539 lines
14 KiB
C++
539 lines
14 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "bvh_binning.h"
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#include "bvh_build.h"
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#include "bvh_node.h"
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#include "bvh_params.h"
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#include "bvh_split.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "curves.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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#include "util_time.h"
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CCL_NAMESPACE_BEGIN
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/* BVH Build Task */
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class BVHBuildTask : public Task {
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public:
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BVHBuildTask(BVHBuild *build, InnerNode *node, int child, BVHObjectBinning& range_, int level)
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: range(range_)
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{
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run = function_bind(&BVHBuild::thread_build_node, build, node, child, &range, level);
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}
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BVHObjectBinning range;
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};
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/* Constructor / Destructor */
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BVHBuild::BVHBuild(const vector<Object*>& objects_,
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vector<int>& prim_segment_, vector<int>& prim_index_, vector<int>& prim_object_,
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const BVHParams& params_, Progress& progress_)
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: objects(objects_),
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prim_segment(prim_segment_),
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prim_index(prim_index_),
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prim_object(prim_object_),
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params(params_),
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progress(progress_),
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progress_start_time(0.0)
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{
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spatial_min_overlap = 0.0f;
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}
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BVHBuild::~BVHBuild()
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{
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}
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/* Adding References */
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void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
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{
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for(uint j = 0; j < mesh->triangles.size(); j++) {
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Mesh::Triangle t = mesh->triangles[j];
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BoundBox bounds = BoundBox::empty;
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for(int k = 0; k < 3; k++) {
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float3 co = mesh->verts[t.v[k]];
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bounds.grow(co);
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}
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if(bounds.valid()) {
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references.push_back(BVHReference(bounds, j, i, ~0));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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for(uint j = 0; j < mesh->curves.size(); j++) {
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Mesh::Curve curve = mesh->curves[j];
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for(int k = 0; k < curve.num_keys - 1; k++) {
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BoundBox bounds = BoundBox::empty;
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float3 co[4];
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co[0] = mesh->curve_keys[max(curve.first_key + k - 1,curve.first_key)].co;
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co[1] = mesh->curve_keys[curve.first_key + k].co;
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co[2] = mesh->curve_keys[curve.first_key + k + 1].co;
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co[3] = mesh->curve_keys[min(curve.first_key + k + 2, curve.first_key + curve.num_keys - 1)].co;
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float3 lower;
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float3 upper;
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curvebounds(&lower.x, &upper.x, co, 0);
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curvebounds(&lower.y, &upper.y, co, 1);
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curvebounds(&lower.z, &upper.z, co, 2);
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float mr = max(mesh->curve_keys[curve.first_key + k].radius, mesh->curve_keys[curve.first_key + k + 1].radius);
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bounds.grow(lower, mr);
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bounds.grow(upper, mr);
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if(bounds.valid()) {
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references.push_back(BVHReference(bounds, j, i, k));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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}
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}
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void BVHBuild::add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i)
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{
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references.push_back(BVHReference(ob->bounds, -1, i, false));
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root.grow(ob->bounds);
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center.grow(ob->bounds.center2());
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}
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static size_t count_curve_segments(Mesh *mesh)
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{
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size_t num = 0, num_curves = mesh->curves.size();
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for(size_t i = 0; i < num_curves; i++)
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num += mesh->curves[i].num_keys - 1;
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return num;
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}
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void BVHBuild::add_references(BVHRange& root)
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{
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/* reserve space for references */
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size_t num_alloc_references = 0;
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foreach(Object *ob, objects) {
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if(params.top_level) {
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if(ob->mesh->transform_applied) {
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num_alloc_references += ob->mesh->triangles.size();
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num_alloc_references += count_curve_segments(ob->mesh);
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}
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else
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num_alloc_references++;
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}
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else {
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num_alloc_references += ob->mesh->triangles.size();
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num_alloc_references += count_curve_segments(ob->mesh);
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}
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}
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references.reserve(num_alloc_references);
