/* * 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 "bvh/bvh_params.h" #include "render/attribute.h" #include "render/geometry.h" #include "render/shader.h" #include "util/util_array.h" #include "util/util_boundbox.h" #include "util/util_list.h" #include "util/util_map.h" #include "util/util_param.h" #include "util/util_set.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 RenderStats; class Scene; class SceneParams; class AttributeRequest; struct SubdParams; class DiagSplit; struct PackedPatchTable; /* Mesh */ class Mesh : public Geometry { 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; float3 compute_normal(const float3 *verts) const; bool valid(const float3 *verts) 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 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 */ 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; float volume_clipping; float volume_step_size; bool volume_object_space; array subd_faces; array subd_face_corners; int num_ngons; array subd_creases; SubdParams *subd_params; AttributeSet subd_attributes; PackedPatchTable *patch_table; /* BVH */ size_t vert_offset; size_t patch_offset; size_t patch_table_offset; size_t face_offset; size_t corner_offset; size_t num_subd_verts; private: unordered_map vert_to_stitching_key_map; /* real vert index -> stitching index */ unordered_multimap vert_stitching_map; /* stitching index -> multiple real vert indices */ friend class DiagSplit; friend class GeometryManager; public: /* Functions */ Mesh(); ~Mesh(); void resize_mesh(int numverts, int numfaces); void reserve_mesh(int numverts, int numfaces); void resize_subd_faces(int numfaces, int num_ngons, int numcorners); void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); void clear(bool preserve_voxel_data); void clear() override; 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_subd_face(int *corners, int num_corners, int shader_, bool smooth_); void copy_center_to_motion_step(const int motion_step); void compute_bounds() override; void apply_transform(const Transform &tfm, const bool apply_to_motion) override; void add_face_normals(); void add_vertex_normals(); void add_undisplaced(); void get_uv_tiles(ustring map, unordered_set &tiles) override; void pack_shaders(Scene *scene, uint *shader); void pack_normals(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_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset); void tessellate(DiagSplit *split); }; CCL_NAMESPACE_END #endif /* __MESH_H__ */