*ray<->bb hit optimization... just to make it "slightly" faster :P
Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9] *for now it breaks shrinkwrap or other stuff that relies on sphere-raycast of BLI_kdopbvh.
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@@ -101,6 +101,8 @@ typedef struct BVHRayCastData
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BVHTreeRay ray;
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float ray_dot_axis[13];
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float idot_axis[13];
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int index[6];
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BVHTreeRayHit hit;
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} BVHRayCastData;
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@@ -1404,6 +1406,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nea
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* raycast is done by performing a DFS on the BVHTree and saving the closest hit
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*/
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//Determines the distance that the ray must travel to hit the bounding volume of the given node
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static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
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{
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@@ -1443,13 +1446,40 @@ static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
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return low;
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}
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//Determines the distance that the ray must travel to hit the bounding volume of the given node
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//Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
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//[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
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//
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//TODO this doens't has data->ray.radius in consideration
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static float fast_ray_nearest_hit(const BVHRayCastData *data, const BVHNode *node)
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{
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const float *bv = node->bv;
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float dist;
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float t1x = (bv[data->index[0]] - data->ray.origin[0]) * data->idot_axis[0];
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float t2x = (bv[data->index[1]] - data->ray.origin[0]) * data->idot_axis[0];
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float t1y = (bv[data->index[2]] - data->ray.origin[1]) * data->idot_axis[1];
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float t2y = (bv[data->index[3]] - data->ray.origin[1]) * data->idot_axis[1];
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float t1z = (bv[data->index[4]] - data->ray.origin[2]) * data->idot_axis[2];
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float t2z = (bv[data->index[5]] - data->ray.origin[2]) * data->idot_axis[2];
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if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return FLT_MAX;
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if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return FLT_MAX;
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if(t1x > data->hit.dist || t1y > data->hit.dist || t1z > data->hit.dist) return FLT_MAX;
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dist = t1x;
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if (t1y > dist) dist = t1y;
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if (t1z > dist) dist = t1z;
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return dist;
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}
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static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
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{
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int i;
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//ray-bv is really fast.. and simple tests revealed its worth to test it
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//before calling the ray-primitive functions
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float dist = ray_nearest_hit(data, node);
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float dist = fast_ray_nearest_hit(data, node);
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if(dist >= data->hit.dist) return;
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if(node->totnode == 0)
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@@ -1503,9 +1533,16 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float
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for(i=0; i<3; i++)
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{
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data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]);
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data.idot_axis[i] = 1.0f / data.ray_dot_axis[i];
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if(fabs(data.ray_dot_axis[i]) < FLT_EPSILON)
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{
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data.ray_dot_axis[i] = 0.0;
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}
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data.index[2*i] = data.idot_axis[i] < 0.0 ? 1 : 0;
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data.index[2*i+1] = 1 - data.index[2*i];
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data.index[2*i] += 2*i;
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data.index[2*i+1] += 2*i;
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}
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@@ -177,8 +177,8 @@ RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi)
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//Create Ray cast accelaration structure
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//TODO dynamic ocres
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raytree = obr->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
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// raytree = obr->raytree = RE_rayobject_bvh_create( faces );
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// raytree = obr->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
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raytree = obr->raytree = RE_rayobject_bvh_create( faces );
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face = obr->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "ObjectRen faces");
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obr->rayobi = obi;
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@@ -284,7 +284,8 @@ static void makeraytree_single(Render *re)
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}
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//Create raytree
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raytree = re->raytree = RE_rayobject_octree_create(re->r.ocres, faces);
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// raytree = re->raytree = RE_rayobject_octree_create(re->r.ocres, faces);
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raytree = re->raytree = RE_rayobject_bvh_create(faces);
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face = re->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "Render ray faces");
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for(obi=re->instancetable.first; obi; obi=obi->next)
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