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/* add references from objects */
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BoundBox bounds = BoundBox::empty, center = BoundBox::empty;
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int i = 0;
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foreach(Object *ob, objects) {
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if(params.top_level) {
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if(ob->mesh->transform_applied)
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add_reference_mesh(bounds, center, ob->mesh, i);
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else
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add_reference_object(bounds, center, ob, i);
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}
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else
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add_reference_mesh(bounds, center, ob->mesh, i);
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i++;
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if(progress.get_cancel()) return;
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}
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/* happens mostly on empty meshes */
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if(!bounds.valid())
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bounds.grow(make_float3(0.0f, 0.0f, 0.0f));
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root = BVHRange(bounds, center, 0, references.size());
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}
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/* Build */
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BVHNode* BVHBuild::run()
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{
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BVHRange root;
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/* add references */
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add_references(root);
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if(progress.get_cancel())
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return NULL;
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/* init spatial splits */
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if(params.top_level) /* todo: get rid of this */
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params.use_spatial_split = false;
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spatial_min_overlap = root.bounds().safe_area() * params.spatial_split_alpha;
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spatial_right_bounds.clear();
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spatial_right_bounds.resize(max(root.size(), (int)BVHParams::NUM_SPATIAL_BINS) - 1);
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/* init progress updates */
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progress_start_time = time_dt();
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progress_count = 0;
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progress_total = references.size();
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progress_original_total = progress_total;
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prim_segment.resize(references.size());
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prim_index.resize(references.size());
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prim_object.resize(references.size());
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/* build recursively */
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BVHNode *rootnode;
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if(params.use_spatial_split) {
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/* singlethreaded spatial split build */
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rootnode = build_node(root, 0);
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}
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else {
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/* multithreaded binning build */
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BVHObjectBinning rootbin(root, (references.size())? &references[0]: NULL);
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rootnode = build_node(rootbin, 0);
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task_pool.wait_work();
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}
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/* delete if we canceled */
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if(rootnode) {
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if(progress.get_cancel()) {
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rootnode->deleteSubtree();
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rootnode = NULL;
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}
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else if(!params.use_spatial_split) {
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/*rotate(rootnode, 4, 5);*/
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rootnode->update_visibility();
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}
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}
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return rootnode;
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}
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void BVHBuild::progress_update()
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{
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if(time_dt() - progress_start_time < 0.25)
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return;
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double progress_start = (double)progress_count/(double)progress_total;
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double duplicates = (double)(progress_total - progress_original_total)/(double)progress_total;
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string msg = string_printf("Building BVH %.0f%%, duplicates %.0f%%",
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progress_start * 100.0, duplicates * 100.0);
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progress.set_substatus(msg);
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progress_start_time = time_dt();
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}
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void BVHBuild::thread_build_node(InnerNode *inner, int child, BVHObjectBinning *range, int level)
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{
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if(progress.get_cancel())
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return;
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/* build nodes */
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BVHNode *node = build_node(*range, level);
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/* set child in inner node */
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inner->children[child] = node;
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/* update progress */
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if(range->size() < THREAD_TASK_SIZE) {
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/*rotate(node, INT_MAX, 5);*/
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thread_scoped_lock lock(build_mutex);
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progress_count += range->size();
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progress_update();
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}
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}
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/* multithreaded binning builder */
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BVHNode* BVHBuild::build_node(const BVHObjectBinning& range, int level)
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{
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size_t size = range.size();
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float leafSAH = params.sah_triangle_cost * range.leafSAH;
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float splitSAH = params.sah_node_cost * range.bounds().half_area() + params.sah_triangle_cost * range.splitSAH;
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/* have at least one inner node on top level, for performance and correct
