forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
134 lines
3.3 KiB
C++
134 lines
3.3 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __MESH_H__
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#define __MESH_H__
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#include "attribute.h"
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#include "shader.h"
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#include "util_boundbox.h"
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#include "util_list.h"
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#include "util_map.h"
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#include "util_param.h"
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#include "util_transform.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 BVH;
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class Device;
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class DeviceScene;
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class Mesh;
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class Progress;
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class Scene;
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class SceneParams;
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class AttributeRequest;
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/* Mesh */
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class Mesh {
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public:
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/* Mesh Triangle */
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struct Triangle {
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int v[3];
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};
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/* Displacement */
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enum DisplacementMethod {
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DISPLACE_BUMP,
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DISPLACE_TRUE,
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DISPLACE_BOTH
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};
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ustring name;
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/* Mesh Data */
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vector<float3> verts;
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vector<Triangle> triangles;
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vector<uint> shader;
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vector<bool> smooth;
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vector<uint> used_shaders;
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AttributeSet attributes;
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BoundBox bounds;
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bool transform_applied;
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DisplacementMethod displacement_method;
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/* Update Flags */
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bool need_update;
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bool need_update_rebuild;
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/* BVH */
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BVH *bvh;
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size_t tri_offset;
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size_t vert_offset;
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/* Functions */
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Mesh();
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~Mesh();
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void reserve(int numverts, int numfaces);
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void clear();
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void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
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void compute_bounds();
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void add_face_normals();
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void add_vertex_normals();
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void pack_normals(Scene *scene, float4 *normal, float4 *vnormal);
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void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
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void compute_bvh(SceneParams *params, Progress& progress);
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void tag_update(Scene *scene, bool rebuild);
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};
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/* Mesh Manager */
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class MeshManager {
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public:
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BVH *bvh;
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bool need_update;
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MeshManager();
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~MeshManager();
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bool displace(Device *device, Scene *scene, Mesh *mesh, Progress& progress);
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/* attributes */
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void update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
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void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __MESH_H__ */
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