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blender-archive/source/blender/render/extern/include/RE_raytrace.h
2010-02-12 13:34:04 +00:00

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/**
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
*/
#ifndef RE_RAYTRACE_H
#define RE_RAYTRACE_H
#ifdef __cplusplus
extern "C" {
#endif
// #define RE_RAYCOUNTER /* enable counters per ray, usefull for measuring raytrace structures performance */
#define RE_RAY_LCTS_MAX_SIZE 256
#define RT_USE_LAST_HIT /* last shadow hit is reused before raycasting on whole tree */
//#define RT_USE_HINT /* last hit object is reused before raycasting on whole tree */
#ifdef RE_RAYCOUNTER
typedef struct RayCounter RayCounter;
struct RayCounter
{
struct
{
unsigned long long test, hit;
} faces, bb, simd_bb, raycast, raytrace_hint, rayshadow_last_hit;
};
#endif
/* Internals about raycasting structures can be found on intern/raytree.h */
typedef struct RayObject RayObject;
typedef struct Isect Isect;
typedef struct RayHint RayHint;
typedef struct RayTraceHint RayTraceHint;
struct DerivedMesh;
struct Mesh;
struct VlakRen;
struct ObjectInstanceRen;
int RE_rayobject_raycast(RayObject *r, Isect *i);
void RE_rayobject_add (RayObject *r, RayObject *);
void RE_rayobject_done(RayObject *r);
void RE_rayobject_free(RayObject *r);
/* Extend min/max coords so that the rayobject is inside them */
void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */
void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max);
/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/
/* void RE_rayobject_hint_cone(RayObject *r, RayHint *hint, float *); */
/* RayObject constructors */
RayObject* RE_rayobject_octree_create(int ocres, int size);
RayObject* RE_rayobject_instance_create(RayObject *target, float transform[][4], void *ob, void *target_ob);
RayObject* RE_rayobject_empty_create();
RayObject* RE_rayobject_blibvh_create(int size); /* BLI_kdopbvh.c */
RayObject* RE_rayobject_vbvh_create(int size); /* raytrace/rayobject_vbvh.c */
RayObject* RE_rayobject_svbvh_create(int size); /* raytrace/rayobject_svbvh.c */
RayObject* RE_rayobject_qbvh_create(int size); /* raytrace/rayobject_qbvh.c */
/*
* This ray object represents a triangle or a quad face.
* All data needed to realize intersection is "localy" available.
*/
typedef struct RayFace
{
float v1[4], v2[4], v3[4], v4[3];
int quad;
void *ob;
void *face;
} RayFace;
#define RE_rayface_isQuad(a) ((a)->quad)
RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *co1, float *co2, float *co3, float *co4);
/*
* This ray object represents faces directly from a given VlakRen structure.
* Thus allowing to save memory, but making code triangle intersection dependant on render structures
*/
typedef struct VlakPrimitive
{
struct ObjectInstanceRen *ob;
struct VlakRen *face;
} VlakPrimitive;
RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
/*
* Raytrace hints
*/
typedef struct LCTSHint LCTSHint;
struct LCTSHint
{
int size;
RayObject *stack[RE_RAY_LCTS_MAX_SIZE];
};
struct RayHint
{
union
{
LCTSHint lcts;
} data;
};
/* Ray Intersection */
struct Isect
{
float start[3];
float vec[3];
float labda;
/* length of vec, configured by RE_rayobject_raycast */
int bv_index[6];
float idot_axis[3];
float dist;
/* float end[3]; - not used */
float u, v;
struct
{
void *ob;
void *face;
}
hit, orig;
RayObject *last_hit; /* last hit optimization */
#ifdef RT_USE_HINT
RayTraceHint *hint, *hit_hint;
#endif
short isect; /* which half of quad */
short mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
int lay; /* -1 default, set for layer lamps */
int skip; /* RE_SKIP_CULLFACE */
float col[4]; /* RGBA for shadow_tra */
void *userdata;
RayHint *hint;
#ifdef RE_RAYCOUNTER
RayCounter *raycounter;
#endif
};
/* ray types */
#define RE_RAY_SHADOW 0
#define RE_RAY_MIRROR 1
#define RE_RAY_SHADOW_TRA 2
/* skip options */
#define RE_SKIP_CULLFACE (1 << 0)
/* if using this flag then *face should be a pointer to a VlakRen */
#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
#define RE_SKIP_VLR_RENDER_CHECK (1 << 2)
#define RE_SKIP_VLR_NON_SOLID_MATERIAL (1 << 3)
/* TODO use: FLT_MAX? */
#define RE_RAYTRACE_MAXDIST 1e33
#ifdef __cplusplus
}
#endif
#endif /*__RE_RAYTRACE_H__*/