/* * 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 }; enum Standard { STD_NONE = 0, STD_VERTEX_NORMAL, STD_FACE_NORMAL, STD_UV, STD_GENERATED, STD_POSITION_UNDEFORMED, STD_POSITION_UNDISPLACED, STD_NUM }; ustring name; Standard std; TypeDesc type; vector 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); static ustring standard_name(Attribute::Standard std); }; /* Attribute Set * * Set of attributes on a mesh. */ class AttributeSet { public: Mesh *mesh; list attributes; AttributeSet(); ~AttributeSet(); Attribute *add(ustring name, TypeDesc type, Attribute::Element element); Attribute *find(ustring name); void remove(ustring name); Attribute *add(Attribute::Standard std, ustring name = ustring()); Attribute *find(Attribute::Standard std); void remove(Attribute::Standard 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; Attribute::Standard std; /* temporary variables used by MeshManager */ TypeDesc type; AttributeElement element; int offset; AttributeRequest(ustring name_); AttributeRequest(Attribute::Standard std); }; /* AttributeRequestSet * * Set of attributes requested by a shader. */ class AttributeRequestSet { public: vector requests; AttributeRequestSet(); ~AttributeRequestSet(); void add(ustring name); void add(Attribute::Standard std); void add(AttributeRequestSet& reqs); bool find(ustring name); bool find(Attribute::Standard std); size_t size(); void clear(); bool modified(const AttributeRequestSet& other); }; CCL_NAMESPACE_END #endif /* __ATTRIBUTE_H__ */