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blender-archive/source/blender/render/intern/source/volume_precache.c
Matt Ebb 163d0bb811 * Fix for yesterday's valgrind fix
* Fix for plane material preview render. Now, light cache aborts if there isn't enough volume, and falls back on non-cached single scattering. It still doesn't make much sense to render a plane as a volume, but for now in the preview it will shade the region in between the plane and the checker background.
2009-08-26 06:17:39 +00:00

747 lines
20 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_threads.h"
#include "BLI_voxel.h"
#include "PIL_time.h"
#include "RE_shader_ext.h"
#include "RE_raytrace.h"
#include "DNA_material_types.h"
#include "render_types.h"
#include "renderdatabase.h"
#include "volumetric.h"
#include "volume_precache.h"
#if defined( _MSC_VER ) && !defined( __cplusplus )
# define inline __inline
#endif // defined( _MSC_VER ) && !defined( __cplusplus )
#include "BKE_global.h"
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
/* only to be used here in this file, it's for speed */
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* *** utility code to set up an individual raytree for objectinstance, for checking inside/outside *** */
/* Recursive test for intersections, from a point inside the mesh, to outside
* Number of intersections (depth) determine if a point is inside or outside the mesh */
int intersect_outside_volume(RayTree *tree, Isect *isect, float *offset, int limit, int depth)
{
if (limit == 0) return depth;
if (RE_ray_tree_intersect(tree, isect)) {
float hitco[3];
hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
VecAddf(isect->start, hitco, offset);
return intersect_outside_volume(tree, isect, offset, limit-1, depth+1);
} else {
return depth;
}
}
/* Uses ray tracing to check if a point is inside or outside an ObjectInstanceRen */
int point_inside_obi(RayTree *tree, ObjectInstanceRen *obi, float *co)
{
float maxsize = RE_ray_tree_max_size(tree);
Isect isect;
float vec[3] = {0.0f,0.0f,1.0f};
int final_depth=0, depth=0, limit=20;
/* set up the isect */
memset(&isect, 0, sizeof(isect));
VECCOPY(isect.start, co);
isect.end[0] = co[0] + vec[0] * maxsize;
isect.end[1] = co[1] + vec[1] * maxsize;
isect.end[2] = co[2] + vec[2] * maxsize;
/* and give it a little offset to prevent self-intersections */
VecMulf(vec, 1e-5);
VecAddf(isect.start, isect.start, vec);
isect.mode= RE_RAY_MIRROR;
isect.face_last= NULL;
isect.lay= -1;
final_depth = intersect_outside_volume(tree, &isect, vec, limit, depth);
/* even number of intersections: point is outside
* odd number: point is inside */
if (final_depth % 2 == 0) return 0;
else return 1;
}
static int inside_check_func(Isect *is, int ob, RayFace *face)
{
return 1;
}
static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
{
VlakRen *vlr= (VlakRen*)face;
*v1 = (vlr->v1)? vlr->v1->co: NULL;
*v2 = (vlr->v2)? vlr->v2->co: NULL;
*v3 = (vlr->v3)? vlr->v3->co: NULL;
*v4 = (vlr->v4)? vlr->v4->co: NULL;
}
RayTree *create_raytree_obi(ObjectInstanceRen *obi, float *bbmin, float *bbmax)
{
int v;
VlakRen *vlr= NULL;
/* create empty raytree */
RayTree *tree = RE_ray_tree_create(64, obi->obr->totvlak, bbmin, bbmax,
vlr_face_coords, inside_check_func, NULL, NULL);
/* fill it with faces */
for(v=0; v<obi->obr->totvlak; v++) {
if((v & 255)==0)
vlr= obi->obr->vlaknodes[v>>8].vlak;
else
vlr++;
RE_ray_tree_add_face(tree, 0, vlr);
}
RE_ray_tree_done(tree);
return tree;
}
/* *** light cache filtering *** */
static float get_avg_surrounds(float *cache, int *res, int xx, int yy, int zz)
{
int x, y, z, x_, y_, z_;
int added=0;
float tot=0.0f;
for (z=-1; z <= 1; z++) {
z_ = zz+z;
if (z_ >= 0 && z_ <= res[2]-1) {
for (y=-1; y <= 1; y++) {
y_ = yy+y;
if (y_ >= 0 && y_ <= res[1]-1) {
for (x=-1; x <= 1; x++) {
x_ = xx+x;
if (x_ >= 0 && x_ <= res[0]-1) {
if (cache[ V_I(x_, y_, z_, res) ] > 0.0f) {
tot += cache[ V_I(x_, y_, z_, res) ];
added++;
}
}
}
}
}
}
}
tot /= added;
return ((added>0)?tot:0.0f);
}
/* function to filter the edges of the light cache, where there was no volume originally.
