Also, duplis are now taking into account, the proper way to exclude them is to set the material to be not traceable. Removed an unnecessary pointer from the VlakRen struct to save some memory, not really that significant, but still, saves 70 mb for 10 million faces.
115 lines
3.6 KiB
C++
115 lines
3.6 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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): none yet.
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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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/* 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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/* spatial tree for raytracing acceleration */
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typedef void RayTree;
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/* abstraction of face type */
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typedef void RayFace;
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/* object numbers above this are transformed */
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#define RE_RAY_TRANSFORM_OFFS 0x8000000
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/* convert from pointer to index in array and back, with offset if the
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* instance is transformed */
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#define RAY_OBJECT_SET(re, obi) \
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((obi == NULL)? 0: \
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((obi - (re)->objectinstance) + ((obi->flag & R_TRANSFORMED)? RE_RAY_TRANSFORM_OFFS: 0)))
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#define RAY_OBJECT_GET(re, i) \
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((re)->objectinstance + ((i >= RE_RAY_TRANSFORM_OFFS)? i-RE_RAY_TRANSFORM_OFFS: i))
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/* struct for intersection data */
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typedef struct Isect {
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float start[3]; /* start+vec = end, in ray_tree_intersect */
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float vec[3];
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float end[3];
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float labda, u, v; /* distance to hitpoint, uv weights */
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RayFace *face; /* face is where to intersect with */
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int ob;
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RayFace *faceorig; /* start face */
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int oborig;
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RayFace *face_last; /* for shadow optimize, last intersected face */
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int ob_last;
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short isect; /* which half of quad */
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short mode; /* RE_RAYSHADOW, RE_RAYMIRROR, RE_RAYSHADOW_TRA */
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int lay; /* -1 default, set for layer lamps */
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/* only used externally */
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float col[4]; /* RGBA for shadow_tra */
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/* octree only */
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RayFace *facecontr;
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int obcontr;
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float ddalabda;
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short faceisect; /* flag if facecontr was done or not */
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/* custom pointer to be used in the RayCheckFunc */
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void *userdata;
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} Isect;
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/* function callbacks for face type abstraction */
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typedef void (*RayCoordsFunc)(RayFace *face,
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float **v1, float **v2, float **v3, float **v4);
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typedef int (*RayCheckFunc)(Isect *is, int ob, RayFace *face);
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typedef float *(*RayObjectTransformFunc)(void *userdata, int ob);
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/* tree building and freeing */
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RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
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RayCoordsFunc coordfunc, RayCheckFunc checkfunc,
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RayObjectTransformFunc transformfunc, void *userdata);
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void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face);
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void RE_ray_tree_done(RayTree *tree);
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void RE_ray_tree_free(RayTree *tree);
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/* intersection with full tree and single face */
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int RE_ray_tree_intersect(RayTree *tree, Isect *is);
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int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc check);
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int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc,
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RayCoordsFunc coordsfunc);
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/* retrieve the diameter of the tree structure, for setting intersection
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end distance */
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float RE_ray_tree_max_size(RayTree *tree);
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#endif /*__RE_RAYTRACE_H__*/
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