/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #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]; }; /* Displacement */ enum DisplacementMethod { DISPLACE_BUMP, DISPLACE_TRUE, DISPLACE_BOTH }; ustring name; /* Mesh Data */ vector verts; vector triangles; vector shader; vector smooth; vector used_shaders; AttributeSet attributes; BoundBox bounds; bool transform_applied; DisplacementMethod displacement_method; /* Update Flags */ bool need_update; bool need_update_rebuild; /* BVH */ BVH *bvh; size_t tri_offset; size_t vert_offset; /* Functions */ Mesh(); ~Mesh(); void reserve(int numverts, int numfaces); void clear(); void add_triangle(int v0, int v1, int v2, int shader, bool smooth); void compute_bounds(); void add_face_normals(); void add_vertex_normals(); void pack_normals(Scene *scene, float4 *normal, float4 *vnormal); void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset); void compute_bvh(SceneParams *params, Progress& progress); void tag_update(Scene *scene, bool rebuild); }; /* Mesh Manager */ class MeshManager { public: BVH *bvh; bool need_update; MeshManager(); ~MeshManager(); bool displace(Device *device, 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__ */