blender/intern/cycles/bvh/bvh.h

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/*
* Adapted from code copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, Blender Foundation.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BVH_H__
#define __BVH_H__
#include "bvh/bvh_params.h"
#include "util/util_array.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Stats;
class Device;
class DeviceScene;
class BVHNode;
struct BVHStackEntry;
class BVHParams;
class BoundBox;
class LeafNode;
class Geometry;
class Object;
class Progress;
#define BVH_ALIGN 4096
#define TRI_NODE_SIZE 3
/* Packed BVH
*
* BVH stored as it will be used for traversal on the rendering device. */
struct PackedBVH {
/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
* and child, triangle or object indexes depending on the node type */
array<int4> nodes;
/* BVH leaf nodes storage. */
array<int4> leaf_nodes;
/* object index to BVH node index mapping for instances */
array<int> object_node;
/* Mapping from primitive index to index in triangle array. */
array<uint> prim_tri_index;
/* Continuous storage of triangle vertices. */
array<float4> prim_tri_verts;
/* primitive type - triangle or strand */
array<int> prim_type;
/* visibility visibilitys for primitives */
array<uint> prim_visibility;
/* mapping from BVH primitive index to true primitive index, as primitives
* may be duplicated due to spatial splits. -1 for instances. */
array<int> prim_index;
/* mapping from BVH primitive index, to the object id of that primitive. */
array<int> prim_object;
/* Time range of BVH primitive. */
array<float2> prim_time;
/* index of the root node. */
int root_index;
PackedBVH()
{
root_index = 0;
}
};
enum BVH_TYPE { bvh2, bvh4, bvh8 };
/* BVH */
class BVH {
public:
PackedBVH pack;
BVHParams params;
vector<Geometry *> geometry;
vector<Object *> objects;
static BVH *create(const BVHParams &params,
const vector<Geometry *> &geometry,
const vector<Object *> &objects);
virtual ~BVH()
{
}
virtual void build(Progress &progress, Stats *stats = NULL);
virtual void copy_to_device(Progress & /*progress*/, DeviceScene * /*dscene*/)
{
}
void refit(Progress &progress);
protected:
BVH(const BVHParams &params,
const vector<Geometry *> &geometry,
const vector<Object *> &objects);
/* Refit range of primitives. */
void refit_primitives(int start, int end, BoundBox &bbox, uint &visibility);
/* triangles and strands */
void pack_primitives();
void pack_triangle(int idx, float4 storage[3]);
/* merge instance BVH's */
void pack_instances(size_t nodes_size, size_t leaf_nodes_size);
/* for subclasses to implement */
virtual void pack_nodes(const BVHNode *root) = 0;
virtual void refit_nodes() = 0;
virtual BVHNode *widen_children_nodes(const BVHNode *root) = 0;
};
/* Pack Utility */
struct BVHStackEntry {
const BVHNode *node;
int idx;
BVHStackEntry(const BVHNode *n = 0, int i = 0);
int encodeIdx() const;
};
CCL_NAMESPACE_END
#endif /* __BVH_H__ */