/* * 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 "graph/node.h" #include "render/attribute.h" #include "render/shader.h" #include "util/util_boundbox.h" #include "util/util_list.h" #include "util/util_map.h" #include "util/util_param.h" #include "util/util_transform.h" #include "util/util_types.h" #include "util/util_vector.h" CCL_NAMESPACE_BEGIN class Attribute; class BVH; class Device; class DeviceScene; class Mesh; class Progress; class Scene; class SceneParams; class AttributeRequest; struct SubdParams; class DiagSplit; struct PackedPatchTable; /* Mesh */ class Mesh : public Node { public: NODE_DECLARE /* Mesh Triangle */ struct Triangle { int v[3]; void bounds_grow(const float3 *verts, BoundBox& bounds) const; void motion_verts(const float3 *verts, const float3 *vert_steps, size_t num_verts, size_t num_steps, float time, float3 r_verts[3]) const; void verts_for_step(const float3 *verts, const float3 *vert_steps, size_t num_verts, size_t num_steps, size_t step, float3 r_verts[3]) const; }; Triangle get_triangle(size_t i) const { Triangle tri = {{triangles[i*3 + 0], triangles[i*3 + 1], triangles[i*3 + 2]}}; return tri; } size_t num_triangles() const { return triangles.size() / 3; } /* Mesh Curve */ struct Curve { int first_key; int num_keys; int num_segments() { return num_keys - 1; } void bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, BoundBox& bounds) const; void bounds_grow(float4 keys[4], BoundBox& bounds) const; void bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, const Transform& aligned_space, BoundBox& bounds) const; void motion_keys(const float3 *curve_keys, const float *curve_radius, const float3 *key_steps, size_t num_curve_keys, size_t num_steps, float time, size_t k0, size_t k1, float4 r_keys[2]) const; void cardinal_motion_keys(const float3 *curve_keys, const float *curve_radius, const float3 *key_steps, size_t num_curve_keys, size_t num_steps, float time, size_t k0, size_t k1, size_t k2, size_t k3, float4 r_keys[4]) const; void keys_for_step(const float3 *curve_keys, const float *curve_radius, const float3 *key_steps, size_t num_curve_keys, size_t num_steps, size_t step, size_t k0, size_t k1, float4 r_keys[2]) const; void cardinal_keys_for_step(const float3 *curve_keys, const float *curve_radius, const float3 *key_steps, size_t num_curve_keys, size_t num_steps, size_t step, size_t k0, size_t k1, size_t k2, size_t k3, float4 r_keys[4]) const; }; Curve get_curve(size_t i) const { int first = curve_first_key[i]; int next_first = (i+1 < curve_first_key.size()) ? curve_first_key[i+1] : curve_keys.size(); Curve curve = {first, next_first - first}; return curve; } size_t num_curves() const { return curve_first_key.size(); } /* Mesh SubdFace */ struct SubdFace { int start_corner; int num_corners; int shader; bool smooth; int ptex_offset; bool is_quad() { return num_corners == 4; } float3 normal(const Mesh *mesh) const; int num_ptex_faces() const { return num_corners == 4 ? 1 : num_corners; } }; struct SubdEdgeCrease { int v[2]; float crease; }; enum SubdivisionType { SUBDIVISION_NONE, SUBDIVISION_LINEAR, SUBDIVISION_CATMULL_CLARK, }; SubdivisionType subdivision_type; /* Mesh Data */ enum GeometryFlags { GEOMETRY_NONE = 0, GEOMETRY_TRIANGLES = (1 << 0), GEOMETRY_CURVES = (1 << 1), }; int geometry_flags; /* used to distinguish meshes with no verts and meshed for which geometry is not created */ array triangles; array verts; array shader; array smooth; /* used for storing patch info for subd triangles, only allocated if there are patches */ array triangle_patch; /* must be < 0 for non subd triangles */ array vert_patch_uv; bool has_volume; /* Set in the device_update_flags(). */ bool has_surface_bssrdf; /* Set in the device_update_flags(). */ array curve_keys; array curve_radius; array curve_first_key; array curve_shader; array subd_faces; array subd_face_corners; int num_ngons; array subd_creases; SubdParams *subd_params; vector used_shaders; AttributeSet attributes; AttributeSet curve_attributes; AttributeSet subd_attributes; BoundBox bounds; bool transform_applied; bool transform_negative_scaled; Transform transform_normal; PackedPatchTable *patch_table; 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; size_t patch_offset; size_t patch_table_offset; size_t face_offset; size_t corner_offset; size_t num_subd_verts; /* Functions */ Mesh(); ~Mesh(); void resize_mesh(int numverts, int numfaces); void reserve_mesh(int numverts, int numfaces); void resize_curves(int numcurves, int numkeys); void reserve_curves(int numcurves, int numkeys); void resize_subd_faces(int numfaces, int num_ngons, int numcorners); void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); void clear(); void add_vertex(float3 P); void add_vertex_slow(float3 P); 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 shader); void add_subd_face(int* corners, int num_corners, int shader_, bool smooth_); int split_vertex(int vertex); void compute_bounds(); void add_face_normals(); void add_vertex_normals(); void add_undisplaced(); void pack_normals(Scene *scene, uint *shader, float4 *vnormal); void pack_verts(const vector& tri_prim_index, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv, size_t vert_offset, size_t tri_offset); void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset); void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset); void compute_bvh(DeviceScene *dscene, 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; bool has_true_displacement() const; /* Check whether the mesh should have own BVH built separately. Briefly, * own BVH is needed for mesh, 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 mesh itself. */ bool need_build_bvh() const; /* Check if the mesh should be treated as instanced. */ bool is_instanced() const; void tessellate(DiagSplit *split); }; /* Mesh Manager */ class MeshManager { public: BVH *bvh; bool need_update; bool need_flags_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_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); void tag_update(Scene *scene); protected: /* Calculate verts/triangles/curves offsets in global arrays. */ void mesh_calc_offset(Scene *scene); void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, bool for_displacement, 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, DeviceScene *dscene, Scene *scene, Progress& progress); }; CCL_NAMESPACE_END #endif /* __MESH_H__ */