blender/intern/cycles/render/attribute.h
Mai Lavelle 0b68c68006 Cycles microdisplacement: Support for Catmull-Clark subdivision via OpenSubdiv
Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.

Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2111
2016-08-07 11:13:11 -04:00

174 lines
4.5 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __ATTRIBUTE_H__
#define __ATTRIBUTE_H__
#include "kernel_types.h"
#include "util_list.h"
#include "util_param.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Attribute;
class AttributeRequest;
class AttributeRequestSet;
class AttributeSet;
class ImageManager;
class Mesh;
struct Transform;
/* Attributes for voxels are images */
struct VoxelAttribute {
ImageManager *manager;
int slot;
};
/* Attribute
*
* Arbitrary data layers on meshes.
* Supported types: Float, Color, Vector, Normal, Point */
class Attribute {
public:
ustring name;
AttributeStandard std;
TypeDesc type;
vector<char> buffer;
AttributeElement element;
uint flags; /* enum AttributeFlag */
Attribute() {}
~Attribute();
void set(ustring name, TypeDesc type, AttributeElement element);
void resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only);
void resize(size_t num_elements);
size_t data_sizeof() const;
size_t element_size(Mesh *mesh, AttributePrimitive prim) const;
size_t buffer_size(Mesh *mesh, AttributePrimitive prim) const;
char *data() { return (buffer.size())? &buffer[0]: NULL; };
float3 *data_float3() { return (float3*)data(); }
float4 *data_float4() { return (float4*)data(); }
float *data_float() { return (float*)data(); }
uchar4 *data_uchar4() { return (uchar4*)data(); }
Transform *data_transform() { return (Transform*)data(); }
VoxelAttribute *data_voxel() { return ( VoxelAttribute*)data(); }
const char *data() const { return (buffer.size())? &buffer[0]: NULL; }
const float3 *data_float3() const { return (const float3*)data(); }
const float4 *data_float4() const { return (const float4*)data(); }
const float *data_float() const { return (const float*)data(); }
const Transform *data_transform() const { return (const Transform*)data(); }
const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); }
void zero_data(void* dst);
void add_with_weight(void* dst, void* src, float weight);
void add(const float& f);
void add(const float3& f);
void add(const uchar4& f);
void add(const Transform& f);
void add(const VoxelAttribute& f);
void add(const char *data);
static bool same_storage(TypeDesc a, TypeDesc b);
static const char *standard_name(AttributeStandard std);
static AttributeStandard name_standard(const char *name);
};
/* Attribute Set
*
* Set of attributes on a mesh. */
class AttributeSet {
public:
Mesh *triangle_mesh;
Mesh *curve_mesh;
Mesh *subd_mesh;
list<Attribute> attributes;
AttributeSet();
~AttributeSet();
Attribute *add(ustring name, TypeDesc type, AttributeElement element);
Attribute *find(ustring name) const;
void remove(ustring name);
Attribute *add(AttributeStandard std, ustring name = ustring());
Attribute *find(AttributeStandard std) const;
void remove(AttributeStandard std);
Attribute *find(AttributeRequest& req);
void resize(bool reserve_only = false);
void clear();
};
/* AttributeRequest
*
* Request from a shader to use a certain attribute, so we can figure out
* which ones we need to export from the host app end store for the kernel.
* The attribute is found either by name or by standard attribute type. */
class AttributeRequest {
public:
ustring name;
AttributeStandard std;
/* temporary variables used by MeshManager */
TypeDesc triangle_type, curve_type, subd_type;
AttributeDescriptor triangle_desc, curve_desc, subd_desc;
explicit AttributeRequest(ustring name_);
explicit AttributeRequest(AttributeStandard std);
};
/* AttributeRequestSet
*
* Set of attributes requested by a shader. */
class AttributeRequestSet {
public:
vector<AttributeRequest> requests;
AttributeRequestSet();
~AttributeRequestSet();
void add(ustring name);
void add(AttributeStandard std);
void add(AttributeRequestSet& reqs);
bool find(ustring name);
bool find(AttributeStandard std);
size_t size();
void clear();
bool modified(const AttributeRequestSet& other);
};
CCL_NAMESPACE_END
#endif /* __ATTRIBUTE_H__ */