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blender-archive/source/blender/render/intern/include/rayobject.h
Andre Susano Pinto 021e0cc53f *reserved RayObject align offset 0 for private usage inside each structure
point is that other structures like trees can then distiguish between other nodes or rayobject primitives
withouth needing any other variable.
	(Note yet used but will reduce memory by a nice factor (linear to the number of primitives))
2009-06-30 14:05:33 +00:00

156 lines
4.3 KiB
C++

/**
* $Id$
*
* ***** 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) 2009 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RE_RAYOBJECT_H
#define RE_RAYOBJECT_H
#include "RE_raytrace.h"
#include <float.h>
/* 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 0x02) to define the
type of RayObject.
This leads to 4 possible types of RayObject, but at the moment
only 2 are used:
addr&2 - type of object
0 Self (reserved for each structure)
1 RayFace
2 RayObject (generic with API callbacks)
3 unused
0 means it's reserved and has it own meaning inside each ray acceleration structure
(this way each structure can use the allign offset to determine if a node represents a
RayObject primitive, which can be used to save memory)
You actually don't need to care about this if you are only using the API
described on RE_raytrace.h
*/
typedef struct RayFace
{
float *v1, *v2, *v3, *v4;
void *ob;
void *face;
} RayFace;
struct RayObject
{
struct RayObjectAPI *api;
};
typedef int (*RE_rayobject_raycast_callback)(RayObject *, Isect *);
typedef void (*RE_rayobject_add_callback)(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, float *max);
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;
} RayObjectAPI;
//TODO use intptr_t
#define RayObject_align(o) ((RayObject*)(((int)o)&(~3)))
#define RayObject_unalignRayFace(o) ((RayObject*)(((int)o)|1))
#define RayObject_unalignRayAPI(o) ((RayObject*)(((int)o)|2))
#define RayObject_isAligned(o) ((((int)o)&3) == 0)
#define RayObject_isRayFace(o) ((((int)o)&3) == 1)
#define RayObject_isRayAPI(o) ((((int)o)&3) == 2)
/*
* Extend min/max coords so that the rayobject is inside them
*/
void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
/*
* 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, Isect *i);
#define ISECT_EPSILON ((float)FLT_EPSILON)
#if !defined(_WIN32)
#include <sys/time.h>
#include <time.h>
#include <stdio.h>
#define BENCH(a,name) \
do { \
double _t1, _t2; \
struct timeval _tstart, _tend; \
clock_t _clock_init = clock(); \
gettimeofday ( &_tstart, NULL); \
(a); \
gettimeofday ( &_tend, NULL); \
_t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 ); \
_t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 ); \
printf("BENCH:%s: %fs (real) %fs (cpu)\n", #name, _t2-_t1, (float)(clock()-_clock_init)/CLOCKS_PER_SEC);\
} while(0)
#else
#define BENCH(a) (a)
#endif
#endif