tornavis/intern/cycles/scene/mesh.h

255 lines
6.3 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef __MESH_H__
#define __MESH_H__
#include "graph/node.h"
#include "bvh/params.h"
#include "scene/attribute.h"
#include "scene/geometry.h"
#include "scene/shader.h"
#include "util/array.h"
#include "util/boundbox.h"
#include "util/list.h"
#include "util/map.h"
#include "util/param.h"
#include "util/set.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Attribute;
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class RenderStats;
class Scene;
class SceneParams;
class AttributeRequest;
struct SubdParams;
class DiagSplit;
struct PackedPatchTable;
/* Mesh */
class Mesh : public Geometry {
protected:
Mesh(const NodeType *node_type_, Type geom_type_);
public:
NODE_DECLARE
/* Mesh Triangle */
struct Triangle {
int v[3];
void bounds_grow(const float3 *verts, BoundBox &bounds) const;
void motion_verts(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
float time,
float3 r_verts[3]) const;
void verts_for_step(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
size_t step,
float3 r_verts[3]) const;
float3 compute_normal(const float3 *verts) const;
bool valid(const float3 *verts) const;
};
Triangle get_triangle(size_t i) const
{
Triangle tri = {{triangles[i * 3 + 0], triangles[i * 3 + 1], triangles[i * 3 + 2]}};
return tri;
}
size_t num_triangles() const
{
return triangles.size() / 3;
}
/* Mesh SubdFace */
struct SubdFace {
int start_corner;
int num_corners;
int shader;
bool smooth;
int ptex_offset;
bool is_quad()
{
return num_corners == 4;
}
float3 normal(const Mesh *mesh) const;
int num_ptex_faces() const
{
return num_corners == 4 ? 1 : num_corners;
}
};
struct SubdEdgeCrease {
int v[2];
float crease;
};
SubdEdgeCrease get_subd_crease(size_t i) const
{
SubdEdgeCrease s;
s.v[0] = subd_creases_edge[i * 2];
s.v[1] = subd_creases_edge[i * 2 + 1];
s.crease = subd_creases_weight[i];
return s;
}
bool need_tesselation();
enum SubdivisionType {
SUBDIVISION_NONE,
SUBDIVISION_LINEAR,
SUBDIVISION_CATMULL_CLARK,
};
NODE_SOCKET_API(SubdivisionType, subdivision_type)
/* Mesh Data */
NODE_SOCKET_API_ARRAY(array<int>, triangles)
NODE_SOCKET_API_ARRAY(array<float3>, verts)
NODE_SOCKET_API_ARRAY(array<int>, shader)
NODE_SOCKET_API_ARRAY(array<bool>, smooth)
/* used for storing patch info for subd triangles, only allocated if there are patches */
NODE_SOCKET_API_ARRAY(array<int>, triangle_patch) /* must be < 0 for non subd triangles */
NODE_SOCKET_API_ARRAY(array<float2>, vert_patch_uv)
/* SubdFaces */
NODE_SOCKET_API_ARRAY(array<int>, subd_start_corner)
NODE_SOCKET_API_ARRAY(array<int>, subd_num_corners)
NODE_SOCKET_API_ARRAY(array<int>, subd_shader)
NODE_SOCKET_API_ARRAY(array<bool>, subd_smooth)
NODE_SOCKET_API_ARRAY(array<int>, subd_ptex_offset)
NODE_SOCKET_API_ARRAY(array<int>, subd_face_corners)
NODE_SOCKET_API(int, num_ngons)
NODE_SOCKET_API_ARRAY(array<int>, subd_creases_edge)
NODE_SOCKET_API_ARRAY(array<float>, subd_creases_weight)
NODE_SOCKET_API_ARRAY(array<int>, subd_vert_creases)
NODE_SOCKET_API_ARRAY(array<float>, subd_vert_creases_weight)
/* Subdivisions parameters */
NODE_SOCKET_API(float, subd_dicing_rate)
NODE_SOCKET_API(int, subd_max_level)
NODE_SOCKET_API(Transform, subd_objecttoworld)
AttributeSet subd_attributes;
private:
PackedPatchTable *patch_table;
/* BVH */
size_t vert_offset;
size_t patch_offset;
size_t patch_table_offset;
size_t face_offset;
size_t corner_offset;
size_t num_subd_verts;
size_t num_subd_faces;
unordered_map<int, int> vert_to_stitching_key_map; /* real vert index -> stitching index */
unordered_multimap<int, int>
vert_stitching_map; /* stitching index -> multiple real vert indices */
friend class BVH2;
friend class BVHBuild;
friend class BVHSpatialSplit;
friend class DiagSplit;
friend class EdgeDice;
friend class GeometryManager;
friend class ObjectManager;
SubdParams *subd_params = nullptr;
public:
/* Functions */
Mesh();
~Mesh();
void resize_mesh(int numverts, int numfaces);
void reserve_mesh(int numverts, int numfaces);
void resize_subd_faces(int numfaces, int num_ngons, int numcorners);
void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
void reserve_subd_creases(size_t num_creases);
void clear_non_sockets();
void clear(bool preserve_shaders = false) override;
void add_vertex(float3 P);
void add_vertex_slow(float3 P);
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
void add_subd_face(const int *corners, int num_corners, int shader_, bool smooth_);
void add_edge_crease(int v0, int v1, float weight);
void add_vertex_crease(int v, float weight);
void copy_center_to_motion_step(const int motion_step);
void compute_bounds() override;
void apply_transform(const Transform &tfm, const bool apply_to_motion) override;
void add_face_normals();
void add_vertex_normals();
void add_undisplaced();
void get_uv_tiles(ustring map, unordered_set<int> &tiles) override;
void pack_shaders(Scene *scene, uint *shader);
void pack_normals(packed_float3 *vnormal);
void pack_verts(packed_float3 *tri_verts,
packed_uint3 *tri_vindex,
uint *tri_patch,
float2 *tri_patch_uv);
void pack_patches(uint *patch_data);
PrimitiveType primitive_type() const override;
void tessellate(DiagSplit *split);
SubdFace get_subd_face(size_t index) const;
SubdParams *get_subd_params();
size_t get_num_subd_faces() const
{
return num_subd_faces;
}
void set_num_subd_faces(size_t num_subd_faces_)
{
num_subd_faces = num_subd_faces_;
}
size_t get_num_subd_verts()
{
return num_subd_verts;
}
protected:
void clear(bool preserve_shaders, bool preserve_voxel_data);
};
CCL_NAMESPACE_END
#endif /* __MESH_H__ */