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* visibility tests, since object instances do not check visibility flag */
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if(!(range.size() > 0 && params.top_level && level == 0)) {
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/* make leaf node when threshold reached or SAH tells us */
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if(params.small_enough_for_leaf(size, level) || (size <= params.max_leaf_size && leafSAH < splitSAH))
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return create_leaf_node(range);
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}
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/* perform split */
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BVHObjectBinning left, right;
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range.split(&references[0], left, right);
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/* create inner node. */
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InnerNode *inner;
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if(range.size() < THREAD_TASK_SIZE) {
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/* local build */
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BVHNode *leftnode = build_node(left, level + 1);
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BVHNode *rightnode = build_node(right, level + 1);
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inner = new InnerNode(range.bounds(), leftnode, rightnode);
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}
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else {
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/* threaded build */
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inner = new InnerNode(range.bounds());
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task_pool.push(new BVHBuildTask(this, inner, 0, left, level + 1), true);
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task_pool.push(new BVHBuildTask(this, inner, 1, right, level + 1), true);
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}
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return inner;
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}
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/* single threaded spatial split builder */
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BVHNode* BVHBuild::build_node(const BVHRange& range, int level)
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{
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/* progress update */
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progress_update();
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if(progress.get_cancel())
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return NULL;
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/* small enough or too deep => create leaf. */
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if(!(range.size() > 0 && params.top_level && level == 0)) {
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if(params.small_enough_for_leaf(range.size(), level)) {
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progress_count += range.size();
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return create_leaf_node(range);
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}
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}
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/* splitting test */
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BVHMixedSplit split(this, range, level);
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if(!(range.size() > 0 && params.top_level && level == 0)) {
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if(split.no_split) {
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progress_count += range.size();
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return create_leaf_node(range);
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}
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}
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/* do split */
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BVHRange left, right;
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split.split(this, left, right, range);
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progress_total += left.size() + right.size() - range.size();
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size_t total = progress_total;
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/* leaft node */
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BVHNode *leftnode = build_node(left, level + 1);
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/* right node (modify start for splits) */
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right.set_start(right.start() + progress_total - total);
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BVHNode *rightnode = build_node(right, level + 1);
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/* inner node */
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return new InnerNode(range.bounds(), leftnode, rightnode);
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}
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/* Create Nodes */
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BVHNode *BVHBuild::create_object_leaf_nodes(const BVHReference *ref, int start, int num)
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{
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if(num == 0) {
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BoundBox bounds = BoundBox::empty;
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return new LeafNode(bounds, 0, 0, 0);
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}
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else if(num == 1) {
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if(start == prim_index.size()) {
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assert(params.use_spatial_split);
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prim_segment.push_back(ref->prim_segment());
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prim_index.push_back(ref->prim_index());
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prim_object.push_back(ref->prim_object());
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}
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else {
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prim_segment[start] = ref->prim_segment();
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prim_index[start] = ref->prim_index();
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prim_object[start] = ref->prim_object();
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}
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uint visibility = objects[ref->prim_object()]->visibility;
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return new LeafNode(ref->bounds(), visibility, start, start+1);
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}
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else {
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int mid = num/2;
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BVHNode *leaf0 = create_object_leaf_nodes(ref, start, mid);
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BVHNode *leaf1 = create_object_leaf_nodes(ref+mid, start+mid, num-mid);
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BoundBox bounds = BoundBox::empty;
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bounds.grow(leaf0->m_bounds);
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bounds.grow(leaf1->m_bounds);
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return new InnerNode(bounds, leaf0, leaf1);
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}
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}
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BVHNode* BVHBuild::create_leaf_node(const BVHRange& range)
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{
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vector<int>& p_segment = prim_segment;
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vector<int>& p_index = prim_index;
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vector<int>& p_object = prim_object;
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BoundBox bounds = BoundBox::empty;
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int num = 0, ob_num = 0;
