forked from bartvdbraak/blender
283 lines
8.0 KiB
C++
283 lines
8.0 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/params.h"
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#include "scene/attribute.h"
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#include "util/boundbox.h"
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#include "util/set.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 RenderStats;
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class Scene;
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class SceneParams;
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class Shader;
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class Volume;
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struct PackedBVH;
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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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VOLUME,
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POINTCLOUD,
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};
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Type geometry_type;
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/* Attributes */
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AttributeSet attributes;
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/* Shaders */
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NODE_SOCKET_API_ARRAY(array<Node *>, 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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NODE_SOCKET_API(uint, motion_steps)
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NODE_SOCKET_API(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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/* 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_rebuild;
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bool need_update_bvh_for_offset;
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/* Index into scene->geometry (only valid during update) */
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size_t index;
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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(bool preserve_shaders = false);
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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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AttributeRequestSet needed_attributes();
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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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virtual PrimitiveType primitive_type() const = 0;
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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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bool is_mesh() const
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{
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return geometry_type == MESH;
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}
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bool is_hair() const
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{
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return geometry_type == HAIR;
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}
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bool is_pointcloud() const
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{
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return geometry_type == POINTCLOUD;
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}
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bool is_volume() const
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{
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return geometry_type == VOLUME;
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}
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/* Updates */
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void tag_update(Scene *scene, bool rebuild);
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void tag_bvh_update(bool rebuild);
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};
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/* Geometry Manager */
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class GeometryManager {
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uint32_t update_flags;
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public:
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enum : uint32_t {
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UV_PASS_NEEDED = (1 << 0),
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MOTION_PASS_NEEDED = (1 << 1),
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GEOMETRY_MODIFIED = (1 << 2),
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OBJECT_MANAGER = (1 << 3),
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MESH_ADDED = (1 << 4),
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MESH_REMOVED = (1 << 5),
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HAIR_ADDED = (1 << 6),
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HAIR_REMOVED = (1 << 7),
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POINT_ADDED = (1 << 12),
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POINT_REMOVED = (1 << 13),
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SHADER_ATTRIBUTE_MODIFIED = (1 << 8),
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SHADER_DISPLACEMENT_MODIFIED = (1 << 9),
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GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED | POINT_ADDED,
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GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED | POINT_REMOVED,
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TRANSFORM_MODIFIED = (1 << 10),
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VISIBILITY_MODIFIED = (1 << 11),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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UPDATE_NONE = 0u,
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};
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/* Update Flags */
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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, bool force_free);
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/* Updates */
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void tag_update(Scene *scene, uint32_t flag);
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bool need_update() const;
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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, Scene *scene, Mesh *mesh, Progress &progress);
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void create_volume_mesh(Volume *volume, 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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vector<AttributeRequestSet> &object_attributes);
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/* Compute verts/triangles/curves offsets in global arrays. */
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void geom_calc_offset(Scene *scene, BVHLayout bvh_layout);
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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,
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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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private:
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static void update_attribute_element_offset(Geometry *geom,
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device_vector<float> &attr_float,
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size_t &attr_float_offset,
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device_vector<float2> &attr_float2,
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size_t &attr_float2_offset,
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device_vector<packed_float3> &attr_float3,
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size_t &attr_float3_offset,
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device_vector<float4> &attr_float4,
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size_t &attr_float4_offset,
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device_vector<uchar4> &attr_uchar4,
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size_t &attr_uchar4_offset,
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Attribute *mattr,
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AttributePrimitive prim,
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TypeDesc &type,
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AttributeDescriptor &desc);
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};
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CCL_NAMESPACE_END
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#endif /* __GEOMETRY_H__ */
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