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