The issue was caused by non-watertight nature of intersection, which is now addressed. Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
137 lines
3.4 KiB
C++
137 lines
3.4 KiB
C++
/*
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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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/** \file blender/render/intern/include/rayintersection.h
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* \ingroup render
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*/
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#ifndef __RAYINTERSECTION_H__
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#define __RAYINTERSECTION_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BLI_math_geom.h"
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struct RayObject;
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/* Ray Hints */
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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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typedef struct LCTSHint {
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int size;
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struct RayObject *stack[RE_RAY_LCTS_MAX_SIZE];
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} LCTSHint;
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typedef struct RayHint {
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union { LCTSHint lcts; } data;
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} RayHint;
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/* Ray Intersection */
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typedef struct Isect {
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/* ray start, direction (normalized vector), and max distance. on hit,
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* the distance is modified to be the distance to the hit point. */
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float start[3];
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float dir[3];
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float dist;
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/* for envmap and incremental view update renders */
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float origstart[3];
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float origdir[3];
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/* precomputed values to accelerate bounding box intersection */
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int bv_index[6];
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float idot_axis[3];
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/* intersection options */
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int 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; /* skip flags */
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int check; /* check flags */
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void *userdata; /* used by bake check */
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/* hit information */
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float u, v;
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int isect; /* which half of quad */
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struct {
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void *ob;
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void *face;
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} hit, orig;
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/* last hit optimization */
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struct RayObject *last_hit;
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/* hints */
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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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RayHint *hint;
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/* ray counter */
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#ifdef RE_RAYCOUNTER
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RayCounter *raycounter;
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#endif
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/* Precalculated coefficients for watertight intersection check. */
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struct IsectRayPrecalc isect_precalc;
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} Isect;
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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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/* check options */
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#define RE_CHECK_VLR_NONE 0
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#define RE_CHECK_VLR_RENDER 1
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#define RE_CHECK_VLR_NON_SOLID_MATERIAL 2
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#define RE_CHECK_VLR_BAKE 3
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/* arbitrary, but can't use e.g. FLT_MAX because of precision issues */
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#define RE_RAYTRACE_MAXDIST 1e15f
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#define RE_RAYTRACE_EPSILON 0.0f
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#ifdef __cplusplus
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}
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#endif
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#endif /* __RAYINTERSECTION_H__ */
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