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blender-archive/source/blender/render/intern/raytrace/rayobject_internal.h
Campbell Barton 64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00

158 lines
5.3 KiB
C++

/*
* ***** 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 *****
*/
#ifndef __RAYOBJECT_INTERNAL_H__
#define __RAYOBJECT_INTERNAL_H__
/** \file blender/render/intern/raytrace/rayobject_internal.h
* \ingroup render
*/
#ifdef __cplusplus
extern "C" {
#endif
/* RayObjectControl
*
* This class is intended as a place holder for control, configuration of the
* rayobject like:
* - stop building (TODO maybe when porting build to threads this could be
* implemented with some thread_cancel function)
* - max number of threads and threads callback to use during build
* ...
*/
typedef int (*RE_rayobjectcontrol_test_break_callback)(void *data);
typedef struct RayObjectControl {
void *data;
RE_rayobjectcontrol_test_break_callback test_break;
} RayObjectControl;
/* Returns true if for some reason a heavy processing function should stop
* (eg.: user asked to stop during a tree a build)
*/
int RE_rayobjectcontrol_test_break(RayObjectControl *c);
/* RayObject
*
* A ray object is everything where we can cast rays like:
* * a face/triangle
* * an octree
* * a bvh tree
* * an octree of bvh's
* * a bvh of bvh's
*
*
* All types of RayObjects can be created by implementing the
* callbacks of the RayObject.
*
* Due to high computing time evolved with casting on faces
* there is a special type of RayObject (named RayFace)
* which won't use callbacks like other generic nodes.
*
* In order to allow a mixture of RayFace+RayObjects,
* all RayObjects must be 4byte aligned, allowing us to use the
* 2 least significant bits (with the mask 0x03) to define the
* type of RayObject.
*
* This leads to 4 possible types of RayObject:
*
* addr&3 - type of object
* 0 Self (reserved for each structure)
* 1 RayFace (tri/quad primitive)
* 2 RayObject (generic with API callbacks)
* 3 VlakPrimitive
* (vlak primitive - to be used when we have a vlak describing the data
* eg.: on render code)
*
* 0 means it's reserved and has it own meaning inside each ray acceleration structure
* (this way each structure can use the align offset to determine if a node represents a
* RayObject primitive, which can be used to save memory)
*/
/* used to test the type of ray object */
#define RE_rayobject_isAligned(o) ((((intptr_t)o)&3) == 0)
#define RE_rayobject_isRayFace(o) ((((intptr_t)o)&3) == 1)
#define RE_rayobject_isRayAPI(o) ((((intptr_t)o)&3) == 2)
#define RE_rayobject_isVlakPrimitive(o) ((((intptr_t)o)&3) == 3)
/* used to align a given ray object */
#define RE_rayobject_align(o) ((RayObject *)(((intptr_t)o)&(~3)))
/* used to unalign a given ray object */
#define RE_rayobject_unalignRayFace(o) ((RayObject *)(((intptr_t)o)|1))
#define RE_rayobject_unalignRayAPI(o) ((RayObject *)(((intptr_t)o)|2))
#define RE_rayobject_unalignVlakPrimitive(o) ((RayObject *)(((intptr_t)o)|3))
/*
* This rayobject represents a generic object. With it's own callbacks for raytrace operations.
* It's suitable to implement things like LOD.
*/
struct RayObject {
struct RayObjectAPI *api;
struct RayObjectControl control;
};
typedef int (*RE_rayobject_raycast_callback)(RayObject *, struct Isect *);
typedef void (*RE_rayobject_add_callback)(RayObject *raytree, RayObject *rayobject);
typedef void (*RE_rayobject_done_callback)(RayObject *);
typedef void (*RE_rayobject_free_callback)(RayObject *);
typedef void (*RE_rayobject_merge_bb_callback)(RayObject *, float min[3], float max[3]);
typedef float (*RE_rayobject_cost_callback)(RayObject *);
typedef void (*RE_rayobject_hint_bb_callback)(RayObject *, struct RayHint *, float min[3], float max[3]);
typedef struct RayObjectAPI {
RE_rayobject_raycast_callback raycast;
RE_rayobject_add_callback add;
RE_rayobject_done_callback done;
RE_rayobject_free_callback free;
RE_rayobject_merge_bb_callback bb;
RE_rayobject_cost_callback cost;
RE_rayobject_hint_bb_callback hint_bb;
} RayObjectAPI;
/*
* Returns the expected cost of raycast on this node, primitives have a cost of 1
*/
float RE_rayobject_cost(RayObject *r);
/*
* This function differs from RE_rayobject_raycast
* RE_rayobject_intersect does NOT perform last-hit optimization
* So this is probably a function to call inside raytrace structures
*/
int RE_rayobject_intersect(RayObject *r, struct Isect *i);
#ifdef __cplusplus
}
#endif
#endif /* __RAYOBJECT_INTERNAL_H__ */