blender/intern/cycles/render/attribute.h
Brecht Van Lommel 1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00

151 lines
3.5 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 __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 AttributeSet;
class AttributeRequest;
class AttributeRequestSet;
class Mesh;
/* Attribute
*
* Arbitrary data layers on meshes.
* Supported types: Float, Color, Vector, Normal, Point */
class Attribute {
public:
enum Element {
VERTEX,
FACE,
CORNER
};
ustring name;
AttributeStandard std;
TypeDesc type;
vector<char> buffer;
Element element;
Attribute() {}
void set(ustring name, TypeDesc type, Element element);
void reserve(int numverts, int numfaces);
size_t data_sizeof();
size_t element_size(int numverts, int numfaces);
size_t buffer_size(int numverts, int numfaces);
char *data() { return (buffer.size())? &buffer[0]: NULL; };
float3 *data_float3() { return (float3*)data(); }
float *data_float() { return (float*)data(); }
const char *data() const { return (buffer.size())? &buffer[0]: NULL; }
const float3 *data_float3() const { return (float3*)data(); }
const float *data_float() const { return (float*)data(); }
static bool same_storage(TypeDesc a, TypeDesc b);
static ustring standard_name(AttributeStandard std);
};
/* Attribute Set
*
* Set of attributes on a mesh. */
class AttributeSet {
public:
Mesh *mesh;
list<Attribute> attributes;
AttributeSet();
~AttributeSet();
Attribute *add(ustring name, TypeDesc type, Attribute::Element element);
Attribute *find(ustring name);
void remove(ustring name);
Attribute *add(AttributeStandard std, ustring name = ustring());
Attribute *find(AttributeStandard std);
void remove(AttributeStandard std);
Attribute *find(AttributeRequest& req);
void reserve(int numverts, int numfaces);
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. */
class AttributeRequest {
public:
ustring name;
AttributeStandard std;
/* temporary variables used by MeshManager */
TypeDesc type;
AttributeElement element;
int offset;
AttributeRequest(ustring name_);
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__ */