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blender-archive/source/blender/render/intern/raytrace/rayobject.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/raytrace/rayobject.cpp
* \ingroup render
*/
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_material_types.h"
#include "rayintersection.h"
#include "rayobject.h"
#include "raycounter.h"
#include "render_types.h"
/* RayFace
*
* note we force always inline here, because compiler refuses to otherwise
* because function is too long. Since this is code that is called billions
* of times we really do want to inline. */
MALWAYS_INLINE RayObject *rayface_from_coords(RayFace *rayface, void *ob, void *face,
float *v1, float *v2, float *v3, float *v4)
{
rayface->ob = ob;
rayface->face = face;
copy_v3_v3(rayface->v1, v1);
copy_v3_v3(rayface->v2, v2);
copy_v3_v3(rayface->v3, v3);
if (v4) {
copy_v3_v3(rayface->v4, v4);
rayface->quad = 1;
}
else {
rayface->quad = 0;
}
return RE_rayobject_unalignRayFace(rayface);
}
MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
{
rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL);
if (obi->transform_primitives) {
mul_m4_v3(obi->mat, rayface->v1);
mul_m4_v3(obi->mat, rayface->v2);
mul_m4_v3(obi->mat, rayface->v3);
if (RE_rayface_isQuad(rayface))
mul_m4_v3(obi->mat, rayface->v4);
}
}
RayObject *RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
{
return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL);
}
RayObject *RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
{
return rayface_from_coords(rayface, ob, face, v1, v2, v3, v4);
}
/* VlakPrimitive */
RayObject *RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
{
face->ob = obi;
face->face = vlr;
return RE_rayobject_unalignVlakPrimitive(face);
}
/* Checks for ignoring faces or materials */
MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr)
{
/* for baking selected to active non-traceable materials might still
* be in the raytree */
if (!(vlr->flag & R_TRACEBLE))
return 0;
/* I know... cpu cycle waste, might do smarter once */
if (is->mode == RE_RAY_MIRROR)
return !(vlr->mat->mode & MA_ONLYCAST);
else
return (is->lay & obi->lay);
}
MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen *UNUSED(obi), VlakRen *vlr)
{
/* solid material types only */
if (vlr->mat->material_type == MA_TYPE_SURFACE)
return 1;
else
return 0;
}
MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UNUSED(vlr))
{
return (obi->obr->ob != is->userdata) && (obi->obr->ob->flag & SELECT);
}
/* Ray Triangle/Quad Intersection */
MALWAYS_INLINE int isec_tri_quad(float start[3], float dir[3], RayFace *face, float uv[2], float *lambda)
{
float co1[3], co2[3], co3[3], co4[3];
float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1, l;
int quad;
quad = RE_rayface_isQuad(face);
copy_v3_v3(co1, face->v1);
copy_v3_v3(co2, face->v2);
copy_v3_v3(co3, face->v3);
copy_v3_v3(r, dir);
/* intersect triangle */
sub_v3_v3v3(t0, co3, co2);
sub_v3_v3v3(t1, co3, co1);
cross_v3_v3v3(x, r, t1);
divdet = dot_v3v3(t0, x);
sub_v3_v3v3(m, start, co3);
det1 = dot_v3v3(m, x);
if (divdet != 0.0f) {
divdet = 1.0f / divdet;
v = det1 * divdet;
if (v < RE_RAYTRACE_EPSILON && v > -(1.0f + RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u = divdet * dot_v3v3(cros, r);
if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f + RE_RAYTRACE_EPSILON)) {
l = divdet * dot_v3v3(cros, t1);
/* check if intersection is within ray length */
if (l > -RE_RAYTRACE_EPSILON && l < *lambda) {
uv[0] = u;
uv[1] = v;
*lambda = l;
return 1;
}
}
}
}
/* intersect second triangle in quad */
if (quad) {
copy_v3_v3(co4, face->v4);
sub_v3_v3v3(t0, co3, co4);
divdet = dot_v3v3(t0, x);
if (divdet != 0.0f) {
divdet = 1.0f / divdet;
v = det1 * divdet;
if (v < RE_RAYTRACE_EPSILON && v > -(1.0f + RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u = divdet * dot_v3v3(cros, r);
if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f + RE_RAYTRACE_EPSILON)) {
l = divdet * dot_v3v3(cros, t1);
if (l > -RE_RAYTRACE_EPSILON && l < *lambda) {
uv[0] = u;
uv[1] = -(1.0f + v + u);
*lambda = l;
return 2;
}
}
}
}
}
return 0;
}
/* Simpler yes/no Ray Triangle/Quad Intersection */
MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace *face)
{
float co1[3], co2[3], co3[3], co4[3];
float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1;
int quad;
quad = RE_rayface_isQuad(face);
copy_v3_v3(co1, face->v1);
copy_v3_v3(co2, face->v2);
copy_v3_v3(co3, face->v3);
negate_v3_v3(r, dir); /* note, different than above function */
/* intersect triangle */
sub_v3_v3v3(t0, co3, co2);
sub_v3_v3v3(t1, co3, co1);
cross_v3_v3v3(x, r, t1);
divdet = dot_v3v3(t0, x);
sub_v3_v3v3(m, start, co3);
det1 = dot_v3v3(m, x);
if (divdet != 0.0f) {
divdet = 1.0f / divdet;
v = det1 * divdet;
if (v < RE_RAYTRACE_EPSILON && v > -(1.0f + RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u = divdet * dot_v3v3(cros, r);
if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f + RE_RAYTRACE_EPSILON))
return 1;
}
}
/* intersect second triangle in quad */
if (quad) {
copy_v3_v3(co4, face->v4);
sub_v3_v3v3(t0, co3, co4);
divdet = dot_v3v3(t0, x);
if (divdet != 0.0f) {
divdet = 1.0f / divdet;
v = det1 * divdet;
if (v < RE_RAYTRACE_EPSILON && v > -(1.0f + RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u = divdet * dot_v3v3(cros, r);