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uint visibility = 0;
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for(int i = 0; i < range.size(); i++) {
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BVHReference& ref = references[range.start() + i];
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if(ref.prim_index() != -1) {
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if(range.start() + num == prim_index.size()) {
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assert(params.use_spatial_split);
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p_segment.push_back(ref.prim_segment());
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p_index.push_back(ref.prim_index());
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p_object.push_back(ref.prim_object());
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}
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else {
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p_segment[range.start() + num] = ref.prim_segment();
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p_index[range.start() + num] = ref.prim_index();
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p_object[range.start() + num] = ref.prim_object();
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}
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bounds.grow(ref.bounds());
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visibility |= objects[ref.prim_object()]->visibility;
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num++;
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}
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else {
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if(ob_num < i)
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references[range.start() + ob_num] = ref;
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ob_num++;
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}
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}
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BVHNode *leaf = NULL;
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if(num > 0) {
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leaf = new LeafNode(bounds, visibility, range.start(), range.start() + num);
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if(num == range.size())
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return leaf;
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}
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/* while there may be multiple triangles in a leaf, for object primitives
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* we want there to be the only one, so we keep splitting */
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const BVHReference *ref = (ob_num)? &references[range.start()]: NULL;
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BVHNode *oleaf = create_object_leaf_nodes(ref, range.start() + num, ob_num);
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if(leaf)
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return new InnerNode(range.bounds(), leaf, oleaf);
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else
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return oleaf;
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}
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/* Tree Rotations */
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void BVHBuild::rotate(BVHNode *node, int max_depth, int iterations)
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{
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/* in tested scenes, this resulted in slightly slower raytracing, so disabled
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* it for now. could be implementation bug, or depend on the scene */
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if(node)
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for(int i = 0; i < iterations; i++)
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rotate(node, max_depth);
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}
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void BVHBuild::rotate(BVHNode *node, int max_depth)
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{
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/* nothing to rotate if we reached a leaf node. */
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if(node->is_leaf() || max_depth < 0)
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return;
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InnerNode *parent = (InnerNode*)node;
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/* rotate all children first */
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for(size_t c = 0; c < 2; c++)
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rotate(parent->children[c], max_depth-1);
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/* compute current area of all children */
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BoundBox bounds0 = parent->children[0]->m_bounds;
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BoundBox bounds1 = parent->children[1]->m_bounds;
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float area0 = bounds0.half_area();
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float area1 = bounds1.half_area();
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float4 child_area = make_float4(area0, area1, 0.0f, 0.0f);
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/* find best rotation. we pick a target child of a first child, and swap
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* this with an other child. we perform the best such swap. */
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float best_cost = FLT_MAX;
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int best_child = -1, bets_target = -1, best_other = -1;
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for(size_t c = 0; c < 2; c++) {
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/* ignore leaf nodes as we cannot descent into */
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if(parent->children[c]->is_leaf())
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continue;
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InnerNode *child = (InnerNode*)parent->children[c];
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BoundBox& other = (c == 0)? bounds1: bounds0;
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/* transpose child bounds */
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BoundBox target0 = child->children[0]->m_bounds;
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BoundBox target1 = child->children[1]->m_bounds;
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/* compute cost for both possible swaps */
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float cost0 = merge(other, target1).half_area() - child_area[c];
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float cost1 = merge(target0, other).half_area() - child_area[c];
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if(min(cost0,cost1) < best_cost) {
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best_child = (int)c;
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best_other = (int)(1-c);
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if(cost0 < cost1) {
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best_cost = cost0;
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bets_target = 0;
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}
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else {
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best_cost = cost0;
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bets_target = 1;
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}
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}
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}
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/* if we did not find a swap that improves the SAH then do nothing */
|
|
if(best_cost >= 0)
|
|
return;
|
|
|
|
/* perform the best found tree rotation */
|
|
InnerNode *child = (InnerNode*)parent->children[best_child];
|
|
|
|
swap(parent->children[best_other], child->children[bets_target]);
|
|
child->m_bounds = merge(child->children[0]->m_bounds, child->children[1]->m_bounds);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|