* For each voxel which was originally external to the mesh, it finds the average values of
* the surrounding internal voxels and sets the original external voxel to that average amount.
* Works almost a bit like a 'dilate' filter */
static void lightcache_filter(VolumePrecache *vp)
{
int x, y, z;
for (z=0; z < vp->res[2]; z++) {
for (y=0; y < vp->res[1]; y++) {
for (x=0; x < vp->res[0]; x++) {
/* trigger for outside mesh */
if (vp->data_r[ V_I(x, y, z, vp->res) ] < -0.5f)
vp->data_r[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_r, vp->res, x, y, z);
if (vp->data_g[ V_I(x, y, z, vp->res) ] < -0.5f)
vp->data_g[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_g, vp->res, x, y, z);
if (vp->data_b[ V_I(x, y, z, vp->res) ] < -0.5f)
vp->data_b[ V_I(x, y, z, vp->res) ] = get_avg_surrounds(vp->data_b, vp->res, x, y, z);
}
}
}
}
static inline int ms_I(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
{
return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
}
/* *** multiple scattering approximation *** */
/* get the total amount of light energy in the light cache. used to normalise after multiple scattering */
static float total_ss_energy(VolumePrecache *vp)
{
int x, y, z;
int *res = vp->res;
float energy=0.f;
for (z=0; z < res[2]; z++) {
for (y=0; y < res[1]; y++) {
for (x=0; x < res[0]; x++) {
if (vp->data_r[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_r[ V_I(x, y, z, res) ];
if (vp->data_g[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_g[ V_I(x, y, z, res) ];
if (vp->data_b[ V_I(x, y, z, res) ] > 0.f) energy += vp->data_b[ V_I(x, y, z, res) ];
}
}
}
return energy;
}
static float total_ms_energy(float *sr, float *sg, float *sb, int *res)
{
int x, y, z, i;
float energy=0.f;
for (z=1;z<=res[2];z++) {
for (y=1;y<=res[1];y++) {
for (x=1;x<=res[0];x++) {
i = ms_I(x,y,z,res);
if (sr[i] > 0.f) energy += sr[i];
if (sg[i] > 0.f) energy += sg[i];
if (sb[i] > 0.f) energy += sb[i];
}
}
}
return energy;
}
static void ms_diffuse(int b, float* x0, float* x, float diff, int *n)
{
int i, j, k, l;
const float dt = VOL_MS_TIMESTEP;
const float a = dt*diff*n[0]*n[1]*n[2];
for (l=0; l<20; l++)
{
for (k=1; k<=n[2]; k++)
{
for (j=1; j<=n[1]; j++)
{
for (i=1; i<=n[0]; i++)
{
x[ms_I(i,j,k,n)] = (x0[ms_I(i,j,k,n)] + a*(
x[ms_I(i-1,j,k,n)]+x[ms_I(i+1,j,k,n)]+
x[ms_I(i,j-1,k,n)]+x[ms_I(i,j+1,k,n)]+
x[ms_I(i,j,k-1,n)]+x[ms_I(i,j,k+1,n)]))/(1+6*a);
}
}
}
}
}
void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
{
const float diff = ma->vol.ms_diff * 0.001f; /* compensate for scaling for a nicer UI range */
const float simframes = ma->vol.ms_steps;
const int shade_type = ma->vol.shade_type;
float fac = ma->vol.ms_intensity;
int x, y, z, m;
int *n = vp->res;
const int size = (n[0]+2)*(n[1]+2)*(n[2]+2);
double time, lasttime= PIL_check_seconds_timer();
