137 lines
3.2 KiB
C++
137 lines
3.2 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): 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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#define RE_RAY_COUNTER
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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 RayCounter RayCounter;
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struct DerivedMesh;
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struct Mesh;
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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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/* RayObject constructors */
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RayObject* RE_rayobject_octree_create(int ocres, int size);
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RayObject* RE_rayobject_bvh_create(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* RayObject_derivedmesh_create(struct DerivedMesh*, void *ob);
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RayObject* RE_rayobject_mesh_create(struct Mesh*, void *ob);
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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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float dist; /* length of vec, configured by RE_rayobject_raycast */
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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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/* RayObject *obj; */
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}
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hit, orig;
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RayObject *last_hit; /* last hit optimization */
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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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#ifdef RE_RAY_COUNTER
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RayCounter *count;
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#endif
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};
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#ifdef RE_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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} intersect_rayface, raycast;
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unsigned long long rayshadow_last_hit_optimization;
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};
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void RE_RC_INIT (RayCounter *rc);
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void RE_RC_MERGE(RayCounter *rc, RayCounter *tmp);
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#define RE_RC_COUNT(var) (var)++
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#else
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#define RE_RC_INIT(rc)
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#define RE_RC_MERGE(dest,src)
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#define RE_RC_COUNT(var)
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#endif
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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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/* TODO use: FLT_MAX? */
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#define RE_RAYTRACE_MAXDIST 1e33
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#endif /*__RE_RAYTRACE_H__*/
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