These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
550 lines
13 KiB
C++
550 lines
13 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): André Pinto.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <assert.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "DNA_material_types.h"
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#include "rayintersection.h"
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#include "rayobject.h"
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#include "raycounter.h"
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#include "render_types.h"
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/* RayFace
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note we force always inline here, because compiler refuses to otherwise
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because function is too long. Since this is code that is called billions
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of times we really do want to inline. */
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MALWAYS_INLINE RayObject* rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
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{
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rayface->ob = ob;
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rayface->face = face;
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copy_v3_v3(rayface->v1, v1);
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copy_v3_v3(rayface->v2, v2);
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copy_v3_v3(rayface->v3, v3);
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if(v4)
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{
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copy_v3_v3(rayface->v4, v4);
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rayface->quad = 1;
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}
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else
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{
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rayface->quad = 0;
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}
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return RE_rayobject_unalignRayFace(rayface);
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}
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MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
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{
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rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
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if(obi->transform_primitives)
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{
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mul_m4_v3(obi->mat, rayface->v1);
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mul_m4_v3(obi->mat, rayface->v2);
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mul_m4_v3(obi->mat, rayface->v3);
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if(RE_rayface_isQuad(rayface))
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mul_m4_v3(obi->mat, rayface->v4);
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}
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}
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RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
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{
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return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
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}
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/* VlakPrimitive */
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RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
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{
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face->ob = obi;
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face->face = vlr;
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return RE_rayobject_unalignVlakPrimitive(face);
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}
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/* Checks for ignoring faces or materials */
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MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr)
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{
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/* for baking selected to active non-traceable materials might still
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* be in the raytree */
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if(!(vlr->flag & R_TRACEBLE))
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return 0;
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/* I know... cpu cycle waste, might do smarter once */
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if(is->mode==RE_RAY_MIRROR)
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return !(vlr->mat->mode & MA_ONLYCAST);
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else
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return (is->lay & obi->lay);
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}
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MALWAYS_INLINE int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
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{
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/* solid material types only */
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if (vlr->mat->material_type == MA_TYPE_SURFACE)
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return 1;
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else
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return 0;
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}
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MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
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{
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return (obi->obr->ob != is->userdata);
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}
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/* Ray Triangle/Quad Intersection */
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MALWAYS_INLINE int isec_tri_quad(float start[3], float dir[3], RayFace *face, float uv[2], float *lambda)
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{
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float co1[3], co2[3], co3[3], co4[3];
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float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1, l;
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int quad;
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quad= RE_rayface_isQuad(face);
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copy_v3_v3(co1, face->v1);
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copy_v3_v3(co2, face->v2);
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copy_v3_v3(co3, face->v3);
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copy_v3_v3(r, dir);
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/* intersect triangle */
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sub_v3_v3v3(t0, co3, co2);
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sub_v3_v3v3(t1, co3, co1);
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cross_v3_v3v3(x, r, t1);
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divdet= dot_v3v3(t0, x);
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sub_v3_v3v3(m, start, co3);
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det1= dot_v3v3(m, x);
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if(divdet != 0.0f) {
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divdet= 1.0f/divdet;
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v= det1*divdet;
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if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
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float cros[3];
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cross_v3_v3v3(cros, m, t0);
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u= divdet*dot_v3v3(cros, r);
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if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
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l= divdet*dot_v3v3(cros, t1);
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/* check if intersection is within ray length */
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if(l > -RE_RAYTRACE_EPSILON && l < *lambda) {
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uv[0]= u;
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uv[1]= v;
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*lambda= l;
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return 1;
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}
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}
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}
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}
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/* intersect second triangle in quad */
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if(quad) {
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copy_v3_v3(co4, face->v4);
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sub_v3_v3v3(t0, co3, co4);
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divdet= dot_v3v3(t0, x);
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if(divdet != 0.0f) {
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divdet= 1.0f/divdet;
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v = det1*divdet;
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if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
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float cros[3];
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cross_v3_v3v3(cros, m, t0);
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u= divdet*dot_v3v3(cros, r);
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if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
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l= divdet*dot_v3v3(cros, t1);
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if(l >- RE_RAYTRACE_EPSILON && l < *lambda) {
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uv[0]= u;
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uv[1]= -(1.0f + v + u);
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*lambda= l;
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return 2;
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}
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}
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}
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}
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}
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return 0;
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}
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/* Simpler yes/no Ray Triangle/Quad Intersection */
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MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace *face)
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{
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float co1[3], co2[3], co3[3], co4[3];
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float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1;
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int quad;
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quad= RE_rayface_isQuad(face);
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copy_v3_v3(co1, face->v1);
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copy_v3_v3(co2, face->v2);
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copy_v3_v3(co3, face->v3);
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negate_v3_v3(r, dir); /* note, different than above function */
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/* intersect triangle */
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sub_v3_v3v3(t0, co3, co2);
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sub_v3_v3v3(t1, co3, co1);
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cross_v3_v3v3(x, r, t1);
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divdet= dot_v3v3(t0, x);
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sub_v3_v3v3(m, start, co3);
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det1= dot_v3v3(m, x);
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if(divdet != 0.0f) {
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divdet= 1.0f/divdet;
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v= det1*divdet;
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if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
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float cros[3];
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cross_v3_v3v3(cros, m, t0);
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u= divdet*dot_v3v3(cros, r);
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if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
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return 1;
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}
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}
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/* intersect second triangle in quad */
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if(quad) {
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copy_v3_v3(co4, face->v4);
