forked from bartvdbraak/blender
206 lines
5.6 KiB
C++
206 lines
5.6 KiB
C++
/*
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* Copyright 2011-2020 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 __GEOMETRY_H__
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#define __GEOMETRY_H__
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#include "graph/node.h"
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#include "bvh/bvh_params.h"
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#include "render/attribute.h"
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#include "util/util_boundbox.h"
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#include "util/util_set.h"
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#include "util/util_transform.h"
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#include "util/util_types.h"
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#include "util/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 RenderStats;
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class Scene;
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class SceneParams;
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class Shader;
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/* Geometry
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*
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* Base class for geometric types like Mesh and Hair. */
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class Geometry : public Node {
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public:
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NODE_ABSTRACT_DECLARE
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enum Type {
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MESH,
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HAIR,
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};
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Type type;
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/* Attributes */
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AttributeSet attributes;
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/* Shaders */
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vector<Shader *> used_shaders;
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/* Transform */
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BoundBox bounds;
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bool transform_applied;
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bool transform_negative_scaled;
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Transform transform_normal;
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/* Motion Blur */
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uint motion_steps;
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bool use_motion_blur;
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/* Maximum number of motion steps supported (due to Embree). */
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static const uint MAX_MOTION_STEPS = 129;
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/* BVH */
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BVH *bvh;
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size_t attr_map_offset;
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size_t prim_offset;
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size_t optix_prim_offset;
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/* Shader Properties */
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bool has_volume; /* Set in the device_update_flags(). */
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bool has_surface_bssrdf; /* Set in the device_update_flags(). */
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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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/* Constructor/Destructor */
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explicit Geometry(const NodeType *node_type, const Type type);
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virtual ~Geometry();
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/* Geometry */
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virtual void clear();
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virtual void compute_bounds() = 0;
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virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
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/* Attribute Requests */
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bool need_attribute(Scene *scene, AttributeStandard std);
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bool need_attribute(Scene *scene, ustring name);
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/* UDIM */
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virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
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/* Convert between normalized -1..1 motion time and index in the
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* VERTEX_MOTION attribute. */
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float motion_time(int step) const;
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int motion_step(float time) const;
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/* BVH */
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void compute_bvh(Device *device,
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DeviceScene *dscene,
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SceneParams *params,
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Progress *progress,
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int n,
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int total);
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/* Check whether the geometry should have own BVH built separately. Briefly,
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* own BVH is needed for geometry, if:
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*
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* - It is instanced multiple times, so each instance object should share the
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* same BVH tree.
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* - Special ray intersection is needed, for example to limit subsurface rays
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* to only the geometry itself.
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* - The BVH layout requires the top level to only contain instances.
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*/
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bool need_build_bvh(BVHLayout layout) const;
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/* Test if the geometry should be treated as instanced. */
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bool is_instanced() const;
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bool has_true_displacement() const;
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bool has_motion_blur() const;
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bool has_voxel_attributes() const;
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/* Updates */
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void tag_update(Scene *scene, bool rebuild);
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};
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/* Geometry Manager */
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class GeometryManager {
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public:
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/* Update Flags */
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bool need_update;
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bool need_flags_update;
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/* Constructor/Destructor */
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GeometryManager();
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~GeometryManager();
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/* Device Updates */
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void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free(Device *device, DeviceScene *dscene);
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/* Updates */
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void tag_update(Scene *scene);
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/* Statistics */
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void collect_statistics(const Scene *scene, RenderStats *stats);
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protected:
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bool displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress &progress);
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void create_volume_mesh(Mesh *mesh, Progress &progress);
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/* Attributes */
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void update_osl_attributes(Device *device,
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Scene *scene,
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vector<AttributeRequestSet> &geom_attributes);
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void update_svm_attributes(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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vector<AttributeRequestSet> &geom_attributes);
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/* Compute verts/triangles/curves offsets in global arrays. */
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void mesh_calc_offset(Scene *scene);
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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,
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DeviceScene *dscene,
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Scene *scene,
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bool for_displacement,
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Progress &progress);
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void device_update_attributes(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_displacement_images(Device *device, Scene *scene, Progress &progress);
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void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
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};
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CCL_NAMESPACE_END
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#endif /* __GEOMETRY_H__ */
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