Files
blender/intern/cycles/scene/mesh.h
Patrick Mours d350976ba0 Cycles: Add Hydra render delegate
This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering
in applications that provide a Hydra viewport. The implementation was written from scratch
against Cycles X, for integration into the Blender repository to make it possible to continue
developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of
the Cycles code and can be built with a CMake option
(`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version
of Cycles.

Since Hydra render delegates need to be built against the exact USD version and other
dependencies as the target application is using, this is intended to be built separate from
Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different
from what Blender is using. As such the CMake build scripts for Windows had to be modified
slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again
even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to
the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all
the way back to USD 20.08 (with some limitations).

Reviewed By: brecht, LazyDodo

Differential Revision: https://developer.blender.org/D14398
2022-03-23 16:39:05 +01:00

254 lines
6.3 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#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,
uint4 *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__ */