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sub_v3_v3v3(t0, co3, co4);
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divdet= dot_v3v3(t0, x);
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if(divdet != 0.0f) {
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divdet= 1.0f/divdet;
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v = det1*divdet;
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if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
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float cros[3];
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cross_v3_v3v3(cros, m, t0);
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u= divdet*dot_v3v3(cros, r);
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if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
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return 2;
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}
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}
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}
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return 0;
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}
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/* RayFace intersection with checks and neighbour verifaction included,
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Isect is modified if the face is hit. */
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MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
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{
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float dist, uv[2];
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int ok= 0;
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/* avoid self-intersection */
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if(is->orig.ob == face->ob && is->orig.face == face->face)
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return 0;
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/* check if we should intersect this face */
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if(is->check == RE_CHECK_VLR_RENDER)
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{
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if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
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return 0;
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}
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else if(is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL)
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{
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if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
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return 0;
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if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
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return 0;
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}
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else if(is->check == RE_CHECK_VLR_BAKE) {
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if(vlr_check_bake(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
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return 0;
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}
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/* ray counter */
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RE_RC_COUNT(is->raycounter->faces.test);
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dist= is->dist;
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ok= isec_tri_quad(is->start, is->dir, face, uv, &dist);
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if(ok) {
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/* when a shadow ray leaves a face, it can be little outside the edges
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of it, causing intersection to be detected in its neighbour face */
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if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
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{
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if(dist < 0.1f && is->orig.ob == face->ob)
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{
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VlakRen * a = (VlakRen*)is->orig.face;
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VlakRen * b = (VlakRen*)face->face;
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/* so there's a shared edge or vertex, let's intersect ray with
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face itself, if that's true we can safely return 1, otherwise
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we assume the intersection is invalid, 0 */
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if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
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|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
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|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
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|| (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4))) {
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/* create RayFace from original face, transformed if necessary */
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RayFace origface;
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ObjectInstanceRen *ob= (ObjectInstanceRen*)is->orig.ob;
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rayface_from_vlak(&origface, ob, (VlakRen*)is->orig.face);
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if(!isec_tri_quad_neighbour(is->start, is->dir, &origface))
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{
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return 0;
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}
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}
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}
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}
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RE_RC_COUNT(is->raycounter->faces.hit);
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is->isect= ok; // which half of the quad
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is->dist= dist;
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is->u= uv[0]; is->v= uv[1];
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is->hit.ob = face->ob;
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is->hit.face = face->face;
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#ifdef RT_USE_LAST_HIT
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is->last_hit = hit_obj;
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#endif
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return 1;
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}
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return 0;
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}
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/* Intersection */
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int RE_rayobject_raycast(RayObject *r, Isect *isec)
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{
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int i;
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RE_RC_COUNT(isec->raycounter->raycast.test);
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/* setup vars used on raycast */
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for(i=0; i<3; i++)
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{
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isec->idot_axis[i] = 1.0f / isec->dir[i];
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isec->bv_index[2*i] = isec->idot_axis[i] < 0.0 ? 1 : 0;
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isec->bv_index[2*i+1] = 1 - isec->bv_index[2*i];
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isec->bv_index[2*i] = i+3*isec->bv_index[2*i];
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isec->bv_index[2*i+1] = i+3*isec->bv_index[2*i+1];
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}
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#ifdef RT_USE_LAST_HIT
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/* last hit heuristic */
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if(isec->mode==RE_RAY_SHADOW && isec->last_hit)
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{
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RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test);
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if(RE_rayobject_intersect(isec->last_hit, isec))
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{
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RE_RC_COUNT(isec->raycounter->raycast.hit);
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RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit);
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return 1;
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}
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}
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#endif
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#ifdef RT_USE_HINT
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isec->hit_hint = 0;
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#endif
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if(RE_rayobject_intersect(r, isec))
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{
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RE_RC_COUNT(isec->raycounter->raycast.hit);
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#ifdef RT_USE_HINT
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isec->hint = isec->hit_hint;
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#endif
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return 1;
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}
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return 0;
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}
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int RE_rayobject_intersect(RayObject *r, Isect *i)
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{
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if(RE_rayobject_isRayFace(r))
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{
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return intersect_rayface(r, (RayFace*) RE_rayobject_align(r), i);
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}
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else if(RE_rayobject_isVlakPrimitive(r))
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{
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//TODO optimize (useless copy to RayFace to avoid duplicate code)
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VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r);
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RayFace nface;
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rayface_from_vlak(&nface, face->ob, face->face);
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return intersect_rayface(r, &nface, i);
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}
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else if(RE_rayobject_isRayAPI(r))
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{
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r = RE_rayobject_align(r);
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return r->api->raycast(r, i);
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}
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else {
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assert(0);
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return 0;
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}
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}
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/* Building */
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void RE_rayobject_add(RayObject *r, RayObject *o)
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{
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r = RE_rayobject_align(r);
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return r->api->add(r, o);
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}
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void RE_rayobject_done(RayObject *r)
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{
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r = RE_rayobject_align(r);
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r->api->done(r);
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}
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void RE_rayobject_free(RayObject *r)
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{
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r = RE_rayobject_align(r);
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r->api->free(r);
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}
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float RE_rayobject_cost(RayObject *r)
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{
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if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
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{
|
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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, float *max)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|