float total;
float c=1.0f;
int i;
float origf; /* factor for blending in original light cache */
float energy_ss, energy_ms;
float *sr0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
float *sr=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
float *sg0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
float *sg=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
float *sb0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
float *sb=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
total = (float)(n[0]*n[1]*n[2]*simframes);
energy_ss = total_ss_energy(vp);
/* Scattering as diffusion pass */
for (m=0; m<simframes; m++)
{
/* add sources */
for (z=1; z<=n[2]; z++)
{
for (y=1; y<=n[1]; y++)
{
for (x=1; x<=n[0]; x++)
{
i = V_I((x-1), (y-1), (z-1), n);
time= PIL_check_seconds_timer();
c++;
if (vp->data_r[i] > 0.f)
sr[ms_I(x,y,z,n)] += vp->data_r[i];
if (vp->data_g[i] > 0.f)
sg[ms_I(x,y,z,n)] += vp->data_g[i];
if (vp->data_b[i] > 0.f)
sb[ms_I(x,y,z,n)] += vp->data_b[i];
/* Displays progress every second */
if(time-lasttime>1.0f) {
char str[64];
sprintf(str, "Simulating multiple scattering: %d%%", (int)
(100.0f * (c / total)));
re->i.infostr= str;
re->stats_draw(re->sdh, &re->i);
re->i.infostr= NULL;
lasttime= time;
}
}
}
}
SWAP(float *, sr, sr0);
SWAP(float *, sg, sg0);
SWAP(float *, sb, sb0);
/* main diffusion simulation */
ms_diffuse(0, sr0, sr, diff, n);
ms_diffuse(0, sg0, sg, diff, n);
ms_diffuse(0, sb0, sb, diff, n);
if (re->test_break(re->tbh)) break;
}
/* normalisation factor to conserve energy */
energy_ms = total_ms_energy(sr, sg, sb, n);
fac *= (energy_ss / energy_ms);
/* blend multiple scattering back in the light cache */
if (shade_type == MA_VOL_SHADE_SINGLEPLUSMULTIPLE) {
/* conserve energy - half single, half multiple */
origf = 0.5f;
fac *= 0.5f;
} else {
origf = 0.0f;
}
for (z=1;z<=n[2];z++)
{
for (y=1;y<=n[1];y++)
{
for (x=1;x<=n[0];x++)
{
int index=(x-1)*n[1]*n[2] + (y-1)*n[2] + z-1;
vp->data_r[index] = origf * vp->data_r[index] + fac * sr[ms_I(x,y,z,n)];
vp->data_g[index] = origf * vp->data_g[index] + fac * sg[ms_I(x,y,z,n)];
vp->data_b[index] = origf * vp->data_b[index] + fac * sb[ms_I(x,y,z,n)];
}
}
}
MEM_freeN(sr0);
MEM_freeN(sr);
MEM_freeN(sg0);
MEM_freeN(sg);
MEM_freeN(sb0);
MEM_freeN(sb);
}
#if 0 // debug stuff
static void *vol_precache_part_test(void *data)
{
VolPrecachePart *pa = data;
printf("part number: %d \n", pa->num);
printf("done: %d \n", pa->done);
printf("x min: %d x max: %d \n", pa->minx, pa->maxx);
printf("y min: %d y max: %d \n", pa->miny, pa->maxy);
printf("z min: %d z max: %d \n", pa->minz, pa->maxz);
return NULL;
}
#endif
/* Iterate over the 3d voxel grid, and fill the voxels with scattering information
*
* It's stored in memory as 3 big float grids next to each other, one for each RGB channel.
