blender/intern/cycles/render/mesh.h
Brecht Van Lommel fc42a6185d Cycles:
* Fix object scaling update issue with interactive rendering + static BVH.
* Fix negative scaling issue with static BVH.
* Fix #29217: excessive fireflies in first sample.
2011-11-12 14:29:52 +00:00

135 lines
3.3 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __MESH_H__
#define __MESH_H__
#include "attribute.h"
#include "shader.h"
#include "util_boundbox.h"
#include "util_list.h"
#include "util_map.h"
#include "util_param.h"
#include "util_transform.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class SceneParams;
class AttributeRequest;
/* Mesh */
class Mesh {
public:
/* Mesh Triangle */
struct Triangle {
int v[3];
};
/* Displacement */
enum DisplacementMethod {
DISPLACE_BUMP,
DISPLACE_TRUE,
DISPLACE_BOTH
};
ustring name;
/* Mesh Data */
vector<float3> verts;
vector<Triangle> triangles;
vector<uint> shader;
vector<bool> smooth;
vector<uint> used_shaders;
AttributeSet attributes;
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
DisplacementMethod displacement_method;
/* Update Flags */
bool need_update;
bool need_update_rebuild;
/* BVH */
BVH *bvh;
size_t tri_offset;
size_t vert_offset;
/* Functions */
Mesh();
~Mesh();
void reserve(int numverts, int numfaces);
void clear();
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
void compute_bounds();
void add_face_normals();
void add_vertex_normals();
void pack_normals(Scene *scene, float4 *normal, float4 *vnormal);
void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
void compute_bvh(SceneParams *params, Progress& progress);
void tag_update(Scene *scene, bool rebuild);
};
/* Mesh Manager */
class MeshManager {
public:
BVH *bvh;
bool need_update;
MeshManager();
~MeshManager();
bool displace(Device *device, Scene *scene, Mesh *mesh, Progress& progress);
/* attributes */
void update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, 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_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __MESH_H__ */