if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f + RE_RAYTRACE_EPSILON))
return 2;
}
}
}
return 0;
}
/* RayFace intersection with checks and neighbor verifaction included,
* Isect is modified if the face is hit. */
MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
{
float dist, uv[2];
int ok = 0;
/* avoid self-intersection */
if (is->orig.ob == face->ob && is->orig.face == face->face)
return 0;
/* check if we should intersect this face */
if (is->check == RE_CHECK_VLR_RENDER) {
if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
return 0;
}
else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) {
if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
return 0;
if (vlr_check_intersect_solid(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
return 0;
}
else if (is->check == RE_CHECK_VLR_BAKE) {
if (vlr_check_bake(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
return 0;
}
/* ray counter */
RE_RC_COUNT(is->raycounter->faces.test);
dist = is->dist;
ok = isec_tri_quad(is->start, is->dir, face, uv, &dist);
if (ok) {
/* when a shadow ray leaves a face, it can be little outside the edges
* of it, causing intersection to be detected in its neighbor face */
if (is->skip & RE_SKIP_VLR_NEIGHBOUR) {
if (dist < 0.1f && is->orig.ob == face->ob) {
VlakRen *a = (VlakRen *)is->orig.face;
VlakRen *b = (VlakRen *)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 ||
(b->v4 && (a->v1 == b->v4 || a->v2 == b->v4 || a->v3 == b->v4 || a->v4 == b->v4)))
{
/* create RayFace from original face, transformed if necessary */
RayFace origface;
ObjectInstanceRen *ob = (ObjectInstanceRen *)is->orig.ob;
rayface_from_vlak(&origface, ob, (VlakRen *)is->orig.face);
if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) {
return 0;
}
}
}
}
RE_RC_COUNT(is->raycounter->faces.hit);
is->isect = ok; // which half of the quad
is->dist = dist;
is->u = uv[0]; is->v = uv[1];
is->hit.ob = face->ob;
is->hit.face = face->face;
#ifdef RT_USE_LAST_HIT
is->last_hit = hit_obj;
#endif
return 1;
}
return 0;
}
/* Intersection */
int RE_rayobject_raycast(RayObject *r, Isect *isec)
{
int i;
RE_RC_COUNT(isec->raycounter->raycast.test);
/* setup vars used on raycast */
for (i = 0; i < 3; i++) {
isec->idot_axis[i] = 1.0f / isec->dir[i];
isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
}
#ifdef RT_USE_LAST_HIT
/* last hit heuristic */
if (isec->mode == RE_RAY_SHADOW && isec->last_hit) {
RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test);
if (RE_rayobject_intersect(isec->last_hit, isec)) {
RE_RC_COUNT(isec->raycounter->raycast.hit);
RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit);
return 1;
}
}
#endif
#ifdef RT_USE_HINT
isec->hit_hint = 0;
#endif
if (RE_rayobject_intersect(r, isec)) {
RE_RC_COUNT(isec->raycounter->raycast.hit);
#ifdef RT_USE_HINT
isec->hint = isec->hit_hint;
#endif
return 1;
}
return 0;
}
int RE_rayobject_intersect(RayObject *r, Isect *i)
{
if (RE_rayobject_isRayFace(r)) {
return intersect_rayface(r, (RayFace *) RE_rayobject_align(r), i);
}
else if (RE_rayobject_isVlakPrimitive(r)) {
//TODO optimize (useless copy to RayFace to avoid duplicate code)
VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r);
RayFace nface;
rayface_from_vlak(&nface, face->ob, face->face);
return intersect_rayface(r, &nface, i);
}
else if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
return r->api->raycast(r, i);
}
else {
assert(0);
return 0;
}
}
/* Building */
void RE_rayobject_add(RayObject *r, RayObject *o)
{
r = RE_rayobject_align(r);
return r->api->add(r, o);
}
void RE_rayobject_done(RayObject *r)
{
r = RE_rayobject_align(r);
r->api->done(r);
}
void RE_rayobject_free(RayObject *r)
{
r = RE_rayobject_align(r);
r->api->free(r);
}
float RE_rayobject_cost(RayObject *r)
{
if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) {
return 1.0f;
}
else if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
return r->api->cost(r);
}
else {
assert(0);
return 1.0f;
}
}
/* Bounding Boxes */
void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3])
{
if (RE_rayobject_isRayFace(r)) {
RayFace *face = (RayFace *) RE_rayobject_align(r);
DO_MINMAX(face->v1, min, max);
DO_MINMAX(face->v2, min, max);
DO_MINMAX(face->v3, min, max);
if (RE_rayface_isQuad(face)) DO_MINMAX(face->v4, min, max);
}
else if (RE_rayobject_isVlakPrimitive(r)) {
VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r);
RayFace nface;
rayface_from_vlak(&nface, face->ob, face->face);
DO_MINMAX(nface.v1, min, max);
DO_MINMAX(nface.v2, min, max);
DO_MINMAX(nface.v3, min, max);
if (RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max);
}
else if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
r->api->bb(r, min, max);
}
else
assert(0);
}
/* Hints */
void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max)
{
if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) {
return;
}
else if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
return r->api->hint_bb(r, hint, min, max);
}
else
assert(0);
}
/* RayObjectControl */
int RE_rayobjectcontrol_test_break(RayObjectControl *control)
{
if (control->test_break)
return control->test_break(control->data);
return 0;
}
void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break)
{
if (RE_rayobject_isRayAPI(r)) {
r = RE_rayobject_align(r);
r->control.data = data;
r->control.test_break = test_break;
}
}