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/*
* 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 __ATTRIBUTE_H__
#define __ATTRIBUTE_H__
#include "kernel/kernel_types.h"
#include "util/util_list.h"
#include "util/util_param.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Attribute;
class AttributeRequest;
class AttributeRequestSet;
class AttributeSet;
class ImageManager;
class Mesh;
struct Transform;
/* Attributes for voxels are images */
struct VoxelAttribute {
ImageManager *manager;
int slot;
};
/* Attribute
*
* Arbitrary data layers on meshes.
* Supported types: Float, Color, Vector, Normal, Point */
class Attribute {
public:
ustring name;
AttributeStandard std;
TypeDesc type;
vector<char> buffer;
AttributeElement element;
uint flags; /* enum AttributeFlag */
Attribute() {}
~Attribute();
void set(ustring name, TypeDesc type, AttributeElement element);
void resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only);
void resize(size_t num_elements);
size_t data_sizeof() const;
size_t element_size(Mesh *mesh, AttributePrimitive prim) const;
size_t buffer_size(Mesh *mesh, AttributePrimitive prim) const;
char *data() { return (buffer.size())? &buffer[0]: NULL; };
float3 *data_float3() { return (float3*)data(); }
float4 *data_float4() { return (float4*)data(); }
float *data_float() { return (float*)data(); }
uchar4 *data_uchar4() { return (uchar4*)data(); }
Transform *data_transform() { return (Transform*)data(); }
VoxelAttribute *data_voxel() { return ( VoxelAttribute*)data(); }
const char *data() const { return (buffer.size())? &buffer[0]: NULL; }
const float3 *data_float3() const { return (const float3*)data(); }
const float4 *data_float4() const { return (const float4*)data(); }
const float *data_float() const { return (const float*)data(); }
const Transform *data_transform() const { return (const Transform*)data(); }
const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); }
void zero_data(void* dst);
void add_with_weight(void* dst, void* src, float weight);
void add(const float& f);
void add(const float3& f);
void add(const uchar4& f);
void add(const Transform& f);
void add(const VoxelAttribute& f);
void add(const char *data);
static bool same_storage(TypeDesc a, TypeDesc b);
static const char *standard_name(AttributeStandard std);
static AttributeStandard name_standard(const char *name);
};
/* Attribute Set
*
* Set of attributes on a mesh. */
class AttributeSet {
public:
Mesh *triangle_mesh;
Mesh *curve_mesh;
Mesh *subd_mesh;
list<Attribute> attributes;
AttributeSet();
~AttributeSet();
Attribute *add(ustring name, TypeDesc type, AttributeElement element);
Attribute *find(ustring name) const;
void remove(ustring name);
Attribute *add(AttributeStandard std, ustring name = ustring());
Attribute *find(AttributeStandard std) const;
void remove(AttributeStandard std);
Attribute *find(AttributeRequest& req);
void remove(Attribute *attribute);
void resize(bool reserve_only = false);
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 attribute type. */
class AttributeRequest {
public:
ustring name;
AttributeStandard std;
/* temporary variables used by MeshManager */
TypeDesc triangle_type, curve_type, subd_type;
AttributeDescriptor triangle_desc, curve_desc, subd_desc;
explicit AttributeRequest(ustring name_);
explicit 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);
void add_standard(ustring name);
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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