/* * 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 __MESH_H__ #define __MESH_H__ #include "attribute.h" #include "shader.h" #include "util_boundbox.h" #include "util_list.h" #include "util_map.h" #include "util_param.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 Scene; class SceneParams; class AttributeRequest; /* Mesh */ class Mesh { public: /* Mesh Triangle */ struct Triangle { int v[3]; void bounds_grow(const float3 *verts, BoundBox& bounds) const; }; /* Mesh Curve */ struct Curve { int first_key; int num_keys; uint shader; int num_segments() { return num_keys - 1; } void bounds_grow(const int k, const float4 *curve_keys, BoundBox& bounds) const; }; /* Displacement */ enum DisplacementMethod { DISPLACE_BUMP, DISPLACE_TRUE, DISPLACE_BOTH }; ustring name; /* Mesh Data */ bool geometry_synced; /* used to distinguish meshes with no verts and meshed for which geometry is not created */ vector verts; vector triangles; vector shader; vector smooth; bool has_volume; /* Set in the device_update(). */ vector curve_keys; /* co + radius */ vector curves; vector used_shaders; AttributeSet attributes; AttributeSet curve_attributes; BoundBox bounds; bool transform_applied; bool transform_negative_scaled; Transform transform_normal; DisplacementMethod displacement_method; uint motion_steps; bool use_motion_blur; /* Update Flags */ bool need_update; bool need_update_rebuild; /* BVH */ BVH *bvh; size_t tri_offset; size_t vert_offset; size_t curve_offset; size_t curvekey_offset; /* Functions */ Mesh(); ~Mesh(); void reserve(int numverts, int numfaces, int numcurves, int numcurvekeys); void clear(); void set_triangle(int i, int v0, int v1, int v2, int shader, bool smooth); void add_triangle(int v0, int v1, int v2, int shader, bool smooth); void add_curve_key(float3 loc, float radius); void add_curve(int first_key, int num_keys, int shader); int split_vertex(int vertex); void compute_bounds(); void add_face_normals(); void add_vertex_normals(); void pack_normals(Scene *scene, uint *shader, float4 *vnormal); void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset); void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset); void compute_bvh(SceneParams *params, Progress *progress, int n, int total); bool need_attribute(Scene *scene, AttributeStandard std); bool need_attribute(Scene *scene, ustring name); void tag_update(Scene *scene, bool rebuild); bool has_motion_blur() const; }; /* Mesh Manager */ class MeshManager { public: BVH *bvh; bool need_update; MeshManager(); ~MeshManager(); bool displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress& progress); /* attributes */ void update_osl_attributes(Device *device, Scene *scene, vector& mesh_attributes); void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector& mesh_attributes); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); 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_free(Device *device, DeviceScene *dscene); void tag_update(Scene *scene); }; CCL_NAMESPACE_END #endif /* __MESH_H__ */