/* * 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/params.h" #include "scene/attribute.h" #include "scene/geometry.h" #include "scene/shader.h" #include "util/array.h" #include "util/boundbox.h" #include "util/list.h" #include "util/map.h" #include "util/param.h" #include "util/set.h" #include "util/types.h" #include "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 { protected: Mesh(const NodeType *node_type_, Type geom_type_); 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; }; SubdEdgeCrease get_subd_crease(size_t i) const { SubdEdgeCrease s; s.v[0] = subd_creases_edge[i * 2]; s.v[1] = subd_creases_edge[i * 2 + 1]; s.crease = subd_creases_weight[i]; return s; } bool need_tesselation(); enum SubdivisionType { SUBDIVISION_NONE, SUBDIVISION_LINEAR, SUBDIVISION_CATMULL_CLARK, }; NODE_SOCKET_API(SubdivisionType, subdivision_type) /* Mesh Data */ NODE_SOCKET_API_ARRAY(array, triangles) NODE_SOCKET_API_ARRAY(array, verts) NODE_SOCKET_API_ARRAY(array, shader) NODE_SOCKET_API_ARRAY(array, smooth) /* used for storing patch info for subd triangles, only allocated if there are patches */ NODE_SOCKET_API_ARRAY(array, triangle_patch) /* must be < 0 for non subd triangles */ NODE_SOCKET_API_ARRAY(array, vert_patch_uv) /* SubdFaces */ NODE_SOCKET_API_ARRAY(array, subd_start_corner) NODE_SOCKET_API_ARRAY(array, subd_num_corners) NODE_SOCKET_API_ARRAY(array, subd_shader) NODE_SOCKET_API_ARRAY(array, subd_smooth) NODE_SOCKET_API_ARRAY(array, subd_ptex_offset) NODE_SOCKET_API_ARRAY(array, subd_face_corners) NODE_SOCKET_API(int, num_ngons) NODE_SOCKET_API_ARRAY(array, subd_creases_edge) NODE_SOCKET_API_ARRAY(array, subd_creases_weight) /* Subdivisions parameters */ NODE_SOCKET_API(float, subd_dicing_rate) NODE_SOCKET_API(int, subd_max_level) NODE_SOCKET_API(Transform, subd_objecttoworld) AttributeSet subd_attributes; private: 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; size_t num_subd_faces; 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 BVH2; friend class BVHBuild; friend class BVHSpatialSplit; friend class DiagSplit; friend class EdgeDice; friend class GeometryManager; friend class ObjectManager; SubdParams *subd_params = nullptr; 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 reserve_subd_creases(size_t num_creases); void clear_non_sockets(); void clear(bool preserve_shaders = false) 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 add_crease(int v0, int v1, float weight); 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(packed_float3 *vnormal); void pack_verts(packed_float3 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv); void pack_patches(uint *patch_data); PrimitiveType primitive_type() const override; void tessellate(DiagSplit *split); SubdFace get_subd_face(size_t index) const; SubdParams *get_subd_params(); size_t get_num_subd_faces() const { return num_subd_faces; } void set_num_subd_faces(size_t num_subd_faces_) { num_subd_faces = num_subd_faces_; } size_t get_num_subd_verts() { return num_subd_verts; } protected: void clear(bool preserve_shaders, bool preserve_voxel_data); }; CCL_NAMESPACE_END #endif /* __MESH_H__ */