tri_verts = dscene->tri_verts.resize(vert_size);
+ float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
- float4 *normal = dscene->tri_normal.resize(tri_size);
- float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
- float4 *tri_verts = dscene->tri_verts.resize(vert_size);
- float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
+ mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
- foreach(Mesh *mesh, scene->meshes) {
- mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
- mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
+ if(progress.get_cancel()) return;
+ }
- if(progress.get_cancel()) return;
+ /* vertex coordinates */
+ progress.set_status("Updating Mesh", "Copying Mesh to device");
+
+ device->tex_alloc("__tri_normal", dscene->tri_normal);
+ device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
+ device->tex_alloc("__tri_verts", dscene->tri_verts);
+ device->tex_alloc("__tri_vindex", dscene->tri_vindex);
}
- /* vertex coordinates */
- progress.set_status("Updating Mesh", "Copying Mesh to device");
+ if(curve_seg_keys != 0) {
+ progress.set_status("Updating Mesh", "Copying Strands to device");
+
+ float4 *cur_keys = dscene->cur_keys.resize(CurveKey_size);
+ float4 *cur_segs = dscene->cur_segs.resize(curve_seg_keys);
- device->tex_alloc("__tri_normal", dscene->tri_normal);
- device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
- device->tex_alloc("__tri_verts", dscene->tri_verts);
- device->tex_alloc("__tri_vindex", dscene->tri_vindex);
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->pack_curves(scene, &cur_keys[mesh->curvekey_offset], &cur_segs[mesh->curveseg_offset], mesh->curvekey_offset);
+ if(progress.get_cancel()) return;
+ }
+
+ device->tex_alloc("__cur_keys", dscene->cur_keys);
+ device->tex_alloc("__cur_segs", dscene->cur_segs);
+ }
}
void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
@@ -642,6 +747,10 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
device->tex_alloc("__tri_woop", dscene->tri_woop);
}
+ if(pack.prim_type.size()) {
+ dscene->prim_type.reference((uint*)&pack.prim_type[0], pack.prim_type.size());
+ device->tex_alloc("__prim_type", dscene->prim_type);
+ }
if(pack.prim_visibility.size()) {
dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size());
device->tex_alloc("__prim_visibility", dscene->prim_visibility);
@@ -751,6 +860,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
device->tex_free(dscene->bvh_nodes);
device->tex_free(dscene->object_node);
device->tex_free(dscene->tri_woop);
+ device->tex_free(dscene->prim_type);
device->tex_free(dscene->prim_visibility);
device->tex_free(dscene->prim_index);
device->tex_free(dscene->prim_object);
@@ -758,6 +868,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
device->tex_free(dscene->tri_vnormal);
device->tex_free(dscene->tri_vindex);
device->tex_free(dscene->tri_verts);
+ device->tex_free(dscene->cur_segs);
+ device->tex_free(dscene->cur_keys);
device->tex_free(dscene->attributes_map);
device->tex_free(dscene->attributes_float);
device->tex_free(dscene->attributes_float3);
@@ -765,6 +877,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
dscene->bvh_nodes.clear();
dscene->object_node.clear();
dscene->tri_woop.clear();
+ dscene->prim_type.clear();
dscene->prim_visibility.clear();
dscene->prim_index.clear();
dscene->prim_object.clear();
@@ -772,6 +885,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
dscene->tri_vnormal.clear();
dscene->tri_vindex.clear();
dscene->tri_verts.clear();
+ dscene->cur_segs.clear();
+ dscene->cur_keys.clear();
dscene->attributes_map.clear();
dscene->attributes_float.clear();
dscene->attributes_float3.clear();