forked from bartvdbraak/blender
d7d40745fa
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
165 lines
4.9 KiB
C++
165 lines
4.9 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 __HAIR_H__
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#define __HAIR_H__
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#include "scene/geometry.h"
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CCL_NAMESPACE_BEGIN
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struct KernelCurveSegment;
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class Hair : public Geometry {
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public:
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NODE_DECLARE
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/* Hair Curve */
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struct Curve {
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int first_key;
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int num_keys;
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int num_segments() const
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{
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return num_keys - 1;
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}
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void bounds_grow(const int k,
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const float3 *curve_keys,
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const float *curve_radius,
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BoundBox &bounds) const;
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void bounds_grow(float4 keys[4], BoundBox &bounds) const;
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void bounds_grow(const int k,
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const float3 *curve_keys,
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const float *curve_radius,
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const Transform &aligned_space,
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BoundBox &bounds) const;
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void motion_keys(const float3 *curve_keys,
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const float *curve_radius,
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const float3 *key_steps,
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size_t num_curve_keys,
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size_t num_steps,
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float time,
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size_t k0,
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size_t k1,
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float4 r_keys[2]) const;
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void cardinal_motion_keys(const float3 *curve_keys,
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const float *curve_radius,
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const float3 *key_steps,
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size_t num_curve_keys,
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size_t num_steps,
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float time,
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size_t k0,
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size_t k1,
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size_t k2,
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size_t k3,
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float4 r_keys[4]) const;
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void keys_for_step(const float3 *curve_keys,
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const float *curve_radius,
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const float3 *key_steps,
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size_t num_curve_keys,
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size_t num_steps,
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size_t step,
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size_t k0,
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size_t k1,
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float4 r_keys[2]) const;
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void cardinal_keys_for_step(const float3 *curve_keys,
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const float *curve_radius,
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const float3 *key_steps,
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size_t num_curve_keys,
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size_t num_steps,
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size_t step,
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size_t k0,
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size_t k1,
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size_t k2,
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size_t k3,
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float4 r_keys[4]) const;
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};
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NODE_SOCKET_API_ARRAY(array<float3>, curve_keys)
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NODE_SOCKET_API_ARRAY(array<float>, curve_radius)
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NODE_SOCKET_API_ARRAY(array<int>, curve_first_key)
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NODE_SOCKET_API_ARRAY(array<int>, curve_shader)
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/* BVH */
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size_t curve_key_offset;
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size_t curve_segment_offset;
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CurveShapeType curve_shape;
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/* Constructor/Destructor */
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Hair();
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~Hair();
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/* Geometry */
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void clear(bool preserve_shaders = false) override;
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void resize_curves(int numcurves, int numkeys);
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void reserve_curves(int numcurves, int numkeys);
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void add_curve_key(float3 loc, float radius);
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void add_curve(int first_key, int shader);
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void copy_center_to_motion_step(const int motion_step);
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void compute_bounds() override;
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void apply_transform(const Transform &tfm, const bool apply_to_motion) override;
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/* Curves */
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Curve get_curve(size_t i) const
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{
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int first = curve_first_key[i];
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int next_first = (i + 1 < curve_first_key.size()) ? curve_first_key[i + 1] : curve_keys.size();
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Curve curve = {first, next_first - first};
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return curve;
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}
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size_t num_keys() const
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{
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return curve_keys.size();
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}
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size_t num_curves() const
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{
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return curve_first_key.size();
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}
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size_t num_segments() const
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{
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return curve_keys.size() - curve_first_key.size();
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}
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/* UDIM */
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void get_uv_tiles(ustring map, unordered_set<int> &tiles) override;
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/* BVH */
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void pack_curves(Scene *scene,
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float4 *curve_key_co,
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KernelCurve *curve,
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KernelCurveSegment *curve_segments);
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PrimitiveType primitive_type() const override;
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/* Attributes */
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bool need_shadow_transparency();
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bool update_shadow_transparency(Device *device, Scene *scene, Progress &progress);
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};
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CCL_NAMESPACE_END
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#endif /* __HAIR_H__ */
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