Added neighbour test on detected ray hit

This commit is contained in:
2009-05-11 13:56:45 +00:00
parent 562740322f
commit f5566daa89
3 changed files with 123 additions and 54 deletions

View File

@@ -85,7 +85,10 @@ struct Isect
#define RE_RAY_SHADOW_TRA 2
/* skip options */
#define RE_SKIP_CULLFACE 1
#define RE_SKIP_CULLFACE (1 << 0)
/* if using this flag then *face should be a pointer to a VlakRen */
#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
/* TODO use: FLT_MAX? */
#define RE_RAYTRACE_MAXDIST 1e33

View File

@@ -31,14 +31,96 @@
#include "BKE_utildefines.h"
#include "RE_raytrace.h"
#include "render_types.h"
#include "rayobject.h"
/* only for self-intersecting test with current render face (where ray left) */
static int intersection2(VlakRen *face, float r0, float r1, float r2, float rx1, float ry1, float rz1)
{
float co1[3], co2[3], co3[3], co4[3];
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
float m0, m1, m2, divdet, det, det1;
float u1, v, u2;
VECCOPY(co1, face->v1->co);
VECCOPY(co2, face->v2->co);
if(face->v4)
{
VECCOPY(co3, face->v4->co);
VECCOPY(co4, face->v3->co);
}
else
{
VECCOPY(co3, face->v3->co);
}
t00= co3[0]-co1[0];
t01= co3[1]-co1[1];
t02= co3[2]-co1[2];
t10= co3[0]-co2[0];
t11= co3[1]-co2[1];
t12= co3[2]-co2[2];
x0= t11*r2-t12*r1;
x1= t12*r0-t10*r2;
x2= t10*r1-t11*r0;
divdet= t00*x0+t01*x1+t02*x2;
m0= rx1-co3[0];
m1= ry1-co3[1];
m2= rz1-co3[2];
det1= m0*x0+m1*x1+m2*x2;
if(divdet!=0.0f) {
u1= det1/divdet;
if(u1<ISECT_EPSILON) {
det= t00*(m1*r2-m2*r1);
det+= t01*(m2*r0-m0*r2);
det+= t02*(m0*r1-m1*r0);
v= det/divdet;
if(v<ISECT_EPSILON && (u1 + v) > -(1.0f+ISECT_EPSILON)) {
return 1;
}
}
}
if(face->v4) {
t20= co3[0]-co4[0];
t21= co3[1]-co4[1];
t22= co3[2]-co4[2];
divdet= t20*x0+t21*x1+t22*x2;
if(divdet!=0.0f) {
u2= det1/divdet;
if(u2<ISECT_EPSILON) {
det= t20*(m1*r2-m2*r1);
det+= t21*(m2*r0-m0*r2);
det+= t22*(m0*r1-m1*r0);
v= det/divdet;
if(v<ISECT_EPSILON && (u2 + v) >= -(1.0f+ISECT_EPSILON)) {
return 2;
}
}
}
}
return 0;
}
/* ray - triangle or quad intersection */
/* this function shall only modify Isect if it detects an hit */
static int intersect_rayface(RayFace *face, Isect *is)
{
float co1[3],co2[3],co3[3],co4[3];
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
float m0, m1, m2, divdet, det1;
float labda, u, v;
short ok=0;
if(is->orig.ob == face->ob && is->orig.face == face->face)
@@ -51,8 +133,6 @@ static int intersect_rayface(RayFace *face, Isect *is)
VECCOPY(co1, face->v1);
VECCOPY(co2, face->v2);
//TODO if(v4) { SWAP(float*, v3, v4); }
if(face->v4)
{
VECCOPY(co3, face->v4);
@@ -86,12 +166,11 @@ static int intersect_rayface(RayFace *face, Isect *is)
det1= m0*x0+m1*x1+m2*x2;
if(divdet!=0.0f) {
float u;
divdet= 1.0f/divdet;
u= det1*divdet;
if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
float v, cros0, cros1, cros2;
float cros0, cros1, cros2;
cros0= m1*t02-m2*t01;
cros1= m2*t00-m0*t02;
@@ -99,12 +178,9 @@ static int intersect_rayface(RayFace *face, Isect *is)
v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
float labda;
labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
is->labda= labda;
is->u= u; is->v= v;
ok= 1;
}
}
@@ -119,25 +195,21 @@ static int intersect_rayface(RayFace *face, Isect *is)
divdet= t20*x0+t21*x1+t22*x2;
if(divdet!=0.0f) {
float u;
divdet= 1.0f/divdet;
u = det1*divdet;
if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
float v, cros0, cros1, cros2;
float cros0, cros1, cros2;
cros0= m1*t22-m2*t21;
cros1= m2*t20-m0*t22;
cros2= m0*t21-m1*t20;
v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
float labda;
labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
ok= 2;
is->labda= labda;
is->u= u; is->v= v;
}
}
}
@@ -145,7 +217,36 @@ static int intersect_rayface(RayFace *face, Isect *is)
}
if(ok) {
is->isect= ok; // wich half of the quad
/* when a shadow ray leaves a face, it can be little outside the edges of it, causing
intersection to be detected in its neighbour face */
if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
{
if(labda < 0.1f && is->orig.ob == face->ob)
{
VlakRen * a = is->orig.face;
VlakRen * b = face->face;
/* so there's a shared edge or vertex, let's intersect ray with face
itself, if that's true we can safely return 1, otherwise we assume
the intersection is invalid, 0 */
if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
|| a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || (a->v4 && a->v4==b->v4))
if(!intersection2((VlakRen*)b, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
{
return 0;
}
}
}
#if 0
else if(labda < ISECT_EPSILON)
{
/* too close to origin */
return 0;
}
#endif
/*
TODO
@@ -157,45 +258,9 @@ static int intersect_rayface(RayFace *face, Isect *is)
}
}
*/
#if 0
TODO
/* when a shadow ray leaves a face, it can be little outside the edges of it, causing
intersection to be detected in its neighbour face */
if(is->facecontr && is->faceisect); // optimizing, the tests below are not needed
else if(is->labda< .1) {
RayFace *face= is->orig.face;
float *origv1, *origv2, *origv3, *origv4;
short de= 0;
coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
if(ob == is->orig.ob) {
if(v1==origv1 || v2==origv1 || v3==origv1 || v4==origv1) de++;
if(v1==origv2 || v2==origv2 || v3==origv2 || v4==origv2) de++;
if(v1==origv3 || v2==origv3 || v3==origv3 || v4==origv3) de++;
if(origv4) {
if(v1==origv4 || v2==origv4 || v3==origv4 || v4==origv4) de++;
}
}
if(de) {
/* so there's a shared edge or vertex, let's intersect ray with face
itself, if that's true we can safely return 1, otherwise we assume
the intersection is invalid, 0 */
if(is->facecontr==NULL) {
is->obcontr= is->orig.ob;
is->facecontr= face;
is->faceisect= intersection2(face, is->orig.ob, transformfunc, coordsfunc, is->userdata,
-r0, -r1, -r2,
is->start[0], is->start[1], is->start[2]);
}
if(is->faceisect) return 1;
return 0;
}
}
#endif
is->isect= ok; // wich half of the quad
is->labda= labda;
is->u= u; is->v= v;
is->hit.ob = face->ob;
is->hit.face = face->face;

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@@ -2055,6 +2055,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
VECCOPY(isec->start, shi->co);
VECCOPY(isec->vec, vec);
isec->labda = 1.0f;
isec->skip = RE_SKIP_VLR_NEIGHBOUR;
if(isec->mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */