forked from bartvdbraak/blender
0e995e0bfe
Patch by Stefan Werner, thanks!
374 lines
10 KiB
C++
374 lines
10 KiB
C++
/*
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* Copyright 2011-2013 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 __MESH_H__
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#define __MESH_H__
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#include "attribute.h"
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#include "node.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 Attribute;
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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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struct SubdParams;
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class DiagSplit;
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struct PackedPatchTable;
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/* Mesh */
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class Mesh : public Node {
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public:
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NODE_DECLARE
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/* Mesh Triangle */
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struct Triangle {
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int v[3];
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void bounds_grow(const float3 *verts, BoundBox& bounds) const;
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void motion_verts(const float3 *verts,
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const float3 *vert_steps,
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size_t num_verts,
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size_t num_steps,
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float time,
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float3 r_verts[3]) const;
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void verts_for_step(const float3 *verts,
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const float3 *vert_steps,
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size_t num_verts,
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size_t num_steps,
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size_t step,
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float3 r_verts[3]) const;
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};
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Triangle get_triangle(size_t i) const
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{
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Triangle tri = {{triangles[i*3 + 0],
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triangles[i*3 + 1],
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triangles[i*3 + 2]}};
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return tri;
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}
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size_t num_triangles() const
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{
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return triangles.size() / 3;
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}
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/* Mesh 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() { return num_keys - 1; }
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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, 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, size_t k1,
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size_t k2, 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, 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, size_t k1,
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size_t k2, size_t k3,
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float4 r_keys[4]) const;
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};
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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_curves() const
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{
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return curve_first_key.size();
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}
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/* Mesh SubdFace */
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struct SubdFace {
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int start_corner;
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int num_corners;
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int shader;
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bool smooth;
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int ptex_offset;
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bool is_quad() { return num_corners == 4; }
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float3 normal(const Mesh *mesh) const;
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int num_ptex_faces() const { return num_corners == 4 ? 1 : num_corners; }
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};
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struct SubdEdgeCrease {
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int v[2];
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float crease;
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};
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enum SubdivisionType {
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SUBDIVISION_NONE,
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SUBDIVISION_LINEAR,
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SUBDIVISION_CATMULL_CLARK,
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};
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SubdivisionType subdivision_type;
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/* Mesh Data */
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enum GeometryFlags {
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GEOMETRY_NONE = 0,
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GEOMETRY_TRIANGLES = (1 << 0),
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GEOMETRY_CURVES = (1 << 1),
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};
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int geometry_flags; /* used to distinguish meshes with no verts
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and meshed for which geometry is not created */
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array<int> triangles;
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array<float3> verts;
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array<int> shader;
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array<bool> smooth;
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/* used for storing patch info for subd triangles, only allocated if there are patches */
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array<int> triangle_patch; /* must be < 0 for non subd triangles */
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array<float2> vert_patch_uv;
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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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array<float3> curve_keys;
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array<float> curve_radius;
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array<int> curve_first_key;
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array<int> curve_shader;
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array<SubdFace> subd_faces;
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array<int> subd_face_corners;
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int num_ngons;
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array<SubdEdgeCrease> subd_creases;
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SubdParams *subd_params;
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vector<Shader*> used_shaders;
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AttributeSet attributes;
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AttributeSet curve_attributes;
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AttributeSet subd_attributes;
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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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PackedPatchTable *patch_table;
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uint motion_steps;
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bool use_motion_blur;
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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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size_t curve_offset;
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size_t curvekey_offset;
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size_t patch_offset;
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size_t patch_table_offset;
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size_t face_offset;
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size_t corner_offset;
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size_t num_subd_verts;
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/* Functions */
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Mesh();
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~Mesh();
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void resize_mesh(int numverts, int numfaces);
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void reserve_mesh(int numverts, int numfaces);
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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 resize_subd_faces(int numfaces, int num_ngons, int numcorners);
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void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
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void clear();
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void add_vertex(float3 P);
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void add_vertex_slow(float3 P);
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void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
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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 add_subd_face(int* corners, int num_corners, int shader_, bool smooth_);
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int split_vertex(int vertex);
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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 add_undisplaced();
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void pack_normals(Scene *scene, uint *shader, float4 *vnormal);
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void pack_verts(const vector<uint>& tri_prim_index,
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uint4 *tri_vindex,
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uint *tri_patch,
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float2 *tri_patch_uv,
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size_t vert_offset,
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size_t tri_offset);
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void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
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void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
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void compute_bvh(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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bool need_attribute(Scene *scene, AttributeStandard std);
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bool need_attribute(Scene *scene, ustring name);
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void tag_update(Scene *scene, bool rebuild);
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bool has_motion_blur() const;
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bool has_true_displacement() const;
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/* Check whether the mesh should have own BVH built separately. Briefly,
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* own BVH is needed for mesh, 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 mesh itself.
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*/
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bool need_build_bvh() const;
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/* Check if the mesh should be treated as instanced. */
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bool is_instanced() const;
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void tessellate(DiagSplit *split);
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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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bool need_flags_update;
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MeshManager();
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~MeshManager();
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bool displace(Device *device, DeviceScene *dscene, 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_flags(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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protected:
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/* Calculate 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,
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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_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,
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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_displacement_images(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& progress);
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};
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CCL_NAMESPACE_END
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#endif /* __MESH_H__ */
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