blender/intern/cycles/util/util_boundbox.h
Sergey Sharybin b03e66e75f Cycles: Implement unaligned nodes BVH builder
This is a special builder type which is allowed to orient nodes to
strands direction, hence minimizing their surface area in comparison
with axis-aligned nodes. Such nodes are much more efficient for hair
rendering.

Implementation of BVH builder is based on Embree, and generally idea
there is to calculate axis-aligned SAH and oriented SAH and if SAH
of oriented node is smaller than axis-aligned SAH we create unaligned
node.

We store both aligned and unaligned nodes in the same tree (which
seems to be different from what Embree is doing) so we don't have
any any extra calculations needed to set up hair ray for BVH
traversal, hence avoiding any possible negative effect of this new
BVH nodes type.

This new builder is currently not in use, still need to make BVH
traversal code aware of unaligned nodes.
2016-07-07 17:25:48 +02:00

289 lines
6.1 KiB
C++

/*
* Copyright 2011-2013 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 __UTIL_BOUNDBOX_H__
#define __UTIL_BOUNDBOX_H__
#include <math.h>
#include <float.h>
#include "util_math.h"
#include "util_string.h"
#include "util_transform.h"
#include "util_types.h"
using namespace std;
CCL_NAMESPACE_BEGIN
/* 3D BoundBox */
class BoundBox
{
public:
float3 min, max;
__forceinline BoundBox()
{
}
__forceinline BoundBox(const float3& pt)
: min(pt), max(pt)
{
}
__forceinline BoundBox(const float3& min_, const float3& max_)
: min(min_), max(max_)
{
}
enum empty_t { empty = 0};
__forceinline BoundBox(empty_t)
: min(make_float3(FLT_MAX, FLT_MAX, FLT_MAX)), max(make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX))
{
}
__forceinline void grow(const float3& pt)
{
/* the order of arguments to min is such that if pt is nan, it will not
* influence the resulting bounding box */
min = ccl::min(pt, min);
max = ccl::max(pt, max);
}
__forceinline void grow(const float3& pt, float border)
{
float3 shift = make_float3(border, border, border);
min = ccl::min(pt - shift, min);
max = ccl::max(pt + shift, max);
}
__forceinline void grow(const BoundBox& bbox)
{
grow(bbox.min);
grow(bbox.max);
}
__forceinline void grow_safe(const float3& pt)
{
/* the order of arguments to min is such that if pt is nan, it will not
* influence the resulting bounding box */
if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z)) {
min = ccl::min(pt, min);
max = ccl::max(pt, max);
}
}
__forceinline void grow_safe(const float3& pt, float border)
{
if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z) && isfinite(border)) {
float3 shift = make_float3(border, border, border);
min = ccl::min(pt - shift, min);
max = ccl::max(pt + shift, max);
}
}
__forceinline void grow_safe(const BoundBox& bbox)
{
grow_safe(bbox.min);
grow_safe(bbox.max);
}
__forceinline void intersect(const BoundBox& bbox)
{
min = ccl::max(min, bbox.min);
max = ccl::min(max, bbox.max);
}
/* todo: avoid using this */
__forceinline float safe_area() const
{
if(!((min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z)))
return 0.0f;
return area();
}
__forceinline float area() const
{
return half_area()*2.0f;
}
__forceinline float half_area() const
{
float3 d = max - min;
return (d.x*d.z + d.y*d.z + d.x*d.y);
}
__forceinline float3 center() const
{
return 0.5f*(min + max);
}
__forceinline float3 center2() const
{
return min + max;
}
__forceinline float3 size() const
{
return max - min;
}
__forceinline bool valid() const
{
return (min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z) &&
(isfinite(min.x) && isfinite(min.y) && isfinite(min.z)) &&
(isfinite(max.x) && isfinite(max.y) && isfinite(max.z));
}
BoundBox transformed(const Transform *tfm) const
{
BoundBox result = BoundBox::empty;
for(int i = 0; i < 8; i++) {
float3 p;
p.x = (i & 1)? min.x: max.x;
p.y = (i & 2)? min.y: max.y;
p.z = (i & 4)? min.z: max.z;
result.grow(transform_point(tfm, p));
}
return result;
}
__forceinline bool intersects(const BoundBox& other)
{
float3 center_diff = center() - other.center(),
total_size = (size() + other.size()) * 0.5f;
return fabsf(center_diff.x) <= total_size.x &&
fabsf(center_diff.y) <= total_size.y &&
fabsf(center_diff.z) <= total_size.z;
}
};
__forceinline BoundBox merge(const BoundBox& bbox, const float3& pt)
{
return BoundBox(min(bbox.min, pt), max(bbox.max, pt));
}
__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b)
{
return BoundBox(min(a.min, b.min), max(a.max, b.max));
}
__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b, const BoundBox& c, const BoundBox& d)
{
return merge(merge(a, b), merge(c, d));
}
__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b)
{
return BoundBox(max(a.min, b.min), min(a.max, b.max));
}
__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b, const BoundBox& c)
{
return intersect(a, intersect(b, c));
}
/* 2D BoundBox */
class BoundBox2D {
public:
float left;
float right;
float bottom;
float top;
BoundBox2D()
: left(0.0f), right(1.0f), bottom(0.0f), top(1.0f)
{
}
bool operator==(const BoundBox2D& other) const
{
return (left == other.left && right == other.right &&
bottom == other.bottom && top == other.top);
}
float width()
{
return right - left;
}
float height()
{
return top - bottom;
}
BoundBox2D operator*(float f) const
{
BoundBox2D result;
result.left = left*f;
result.right = right*f;
result.bottom = bottom*f;
result.top = top*f;
return result;
}
BoundBox2D subset(const BoundBox2D& other) const
{
BoundBox2D subset;
subset.left = left + other.left*(right - left);
subset.right = left + other.right*(right - left);
subset.bottom = bottom + other.bottom*(top - bottom);
subset.top = bottom + other.top*(top - bottom);
return subset;
}
BoundBox2D make_relative_to(const BoundBox2D& other) const
{
BoundBox2D result;
result.left = ((left - other.left) / (other.right - other.left));
result.right = ((right - other.left) / (other.right - other.left));
result.bottom = ((bottom - other.bottom) / (other.top - other.bottom));
result.top = ((top - other.bottom) / (other.top - other.bottom));
return result;
}
BoundBox2D clamp(float mn = 0.0f, float mx = 1.0f)
{
BoundBox2D result;
result.left = ccl::clamp(left, mn, mx);
result.right = ccl::clamp(right, mn, mx);
result.bottom = ccl::clamp(bottom, mn, mx);
result.top = ccl::clamp(top, mn, mx);
return result;
}
};
CCL_NAMESPACE_END
#endif /* __UTIL_BOUNDBOX_H__ */