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/*
* 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 __ATTRIBUTE_H__
#define __ATTRIBUTE_H__
#include "kernel_types.h"
#include "util_list.h"
#include "util_param.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Attribute;
class AttributeSet;
class AttributeRequest;
class AttributeRequestSet;
class Mesh;
/* Attribute
*
* Arbitrary data layers on meshes.
* Supported types: Float, Color, Vector, Normal, Point */
class Attribute {
public:
enum Element {
VERTEX,
FACE,
CORNER
};
ustring name;
AttributeStandard std;
TypeDesc type;
vector<char> buffer;
Element element;
Attribute() {}
void set(ustring name, TypeDesc type, Element element);
void reserve(int numverts, int numfaces);
size_t data_sizeof();
size_t element_size(int numverts, int numfaces);
size_t buffer_size(int numverts, int numfaces);
char *data() { return (buffer.size())? &buffer[0]: NULL; };
float3 *data_float3() { return (float3*)data(); }
float *data_float() { return (float*)data(); }
const char *data() const { return (buffer.size())? &buffer[0]: NULL; }
const float3 *data_float3() const { return (float3*)data(); }
const float *data_float() const { return (float*)data(); }
static bool same_storage(TypeDesc a, TypeDesc b);
};
/* Attribute Set
*
* Set of attributes on a mesh. */
class AttributeSet {
public:
Mesh *mesh;
list<Attribute> attributes;
AttributeSet();
~AttributeSet();
Attribute *add(ustring name, TypeDesc type, Attribute::Element element);
Attribute *find(ustring name);
void remove(ustring name);
Attribute *add(AttributeStandard std, ustring name = ustring());
Attribute *find(AttributeStandard std);
void remove(AttributeStandard std);
Attribute *find(AttributeRequest& req);
void reserve(int numverts, int numfaces);
void clear();
};
/* AttributeRequest
*
* Request from a shader to use a certain attribute, so we can figure out
* which ones we need to export from the host app end store for the kernel.
* The attribute is found either by name or by standard. */
class AttributeRequest {
public:
ustring name;
AttributeStandard std;
/* temporary variables used by MeshManager */
TypeDesc type;
AttributeElement element;
int offset;
AttributeRequest(ustring name_);
AttributeRequest(AttributeStandard std);
};
/* AttributeRequestSet
*
* Set of attributes requested by a shader. */
class AttributeRequestSet {
public:
vector<AttributeRequest> requests;
AttributeRequestSet();
~AttributeRequestSet();
void add(ustring name);
void add(AttributeStandard std);
void add(AttributeRequestSet& reqs);
bool find(ustring name);
bool find(AttributeStandard std);
size_t size();
void clear();
bool modified(const AttributeRequestSet& other);
};
CCL_NAMESPACE_END
#endif /* __ATTRIBUTE_H__ */
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