214 lines
5.4 KiB
C++
214 lines
5.4 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) 2007 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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* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
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*/
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#ifndef RE_RAYTRACE_H
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#define RE_RAYTRACE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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// #define RE_RAYCOUNTER /* enable counters per ray, usefull for measuring raytrace structures performance */
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#define RE_RAY_LCTS_MAX_SIZE 256
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#define RT_USE_LAST_HIT /* last shadow hit is reused before raycasting on whole tree */
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//#define RT_USE_HINT /* last hit object is reused before raycasting on whole tree */
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#ifdef RE_RAYCOUNTER
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typedef struct RayCounter RayCounter;
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struct RayCounter
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{
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struct
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{
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unsigned long long test, hit;
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} faces, bb, simd_bb, raycast, raytrace_hint, rayshadow_last_hit;
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};
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#endif
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/* Internals about raycasting structures can be found on intern/raytree.h */
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typedef struct RayObject RayObject;
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typedef struct Isect Isect;
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typedef struct RayHint RayHint;
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typedef struct RayTraceHint RayTraceHint;
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struct DerivedMesh;
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struct Mesh;
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struct VlakRen;
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struct ObjectInstanceRen;
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int RE_rayobject_raycast(RayObject *r, Isect *i);
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void RE_rayobject_add (RayObject *r, RayObject *);
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void RE_rayobject_done(RayObject *r);
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void RE_rayobject_free(RayObject *r);
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/* Extend min/max coords so that the rayobject is inside them */
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void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
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/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */
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void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max);
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/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/
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/* void RE_rayobject_hint_cone(RayObject *r, RayHint *hint, float *); */
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/* RayObject constructors */
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RayObject* RE_rayobject_octree_create(int ocres, int size);
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RayObject* RE_rayobject_instance_create(RayObject *target, float transform[][4], void *ob, void *target_ob);
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RayObject* RE_rayobject_empty_create();
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RayObject* RE_rayobject_blibvh_create(int size); /* BLI_kdopbvh.c */
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RayObject* RE_rayobject_vbvh_create(int size); /* raytrace/rayobject_vbvh.c */
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RayObject* RE_rayobject_svbvh_create(int size); /* raytrace/rayobject_svbvh.c */
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RayObject* RE_rayobject_qbvh_create(int size); /* raytrace/rayobject_qbvh.c */
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/*
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* This ray object represents a triangle or a quad face.
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* All data needed to realize intersection is "localy" available.
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*/
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typedef struct RayFace
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{
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float v1[4], v2[4], v3[4], v4[3];
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int quad;
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void *ob;
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void *face;
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} RayFace;
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#define RE_rayface_isQuad(a) ((a)->quad)
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RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
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RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *co1, float *co2, float *co3, float *co4);
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/*
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* This ray object represents faces directly from a given VlakRen structure.
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* Thus allowing to save memory, but making code triangle intersection dependant on render structures
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*/
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typedef struct VlakPrimitive
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{
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struct ObjectInstanceRen *ob;
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struct VlakRen *face;
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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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* Raytrace hints
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*/
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typedef struct LCTSHint LCTSHint;
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struct LCTSHint
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{
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int size;
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RayObject *stack[RE_RAY_LCTS_MAX_SIZE];
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};
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struct RayHint
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{
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union
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{
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LCTSHint lcts;
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} data;
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};
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/* Ray Intersection */
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struct Isect
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{
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float start[3];
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float vec[3];
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float labda;
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/* length of vec, configured by RE_rayobject_raycast */
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int bv_index[6];
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float idot_axis[3];
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float dist;
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/* float end[3]; - not used */
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float u, v;
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struct
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{
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void *ob;
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void *face;
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}
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hit, orig;
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RayObject *last_hit; /* last hit optimization */
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#ifdef RT_USE_HINT
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RayTraceHint *hint, *hit_hint;
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#endif
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short isect; /* which half of quad */
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short mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
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int lay; /* -1 default, set for layer lamps */
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int skip; /* RE_SKIP_CULLFACE */
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float col[4]; /* RGBA for shadow_tra */
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void *userdata;
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RayHint *hint;
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#ifdef RE_RAYCOUNTER
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RayCounter *raycounter;
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#endif
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};
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/* ray types */
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#define RE_RAY_SHADOW 0
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#define RE_RAY_MIRROR 1
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#define RE_RAY_SHADOW_TRA 2
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/* skip options */
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#define RE_SKIP_CULLFACE (1 << 0)
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/* if using this flag then *face should be a pointer to a VlakRen */
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#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
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#define RE_SKIP_VLR_RENDER_CHECK (1 << 2)
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#define RE_SKIP_VLR_NON_SOLID_MATERIAL (1 << 3)
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/* TODO use: FLT_MAX? */
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#define RE_RAYTRACE_MAXDIST 1e33
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#ifdef __cplusplus
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}
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#endif
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#endif /*__RE_RAYTRACE_H__*/
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