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#ifndef _HAIR_VR_STATIC_VOXEL_PRIMITIVE_H_
#define _HAIR_VR_STATIC_VOXEL_PRIMITIVE_H_

// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962

/**********************************************************************
 *<
	FILE:			shaveVrayStaticVoxelPrim.h  

	DESCRIPTION:	Staic (non motion blurred) hair voxel primitive

	CREATED BY:		Vladimir Dubovoy <[email protected]>

	HISTORY:		created  20-08-2008 ( as part of 3ds Max + VRay hair shaders)
					merged   31-03-2010 

 *>
 **********************************************************************/

#include "shaveVrayVoxelPrim.h"
#include "hairprimitives.h"


class shaveVrayStaticVoxelPrim : public shaveVrayVoxelPrim,
							  public VR::StaticHairGenerator {
public:
	shaveVrayStaticVoxelPrim(IHairVoxel* voxel, VR::VRayCore *vray, shaveVrayInstance* inst);
	virtual ~shaveVrayStaticVoxelPrim();

	/*
	|	from StaicPrimitive
	*/
	// Return the bounding box of this primitive. 
	void  getBBox (VR::StaticBox &bbox);
	
	//Return true if the primitive is splittable. 
 	bool  splittable (); 
	
	//Return the bounding boxes of the primitive with respect to a given plane. 
 	void  split (int dim, VR::real middle, VR::StaticBox &bLeft, VR::StaticBox &bRight);

	//Return true here
	int expandable(); 
  
	//Expand the primitive into other sub-primitives. 
	int  expand (VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex); 
  
	//Collapse the primitive. 
	int  collapse (VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex); 

	/*
	|	from StaicHairGenerator
	*/
		// always returns 4
	int getNumSides(void) const;

	// number of segments in the strand
	int getNumKnots(void);

	// returns two arrays, of getNumSides() length each, 
	// with the cosine and sine along the circle at regular intervals
	void getSidesUV(float *&uc, float *&vc);
	// vlad|8Apr2010 - uc,vc are const now
	void getSidesUV(const float *&uc, const float *&vc) const;

	//return true to use a simplified normal calculation inside the
	//StaticHairSegmentLine::getNormal() and getGNormal(), and false to use a more correct model
	int getFlatNormal(void) const;

	//not sure about these
	float getRadius();
	float getLength();
	float getTaper();

	//hair engine hanles gravity and other forces
	VR::Vector getGravity();
	
	//we return 0.0f for all of these
	float getLengthRand();
	float getRadiusRand();
	float getGravityRand();
	float getDirRand();
	float getBend();
	
	int generateStrand(int faceIndex, int strandIndex, 
					   const VR::Vector *pv, const VR::Vector *nv, 
					   VR::Vector *pts, VR::Vector *un, VR::Vector *vn);

	VR::Vector getStrandBaryCoords(int faceIndex, int strandIndex) const;

	VR::Vector* newVectors(int threadIndex);
	void deleteVectors(VR::Vector *x, int threadIndex);

	/*
	|	from GeometryGenerator
	*/
#if defined(VRAY30)
	VR::Vector getGNormal(VR::RSRay &rsray);
	VR::Vector getNormal(VR::RSRay &rsray);
#elif defined(VRAY40)
	VR::ShadeVec getGNormal(VR::RSRay &rsray);
	VR::ShadeVec getNormal(VR::RSRay &rsray);
#endif
	void setIntersectionData(VR::RSRay &rsray, void *isData);
#if defined(VRAY30)
	void setIntersectionData(const VR::RayBunchParams& params, VR::PrimitiveIntersections& result, const RAY_IDX* idxs, size_t count);
#endif

	VR::Shadeable* getShadeable() { return ownbsdf() ? shade() : shdata(); }
	VR::VRayShadeInstance* getExtShadeData() { return shinst(); }
	VR::VRayShadeData* getExtTexMapping() { return shdata(); }
	VR::VRayVolume* getVolumeShader() { return NULL; }
	VR::VRaySurfaceProperties* getExtSurfaceProperties() { return NULL; }

