blender/intern/cycles/render/mesh.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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/*
* 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;
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__ */