ee36e75b85
This was already mixed a bit, but the dot belongs there.
169 lines
4.4 KiB
C++
169 lines
4.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __ATTRIBUTE_H__
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#define __ATTRIBUTE_H__
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#include "kernel_types.h"
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#include "util_list.h"
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#include "util_param.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Attribute;
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class AttributeRequest;
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class AttributeRequestSet;
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class AttributeSet;
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class ImageManager;
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class Mesh;
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struct Transform;
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/* Attributes for voxels are images */
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struct VoxelAttribute {
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ImageManager *manager;
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int slot;
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};
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/* Attribute
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*
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* Arbitrary data layers on meshes.
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* Supported types: Float, Color, Vector, Normal, Point */
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class Attribute {
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public:
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ustring name;
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AttributeStandard std;
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TypeDesc type;
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vector<char> buffer;
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AttributeElement element;
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Attribute() {}
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~Attribute();
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void set(ustring name, TypeDesc type, AttributeElement element);
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void reserve(int numverts, int numfaces, int numsteps, int numcurves, int numkeys, bool resize);
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size_t data_sizeof() const;
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size_t element_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const;
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size_t buffer_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const;
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char *data() { return (buffer.size())? &buffer[0]: NULL; };
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float3 *data_float3() { return (float3*)data(); }
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float4 *data_float4() { return (float4*)data(); }
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float *data_float() { return (float*)data(); }
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uchar4 *data_uchar4() { return (uchar4*)data(); }
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Transform *data_transform() { return (Transform*)data(); }
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VoxelAttribute *data_voxel() { return ( VoxelAttribute*)data(); }
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const char *data() const { return (buffer.size())? &buffer[0]: NULL; }
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const float3 *data_float3() const { return (const float3*)data(); }
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const float4 *data_float4() const { return (const float4*)data(); }
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const float *data_float() const { return (const float*)data(); }
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const Transform *data_transform() const { return (const Transform*)data(); }
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const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); }
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void add(const float& f);
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void add(const float3& f);
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void add(const uchar4& f);
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void add(const Transform& f);
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void add(const VoxelAttribute& f);
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void add(const char *data);
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static bool same_storage(TypeDesc a, TypeDesc b);
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static const char *standard_name(AttributeStandard std);
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static AttributeStandard name_standard(const char *name);
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};
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/* Attribute Set
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*
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* Set of attributes on a mesh. */
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class AttributeSet {
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public:
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Mesh *triangle_mesh;
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Mesh *curve_mesh;
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list<Attribute> attributes;
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AttributeSet();
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~AttributeSet();
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Attribute *add(ustring name, TypeDesc type, AttributeElement element, bool resize = true);
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Attribute *find(ustring name) const;
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void remove(ustring name);
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Attribute *add(AttributeStandard std, ustring name = ustring());
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Attribute *find(AttributeStandard std) const;
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void remove(AttributeStandard std);
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Attribute *find(AttributeRequest& req);
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void reserve();
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void clear();
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};
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/* AttributeRequest
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*
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* Request from a shader to use a certain attribute, so we can figure out
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* which ones we need to export from the host app end store for the kernel.
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* The attribute is found either by name or by standard attribute type. */
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class AttributeRequest {
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public:
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ustring name;
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AttributeStandard std;
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/* temporary variables used by MeshManager */
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TypeDesc triangle_type, curve_type;
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AttributeElement triangle_element, curve_element;
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int triangle_offset, curve_offset;
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AttributeRequest(ustring name_);
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AttributeRequest(AttributeStandard std);
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};
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/* AttributeRequestSet
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*
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* Set of attributes requested by a shader. */
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class AttributeRequestSet {
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public:
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vector<AttributeRequest> requests;
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AttributeRequestSet();
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~AttributeRequestSet();
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void add(ustring name);
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void add(AttributeStandard std);
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void add(AttributeRequestSet& reqs);
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bool find(ustring name);
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bool find(AttributeStandard std);
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size_t size();
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void clear();
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bool modified(const AttributeRequestSet& other);
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};
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CCL_NAMESPACE_END
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#endif /* __ATTRIBUTE_H__ */
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