/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __ATTRIBUTE_H__ #define __ATTRIBUTE_H__ #include "kernel/kernel_types.h" #include "util/util_list.h" #include "util/util_param.h" #include "util/util_types.h" #include "util/util_vector.h" CCL_NAMESPACE_BEGIN class Attribute; class AttributeRequest; class AttributeRequestSet; class AttributeSet; class ImageManager; class Mesh; struct Transform; /* Attributes for voxels are images */ struct VoxelAttribute { ImageManager *manager; int slot; }; /* Attribute * * Arbitrary data layers on meshes. * Supported types: Float, Color, Vector, Normal, Point */ class Attribute { public: ustring name; AttributeStandard std; TypeDesc type; vector buffer; AttributeElement element; uint flags; /* enum AttributeFlag */ Attribute() {} ~Attribute(); void set(ustring name, TypeDesc type, AttributeElement element); void resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only); void resize(size_t num_elements); size_t data_sizeof() const; size_t element_size(Mesh *mesh, AttributePrimitive prim) const; size_t buffer_size(Mesh *mesh, AttributePrimitive prim) const; char *data() { return (buffer.size())? &buffer[0]: NULL; }; float3 *data_float3() { return (float3*)data(); } float4 *data_float4() { return (float4*)data(); } float *data_float() { return (float*)data(); } uchar4 *data_uchar4() { return (uchar4*)data(); } Transform *data_transform() { return (Transform*)data(); } VoxelAttribute *data_voxel() { return ( VoxelAttribute*)data(); } const char *data() const { return (buffer.size())? &buffer[0]: NULL; } const float3 *data_float3() const { return (const float3*)data(); } const float4 *data_float4() const { return (const float4*)data(); } const float *data_float() const { return (const float*)data(); } const Transform *data_transform() const { return (const Transform*)data(); } const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); } void zero_data(void* dst); void add_with_weight(void* dst, void* src, float weight); void add(const float& f); void add(const float3& f); void add(const uchar4& f); void add(const Transform& f); void add(const VoxelAttribute& f); void add(const char *data); static bool same_storage(TypeDesc a, TypeDesc b); static const char *standard_name(AttributeStandard std); static AttributeStandard name_standard(const char *name); }; /* Attribute Set * * Set of attributes on a mesh. */ class AttributeSet { public: Mesh *triangle_mesh; Mesh *curve_mesh; Mesh *subd_mesh; list attributes; AttributeSet(); ~AttributeSet(); Attribute *add(ustring name, TypeDesc type, AttributeElement element); Attribute *find(ustring name) const; void remove(ustring name); Attribute *add(AttributeStandard std, ustring name = ustring()); Attribute *find(AttributeStandard std) const; void remove(AttributeStandard std); Attribute *find(AttributeRequest& req); void resize(bool reserve_only = false); void clear(); }; /* AttributeRequest * * Request from a shader to use a certain attribute, so we can figure out * which ones we need to export from the host app end store for the kernel. * The attribute is found either by name or by standard attribute type. */ class AttributeRequest { public: ustring name; AttributeStandard std; /* temporary variables used by MeshManager */ TypeDesc triangle_type, curve_type, subd_type; AttributeDescriptor triangle_desc, curve_desc, subd_desc; explicit AttributeRequest(ustring name_); explicit AttributeRequest(AttributeStandard std); }; /* AttributeRequestSet * * Set of attributes requested by a shader. */ class AttributeRequestSet { public: vector requests; AttributeRequestSet(); ~AttributeRequestSet(); void add(ustring name); void add(AttributeStandard std); void add(AttributeRequestSet& reqs); bool find(ustring name); bool find(AttributeStandard std); size_t size(); void clear(); bool modified(const AttributeRequestSet& other); }; CCL_NAMESPACE_END #endif /* __ATTRIBUTE_H__ */