/* * 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 "node.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; class DiagSplit; /* Mesh */ class Mesh : public Node { public: NODE_DECLARE; /* Mesh Triangle */ struct Triangle { int v[3]; void bounds_grow(const float3 *verts, BoundBox& bounds) 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(const int k, const float3 *curve_keys, const float *curve_radius, const Transform& aligned_space, BoundBox& bounds) 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(); } /* Displacement */ enum DisplacementMethod { DISPLACE_BUMP = 0, DISPLACE_TRUE = 1, DISPLACE_BOTH = 2, DISPLACE_NUM_METHODS, }; /* 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; array forms_quad; /* used to tell if triangle is part of a quad patch */ 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; 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 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 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, bool forms_quad = false); void add_curve_key(float3 loc, float radius); void add_curve(int first_key, 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(const vector& tri_prim_index, uint4 *tri_vindex, 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 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; /* 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__ */