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Diffstat (limited to 'intern/cycles/scene/geometry.h')
-rw-r--r--intern/cycles/scene/geometry.h272
1 files changed, 272 insertions, 0 deletions
diff --git a/intern/cycles/scene/geometry.h b/intern/cycles/scene/geometry.h
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+/*
+ * Copyright 2011-2020 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __GEOMETRY_H__
+#define __GEOMETRY_H__
+
+#include "graph/node.h"
+
+#include "bvh/params.h"
+
+#include "scene/attribute.h"
+
+#include "util/boundbox.h"
+#include "util/set.h"
+#include "util/transform.h"
+#include "util/types.h"
+#include "util/vector.h"
+
+CCL_NAMESPACE_BEGIN
+
+class BVH;
+class Device;
+class DeviceScene;
+class Mesh;
+class Progress;
+class RenderStats;
+class Scene;
+class SceneParams;
+class Shader;
+class Volume;
+struct PackedBVH;
+
+/* Geometry
+ *
+ * Base class for geometric types like Mesh and Hair. */
+
+class Geometry : public Node {
+ public:
+ NODE_ABSTRACT_DECLARE
+
+ enum Type {
+ MESH,
+ HAIR,
+ VOLUME,
+ };
+
+ Type geometry_type;
+
+ /* Attributes */
+ AttributeSet attributes;
+
+ /* Shaders */
+ NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders)
+
+ /* Transform */
+ BoundBox bounds;
+ bool transform_applied;
+ bool transform_negative_scaled;
+ Transform transform_normal;
+
+ /* Motion Blur */
+ NODE_SOCKET_API(uint, motion_steps)
+ NODE_SOCKET_API(bool, use_motion_blur)
+
+ /* Maximum number of motion steps supported (due to Embree). */
+ static const uint MAX_MOTION_STEPS = 129;
+
+ /* BVH */
+ BVH *bvh;
+ size_t attr_map_offset;
+ size_t prim_offset;
+
+ /* Shader Properties */
+ bool has_volume; /* Set in the device_update_flags(). */
+ bool has_surface_bssrdf; /* Set in the device_update_flags(). */
+
+ /* Update Flags */
+ bool need_update_rebuild;
+ bool need_update_bvh_for_offset;
+
+ /* Index into scene->geometry (only valid during update) */
+ size_t index;
+
+ /* Constructor/Destructor */
+ explicit Geometry(const NodeType *node_type, const Type type);
+ virtual ~Geometry();
+
+ /* Geometry */
+ virtual void clear(bool preserve_shaders = false);
+ virtual void compute_bounds() = 0;
+ virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
+
+ /* Attribute Requests */
+ bool need_attribute(Scene *scene, AttributeStandard std);
+ bool need_attribute(Scene *scene, ustring name);
+
+ AttributeRequestSet needed_attributes();
+
+ /* UDIM */
+ virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
+
+ /* Convert between normalized -1..1 motion time and index in the
+ * VERTEX_MOTION attribute. */
+ float motion_time(int step) const;
+ int motion_step(float time) const;
+
+ /* BVH */
+ void compute_bvh(Device *device,
+ DeviceScene *dscene,
+ SceneParams *params,
+ Progress *progress,
+ int n,
+ int total);
+
+ virtual PrimitiveType primitive_type() const = 0;
+
+ /* Check whether the geometry should have own BVH built separately. Briefly,
+ * own BVH is needed for geometry, if:
+ *
+ * - It is instanced multiple times, so each instance object should share the
+ * same BVH tree.
+ * - Special ray intersection is needed, for example to limit subsurface rays
+ * to only the geometry itself.
+ * - The BVH layout requires the top level to only contain instances.
+ */
+ bool need_build_bvh(BVHLayout layout) const;
+
+ /* Test if the geometry should be treated as instanced. */
+ bool is_instanced() const;
+
+ bool has_true_displacement() const;
+ bool has_motion_blur() const;
+ bool has_voxel_attributes() const;
+
+ bool is_mesh() const
+ {
+ return geometry_type == MESH;
+ }
+
+ bool is_hair() const
+ {
+ return geometry_type == HAIR;
+ }
+
+ bool is_volume() const
+ {
+ return geometry_type == VOLUME;
+ }
+
+ /* Updates */
+ void tag_update(Scene *scene, bool rebuild);
+
+ void tag_bvh_update(bool rebuild);
+};
+
+/* Geometry Manager */
+
+class GeometryManager {
+ uint32_t update_flags;
+
+ public:
+ enum : uint32_t {
+ UV_PASS_NEEDED = (1 << 0),
+ MOTION_PASS_NEEDED = (1 << 1),
+ GEOMETRY_MODIFIED = (1 << 2),
+ OBJECT_MANAGER = (1 << 3),
+ MESH_ADDED = (1 << 4),
+ MESH_REMOVED = (1 << 5),
+ HAIR_ADDED = (1 << 6),
+ HAIR_REMOVED = (1 << 7),
+
+ SHADER_ATTRIBUTE_MODIFIED = (1 << 8),
+ SHADER_DISPLACEMENT_MODIFIED = (1 << 9),
+
+ GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED,
+ GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED,
+
+ TRANSFORM_MODIFIED = (1 << 10),
+
+ VISIBILITY_MODIFIED = (1 << 11),
+
+ /* tag everything in the manager for an update */
+ UPDATE_ALL = ~0u,
+
+ UPDATE_NONE = 0u,
+ };
+
+ /* Update Flags */
+ bool need_flags_update;
+
+ /* Constructor/Destructor */
+ GeometryManager();
+ ~GeometryManager();
+
+ /* Device Updates */
+ void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
+ void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
+ void device_free(Device *device, DeviceScene *dscene, bool force_free);
+
+ /* Updates */
+ void tag_update(Scene *scene, uint32_t flag);
+
+ bool need_update() const;
+
+ /* Statistics */
+ void collect_statistics(const Scene *scene, RenderStats *stats);
+
+ protected:
+ bool displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress);
+
+ void create_volume_mesh(Volume *volume, Progress &progress);
+
+ /* Attributes */
+ void update_osl_attributes(Device *device,
+ Scene *scene,
+ vector<AttributeRequestSet> &geom_attributes);
+ void update_svm_attributes(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ vector<AttributeRequestSet> &geom_attributes,
+ vector<AttributeRequestSet> &object_attributes);
+
+ /* Compute verts/triangles/curves offsets in global arrays. */
+ void mesh_calc_offset(Scene *scene, BVHLayout bvh_layout);
+
+ void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
+
+ void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
+
+ void device_update_attributes(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress);
+
+ void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
+
+ void device_update_displacement_images(Device *device, Scene *scene, Progress &progress);
+
+ void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
+
+ private:
+ static void update_attribute_element_offset(Geometry *geom,
+ 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);
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __GEOMETRY_H__ */