* I'm guessing the memory alignment may work out better this way for the purposes
* of doing linear interpolation, but I haven't actually tested this theory! :)
*/
static void *vol_precache_part(void *data)
{
VolPrecachePart *pa = (VolPrecachePart *)data;
ObjectInstanceRen *obi = pa->obi;
RayTree *tree = pa->tree;
ShadeInput *shi = pa->shi;
float density, scatter_col[3] = {0.f, 0.f, 0.f};
float co[3];
int x, y, z;
const int res[3]= {pa->res[0], pa->res[1], pa->res[2]};
const float stepsize = vol_get_stepsize(shi, STEPSIZE_VIEW);
for (z= pa->minz; z < pa->maxz; z++) {
co[2] = pa->bbmin[2] + (pa->voxel[2] * z);
for (y= pa->miny; y < pa->maxy; y++) {
co[1] = pa->bbmin[1] + (pa->voxel[1] * y);
for (x=pa->minx; x < pa->maxx; x++) {
co[0] = pa->bbmin[0] + (pa->voxel[0] * x);
// don't bother if the point is not inside the volume mesh
if (!point_inside_obi(tree, obi, co)) {
obi->volume_precache->data_r[ V_I(x, y, z, res) ] = -1.0f;
obi->volume_precache->data_g[ V_I(x, y, z, res) ] = -1.0f;
obi->volume_precache->data_b[ V_I(x, y, z, res) ] = -1.0f;
continue;
}
VecCopyf(shi->view, co);
Normalize(shi->view);
density = vol_get_density(shi, co);
vol_get_scattering(shi, scatter_col, co, stepsize, density);
obi->volume_precache->data_r[ V_I(x, y, z, res) ] = scatter_col[0];
obi->volume_precache->data_g[ V_I(x, y, z, res) ] = scatter_col[1];
obi->volume_precache->data_b[ V_I(x, y, z, res) ] = scatter_col[2];
}
}
}
pa->done = 1;
return 0;
}
static void precache_setup_shadeinput(Render *re, ObjectInstanceRen *obi, Material *ma, ShadeInput *shi)
{
memset(shi, 0, sizeof(ShadeInput));
shi->depth= 1;
shi->mask= 1;
shi->mat = ma;
shi->vlr = NULL;
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
shi->har= shi->mat->har;
shi->obi= obi;
shi->obr= obi->obr;
shi->lay = re->scene->lay;
}
static void precache_init_parts(Render *re, RayTree *tree, ShadeInput *shi, ObjectInstanceRen *obi, int totthread, int *parts)
{
VolumePrecache *vp = obi->volume_precache;
int i=0, x, y, z;
float voxel[3];
int sizex, sizey, sizez;
float *bbmin=obi->obr->boundbox[0], *bbmax=obi->obr->boundbox[1];
int *res;
int minx, maxx;
int miny, maxy;
int minz, maxz;
if (!vp) return;
BLI_freelistN(&re->volume_precache_parts);
/* currently we just subdivide the box, number of threads per side */
parts[0] = parts[1] = parts[2] = totthread;
res = vp->res;
VecSubf(voxel, bbmax, bbmin);
voxel[0] /= res[0];
voxel[1] /= res[1];
voxel[2] /= res[2];
for (x=0; x < parts[0]; x++) {
sizex = ceil(res[0] / (float)parts[0]);
minx = x * sizex;
maxx = minx + sizex;
maxx = (maxx>res[0])?res[0]:maxx;
for (y=0; y < parts[1]; y++) {
sizey = ceil(res[1] / (float)parts[1]);
miny = y * sizey;
maxy = miny + sizey;
maxy = (maxy>res[1])?res[1]:maxy;
for (z=0; z < parts[2]; z++) {
VolPrecachePart *pa= MEM_callocN(sizeof(VolPrecachePart), "new precache part");
sizez = ceil(res[2] / (float)parts[2]);
minz = z * sizez;
maxz = minz + sizez;
maxz = (maxz>res[2])?res[2]:maxz;
pa->done = 0;
pa->working = 0;
pa->num = i;
pa->tree = tree;
pa->shi = shi;
pa->obi = obi;
VECCOPY(pa->bbmin, bbmin);
VECCOPY(pa->voxel, voxel);
VECCOPY(pa->res, res);
pa->minx = minx; pa->maxx = maxx;
pa->miny = miny; pa->maxy = maxy;
pa->minz = minz; pa->maxz = maxz;
BLI_addtail(&re->volume_precache_parts, pa);
i++;
}
}
}
}
static VolPrecachePart *precache_get_new_part(Render *re)
{
VolPrecachePart *pa, *nextpa=NULL;
for (pa = re->volume_precache_parts.first; pa; pa=pa->next)
{
if (pa->done==0 && pa->working==0) {
nextpa = pa;
break;
}
}
return nextpa;
}
static int precache_resolution(VolumePrecache *vp, float *bbmin, float *bbmax, int res)
{
float dim[3], div;
VecSubf(dim, bbmax, bbmin);
div = MAX3(dim[0], dim[1], dim[2]);
dim[0] /= div;
dim[1] /= div;
dim[2] /= div;
vp->res[0] = dim[0] * (float)res;
vp->res[1] = dim[1] * (float)res;
vp->res[2] = dim[2] * (float)res;
if ((vp->res[0] < 1) || (vp->res[1] < 1) || (vp->res[2] < 1))
return 0;
return 1;
}
/* Precache a volume into a 3D voxel grid.
