blender/intern/cycles/render/mesh.h
Brecht Van Lommel bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00

163 lines
4.0 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];
};
/* Mesh Curve */
struct Curve {
int first_key;
int num_keys;
uint shader;
uint pad;
int num_segments() { return num_keys - 1; }
};
struct CurveKey {
float3 co;
float radius;
};
/* 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<CurveKey> curve_keys;
vector<Curve> curves;
vector<uint> used_shaders;
AttributeSet attributes;
AttributeSet curve_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;
size_t curve_offset;
size_t curvekey_offset;
/* Functions */
Mesh();
~Mesh();
void reserve(int numverts, int numfaces, int numcurves, int numcurvekeys);
void clear();
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
void add_curve_key(float3 loc, float radius);
void add_curve(int first_key, int num_keys, int shader);
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 pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
void compute_bvh(SceneParams *params, Progress *progress, int n, int total);
bool need_attribute(Scene *scene, AttributeStandard std);
bool need_attribute(Scene *scene, ustring name);
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__ */