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
This commit is contained in:
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intern/cycles/render/attribute.h
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intern/cycles/render/attribute.h
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __ATTRIBUTE_H__
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#define __ATTRIBUTE_H__
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#include "kernel_types.h"
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#include "util_list.h"
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#include "util_param.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 Attribute;
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class AttributeSet;
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class AttributeRequest;
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class AttributeRequestSet;
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class Mesh;
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/* Attribute
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*
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* Arbitrary data layers on meshes.
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* Supported types: Float, Color, Vector, Normal, Point */
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class Attribute {
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public:
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enum Element {
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VERTEX,
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FACE,
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CORNER
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};
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enum Standard {
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STD_NONE = 0,
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STD_VERTEX_NORMAL,
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STD_FACE_NORMAL,
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STD_UV,
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STD_GENERATED,
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STD_POSITION_UNDEFORMED,
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STD_POSITION_UNDISPLACED,
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STD_NUM
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};
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ustring name;
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Standard std;
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TypeDesc type;
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vector<char> buffer;
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Element element;
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Attribute() {}
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void set(ustring name, TypeDesc type, Element element);
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void reserve(int numverts, int numfaces);
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size_t data_sizeof();
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size_t element_size(int numverts, int numfaces);
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size_t buffer_size(int numverts, int numfaces);
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char *data() { return &buffer[0]; };
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float3 *data_float3() { return (float3*)&buffer[0]; }
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float *data_float() { return (float*)&buffer[0]; }
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const char *data() const { return &buffer[0]; }
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const float3 *data_float3() const { return (float3*)&buffer[0]; }
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const float *data_float() const { return (float*)&buffer[0]; }
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static bool same_storage(TypeDesc a, TypeDesc b);
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static ustring standard_name(Attribute::Standard std);
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};
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/* Attribute Set
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*
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* Set of attributes on a mesh. */
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class AttributeSet {
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public:
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Mesh *mesh;
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list<Attribute> attributes;
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AttributeSet(Mesh *mesh);
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~AttributeSet();
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Attribute *add(ustring name, TypeDesc type, Attribute::Element element);
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Attribute *find(ustring name);
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void remove(ustring name);
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Attribute *add(Attribute::Standard std, ustring name = ustring());
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Attribute *find(Attribute::Standard std);
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void remove(Attribute::Standard std);
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Attribute *find(AttributeRequest& req);
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void reserve(int numverts, int numfaces);
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void clear();
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};
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/* AttributeRequest
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*
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* Request from a shader to use a certain attribute, so we can figure out
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* which ones we need to export from the host app end store for the kernel.
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* The attribute is found either by name or by standard. */
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class AttributeRequest {
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public:
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ustring name;
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Attribute::Standard std;
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/* temporary variables used by MeshManager */
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TypeDesc type;
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AttributeElement element;
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int offset;
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AttributeRequest(ustring name_);
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AttributeRequest(Attribute::Standard std);
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};
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/* AttributeRequestSet
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*
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* Set of attributes requested by a shader. */
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class AttributeRequestSet {
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public:
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vector<AttributeRequest> requests;
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AttributeRequestSet();
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~AttributeRequestSet();
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void add(ustring name);
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void add(Attribute::Standard std);
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void add(AttributeRequestSet& reqs);
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bool find(ustring name);
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bool find(Attribute::Standard std);
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size_t size();
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void clear();
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bool modified(const AttributeRequestSet& other);
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};
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CCL_NAMESPACE_END
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#endif /* __ATTRIBUTE_H__ */
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