#if defined(VRAY30)
	void storeInGlobalTree(VR::RayServerInterface2 *rayserver);
#elif defined(VRAY40)
	void storeInGlobalTree(VR::RayServerInterface *rayserver);
#endif

#if defined(VRAY30) || defined(VRAY40)
	// no need to implement, that is used by our automatic hair generation primitives
	int generateStrand(int faceIndex, int strandIndex, int threadIndex, const VR::Vector *pv, 
					   const VR::Vector *nv, VR::Vector *pts, VR::Vector *un, VR::Vector *vn) 
	{
		return 0;
	}

	VR::ShadeVec getHairDir(const VR::VRayContext &rc) const;
#endif
	//VR::Vector getGNormal(VR::RSRayRef& rsrayref);					//3ds Max specific
	//VR::Vector getNormal(VR::RSRayRef& rsrayref);						//3ds Max specific
	//void setIntersectionData(VR::RSRayRef& rsrayref, void *isData);	//3ds Max specific

protected:
#if defined(VRAY30)
	void setCommonIntersectionData(const VR::RayBunchParams& params, VR::PrimitiveIntersections& result, 
								   const RAY_IDX idx, int strandIdx, int segmentIdx, float wParam, 
								   const VUtils::Vector &gNormal, const VUtils::Vector &normal) ;
#endif
#if defined(VRAY30) || defined(VRAY40)
	void getStaticIntersectionData(int strandIdx, int segmentIdx, const VR::Vector* &p, const VR::Vector* &dirs);
	void setCommonIntersectionData(VR::RSRay &rsray, void *isd, int strandIdx, int segmentIdx, 
								   float wParam, const VR::ShadeVec &gNormal, const VR::ShadeVec &normal) ;

	// Returns the number of hair strands
	int initHairData();
#endif	
	//const member access
	inline const VR::StaticHairStrand& strand(int i) const {return m_strands[i];}
	inline VR::StaticHairStrand* strands()	  const {return m_strands;}
	inline const VR::Vector&	pt(int i) const {return m_pts[i];}
	inline const VR::Vector&	un(int i) const {return m_uns[i];}
	inline const VR::Vector&	vn(int i) const {return m_vns[i];}
	inline VR::Vector*	pts(int offset)   const {return &m_pts[offset];}
	inline VR::Vector*	uns(int offset)   const {return &m_uns[offset];}
	inline VR::Vector*	vns(int offset)   const {return &m_vns[offset];}
	inline VR::Vector*	pts()  const {return m_pts;}
	inline VR::Vector*	uns()  const {return m_uns;}
	inline VR::Vector*	vns()  const {return m_vns;}
	inline int	  firstid()    const {return m_firstid;}
	
	//member access
	inline VR::StaticHairStrand&  _strand(int i) {return m_strands[i];}
	inline VR::StaticHairStrand*& _strands()	 {return m_strands;}
	inline VR::Vector&	_pt(int i) {return m_pts[i];}
	inline VR::Vector&	_un(int i) {return m_uns[i];}
	inline VR::Vector&	_vn(int i) {return m_vns[i];}
	inline VR::Vector*&	_pts()  {return m_pts;}
	inline VR::Vector*&	_uns()  {return m_uns;}
	inline VR::Vector*&	_vns()  {return m_vns;}
	inline int&	   _firstid() {return m_firstid;}

private:

	
	int			  m_firstid;
	VR::Vector*	  m_pts;
	VR::Vector*	  m_uns;
	VR::Vector*	  m_vns;
	VR::StaticHairStrand* m_strands;
#if defined(VRAY30) || defined(VRAY40)
	VR::HairData hairData;
	VR::HairData tessHairData;
	VR::TransformedHairData tmHairData;

	VR::StaticHairTreePrimitive *staticHairTree;

	int maxDepth;
	float minLeaf;
	float leafCoeff;

	VUtils::TessHairParams tessParams;

	VR::ThreadManager *threadman;
	VR::ProgressCallback *prog;
#endif
};


#endif	//end of_HAIR_VR_STATIC_VOXEL_PRIMITIVE_H_