blender/intern/cycles/render/geometry.h
2021-02-17 15:56:24 +01:00

274 lines
7.9 KiB
C++

/*
* Copyright 2011-2020 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 __GEOMETRY_H__
#define __GEOMETRY_H__
#include "graph/node.h"
#include "bvh/bvh_params.h"
#include "render/attribute.h"
#include "util/util_boundbox.h"
#include "util/util_set.h"
#include "util/util_transform.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class RenderStats;
class Scene;
class SceneParams;
class Shader;
class Volume;
struct PackedBVH;
/* Geometry
*
* Base class for geometric types like Mesh and Hair. */
class Geometry : public Node {
public:
NODE_ABSTRACT_DECLARE
enum Type {
MESH,
HAIR,
VOLUME,
};
Type geometry_type;
/* Attributes */
AttributeSet attributes;
/* Shaders */
NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders)
/* Transform */
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
Transform transform_normal;
/* Motion Blur */
NODE_SOCKET_API(uint, motion_steps)
NODE_SOCKET_API(bool, use_motion_blur)
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* BVH */
BVH *bvh;
size_t attr_map_offset;
size_t prim_offset;
size_t optix_prim_offset;
/* Shader Properties */
bool has_volume; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */
/* Update Flags */
bool need_update_rebuild;
bool need_update_bvh_for_offset;
/* Index into scene->geometry (only valid during update) */
size_t index;
/* Constructor/Destructor */
explicit Geometry(const NodeType *node_type, const Type type);
virtual ~Geometry();
/* Geometry */
virtual void clear(bool preserve_shaders = false);
virtual void compute_bounds() = 0;
virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
/* Attribute Requests */
bool need_attribute(Scene *scene, AttributeStandard std);
bool need_attribute(Scene *scene, ustring name);
AttributeRequestSet needed_attributes();
/* UDIM */
virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
/* Convert between normalized -1..1 motion time and index in the
* VERTEX_MOTION attribute. */
float motion_time(int step) const;
int motion_step(float time) const;
/* BVH */
void compute_bvh(Device *device,
DeviceScene *dscene,
SceneParams *params,
Progress *progress,
int n,
int total);
virtual void pack_primitives(PackedBVH *pack, int object, uint visibility, bool pack_all) = 0;
/* Check whether the geometry should have own BVH built separately. Briefly,
* own BVH is needed for geometry, 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 geometry itself.
* - The BVH layout requires the top level to only contain instances.
*/
bool need_build_bvh(BVHLayout layout) const;
/* Test if the geometry should be treated as instanced. */
bool is_instanced() const;
bool has_true_displacement() const;
bool has_motion_blur() const;
bool has_voxel_attributes() const;
bool is_mesh() const
{
return geometry_type == MESH;
}
bool is_hair() const
{
return geometry_type == HAIR;
}
bool is_volume() const
{
return geometry_type == VOLUME;
}
/* Updates */
void tag_update(Scene *scene, bool rebuild);
void tag_bvh_update(bool rebuild);
};
/* Geometry Manager */
class GeometryManager {
uint32_t update_flags;
public:
enum : uint32_t {
UV_PASS_NEEDED = (1 << 0),
MOTION_PASS_NEEDED = (1 << 1),
GEOMETRY_MODIFIED = (1 << 2),
OBJECT_MANAGER = (1 << 3),
MESH_ADDED = (1 << 4),
MESH_REMOVED = (1 << 5),
HAIR_ADDED = (1 << 6),
HAIR_REMOVED = (1 << 7),
SHADER_ATTRIBUTE_MODIFIED = (1 << 8),
SHADER_DISPLACEMENT_MODIFIED = (1 << 9),
GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED,
GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED,
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
/* Update Flags */
bool need_flags_update;
/* Constructor/Destructor */
GeometryManager();
~GeometryManager();
/* Device Updates */
void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene, bool force_free);
/* Updates */
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
/* Statistics */
void collect_statistics(const Scene *scene, RenderStats *stats);
protected:
bool displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress &progress);
void create_volume_mesh(Volume *volume, Progress &progress);
/* Attributes */
void update_osl_attributes(Device *device,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes);
void update_svm_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes,
vector<AttributeRequestSet> &object_attributes);
/* Compute verts/triangles/curves offsets in global arrays. */
void mesh_calc_offset(Scene *scene, BVHLayout bvh_layout);
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, Scene *scene, Progress &progress);
void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
private:
static void update_attribute_element_offset(Geometry *geom,
device_vector<float> &attr_float,
size_t &attr_float_offset,
device_vector<float2> &attr_float2,
size_t &attr_float2_offset,
device_vector<float4> &attr_float3,
size_t &attr_float3_offset,
device_vector<uchar4> &attr_uchar4,
size_t &attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc &type,
AttributeDescriptor &desc);
};
CCL_NAMESPACE_END
#endif /* __GEOMETRY_H__ */