forked from bartvdbraak/blender
faa10d1ced
Now we do much better preliminary check for panoramic camera is inside the volume object boundings. Also we're now cacheing the has_volume in the mesh, which makes it unneeded iterations for each object's shaders. Should be no functional changes, just faster sync and panoramic-in-volume rendering.
172 lines
4.3 KiB
C++
172 lines
4.3 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 "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 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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/* Mesh */
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class Mesh {
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public:
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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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};
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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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uint shader;
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int num_segments() { return num_keys - 1; }
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void bounds_grow(const int k, const float4 *curve_keys, BoundBox& bounds) const;
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};
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/* Displacement */
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enum DisplacementMethod {
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DISPLACE_BUMP,
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DISPLACE_TRUE,
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DISPLACE_BOTH
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};
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ustring name;
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/* Mesh Data */
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bool geometry_synced; /* used to distinguish meshes with no verts
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and meshed for which geometry is not created */
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vector<float3> verts;
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vector<Triangle> triangles;
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vector<uint> shader;
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vector<bool> smooth;
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bool has_volume; /* Set in the device_update(). */
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vector<float4> curve_keys; /* co + radius */
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vector<Curve> curves;
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vector<uint> used_shaders;
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AttributeSet attributes;
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AttributeSet curve_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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DisplacementMethod displacement_method;
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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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/* Functions */
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Mesh();
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~Mesh();
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void reserve(int numverts, int numfaces, int numcurves, int numcurvekeys);
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void clear();
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void set_triangle(int i, int v0, int v1, int v2, int shader, bool smooth);
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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 num_keys, int shader);
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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 pack_normals(Scene *scene, uint *shader, float4 *vnormal);
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void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_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 compute_bvh(SceneParams *params, Progress *progress, int n, 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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};
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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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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_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, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_bvh(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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};
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CCL_NAMESPACE_END
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#endif /* __MESH_H__ */
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