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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 __MESH_H__
#define __MESH_H__
#include "graph/node.h"
#include "render/attribute.h"
#include "render/shader.h"
#include "util/util_boundbox.h"
#include "util/util_list.h"
#include "util/util_map.h"
#include "util/util_param.h"
#include "util/util_transform.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Attribute;
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class SceneParams;
class AttributeRequest;
struct SubdParams;
class DiagSplit;
struct PackedPatchTable;
/* Mesh */
class Mesh : public Node {
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;
};
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(float4 keys[4], BoundBox& bounds) const;
void bounds_grow(const int k,
const float3 *curve_keys,
const float *curve_radius,
const Transform& aligned_space,
BoundBox& bounds) const;
void motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
float time,
size_t k0, size_t k1,
float4 r_keys[2]) const;
void cardinal_motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
float time,
size_t k0, size_t k1,
size_t k2, size_t k3,
float4 r_keys[4]) const;
void keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
size_t step,
size_t k0, size_t k1,
float4 r_keys[2]) const;
void cardinal_keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
size_t step,
size_t k0, size_t k1,
size_t k2, size_t k3,
float4 r_keys[4]) 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();
}
/* 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;
};
enum SubdivisionType {
SUBDIVISION_NONE,
SUBDIVISION_LINEAR,
SUBDIVISION_CATMULL_CLARK,
};
SubdivisionType subdivision_type;
/* 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<int> triangles;
array<float3> verts;
array<int> shader;
array<bool> smooth;
/* used for storing patch info for subd triangles, only allocated if there are patches */
array<int> triangle_patch; /* must be < 0 for non subd triangles */
array<float2> vert_patch_uv;
bool has_volume; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */
array<float3> curve_keys;
array<float> curve_radius;
array<int> curve_first_key;
array<int> curve_shader;
array<SubdFace> subd_faces;
array<int> subd_face_corners;
int num_ngons;
array<SubdEdgeCrease> subd_creases;
SubdParams *subd_params;
vector<Shader*> used_shaders;
AttributeSet attributes;
AttributeSet curve_attributes;
AttributeSet subd_attributes;
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
Transform transform_normal;
PackedPatchTable *patch_table;
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;
size_t patch_offset;
size_t patch_table_offset;
size_t face_offset;
size_t corner_offset;
size_t num_subd_verts;
/* 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 resize_subd_faces(int numfaces, int num_ngons, int numcorners);
void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
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);
void add_curve_key(float3 loc, float radius);
void add_curve(int first_key, int shader);
void add_subd_face(int* corners, int num_corners, int shader_, bool smooth_);
int split_vertex(int vertex);
void compute_bounds();
void add_face_normals();
void add_vertex_normals();
void add_undisplaced();
void pack_normals(Scene *scene, uint *shader, float4 *vnormal);
void pack_verts(const vector<uint>& tri_prim_index,
uint4 *tri_vindex,
uint *tri_patch,
float2 *tri_patch_uv,
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 pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
void compute_bvh(Device *device,
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;
bool has_true_displacement() 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<AttributeRequestSet>& mesh_attributes);
void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& 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__ */
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