* The voxel grid is stored in the ObjectInstanceRen,
* in camera space, aligned with the ObjectRen's bounding box.
* Resolution is defined by the user.
*/
void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma)
{
VolumePrecache *vp;
VolPrecachePart *nextpa, *pa;
RayTree *tree;
ShadeInput shi;
ListBase threads;
float *bbmin=obi->obr->boundbox[0], *bbmax=obi->obr->boundbox[1];
int parts[3], totparts;
int caching=1, counter=0;
int totthread = re->r.threads;
double time, lasttime= PIL_check_seconds_timer();
R = *re;
/* create a raytree with just the faces of the instanced ObjectRen,
* used for checking if the cached point is inside or outside. */
tree = create_raytree_obi(obi, bbmin, bbmax);
if (!tree) return;
vp = MEM_callocN(sizeof(VolumePrecache), "volume light cache");
if (!precache_resolution(vp, bbmin, bbmax, ma->vol.precache_resolution)) {
MEM_freeN(vp);
vp = NULL;
return;
}
vp->data_r = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data red channel");
vp->data_g = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data green channel");
vp->data_b = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data blue channel");
obi->volume_precache = vp;
/* Need a shadeinput to calculate scattering */
precache_setup_shadeinput(re, obi, ma, &shi);
precache_init_parts(re, tree, &shi, obi, totthread, parts);
totparts = parts[0] * parts[1] * parts[2];
BLI_init_threads(&threads, vol_precache_part, totthread);
while(caching) {
if(BLI_available_threads(&threads) && !(re->test_break(re->tbh))) {
nextpa = precache_get_new_part(re);
if (nextpa) {
nextpa->working = 1;
BLI_insert_thread(&threads, nextpa);
}
}
else PIL_sleep_ms(50);
caching=0;
counter=0;
for(pa= re->volume_precache_parts.first; pa; pa= pa->next) {
if(pa->done) {
counter++;
BLI_remove_thread(&threads, pa);
} else
caching = 1;
}
if (re->test_break(re->tbh) && BLI_available_threads(&threads)==totthread)
caching=0;
time= PIL_check_seconds_timer();
if(time-lasttime>1.0f) {
char str[64];
sprintf(str, "Precaching volume: %d%%", (int)(100.0f * ((float)counter / (float)totparts)));
re->i.infostr= str;
re->stats_draw(re->sdh, &re->i);
re->i.infostr= NULL;
lasttime= time;
}
}
BLI_end_threads(&threads);
BLI_freelistN(&re->volume_precache_parts);
if(tree) {
RE_ray_tree_free(tree);
tree= NULL;
}
lightcache_filter(obi->volume_precache);
if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE))
{
multiple_scattering_diffusion(re, vp, ma);
}
}
static int using_lightcache(Material *ma)
{
return (((ma->vol.shadeflag & MA_VOL_PRECACHESHADING) && (ma->vol.shade_type == MA_VOL_SHADE_SINGLE))
|| (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE)));
}
/* loop through all objects (and their associated materials)
* marked for pre-caching in convertblender.c, and pre-cache them */
void volume_precache(Render *re)
{
ObjectInstanceRen *obi;
VolumeOb *vo;
for(vo= re->volumes.first; vo; vo= vo->next) {
if (using_lightcache(vo->ma)) {
for(obi= re->instancetable.first; obi; obi= obi->next) {
if (obi->obr == vo->obr) {
vol_precache_objectinstance_threads(re, obi, vo->ma);
}
}
}
}
re->i.infostr= NULL;
re->stats_draw(re->sdh, &re->i);
}
void free_volume_precache(Render *re)
{
ObjectInstanceRen *obi;
for(obi= re->instancetable.first; obi; obi= obi->next) {
if (obi->volume_precache != NULL) {
MEM_freeN(obi->volume_precache->data_r);
MEM_freeN(obi->volume_precache->data_g);
MEM_freeN(obi->volume_precache->data_b);
MEM_freeN(obi->volume_precache);
obi->volume_precache = NULL;
}
}
BLI_freelistN(&re->volumes);
}
int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co)
{
RayTree *tree;
int inside=0;
tree = create_raytree_obi(obi, obi->obr->boundbox[0], obi->obr->boundbox[1]);
if (!tree) return 0;
inside = point_inside_obi(tree, obi, co);
RE_ray_tree_free(tree);
tree= NULL;
return inside;
}