forked from bartvdbraak/blender
92764260d7
disk to be reused by the next render. This is useful for rendering animations where only the camera or materials change. Note that saving the BVH to disk only to be removed for the next frame is slower if this is not the case and the meshes do actually change. For a render, it will save bvh files to the cache user directory, and remove all cache files from other renders. The files are named using a MD5 hash based on the mesh, to verify if the meshes are still the same.
90 lines
1.8 KiB
C++
90 lines
1.8 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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#ifndef __BVH_PARAMS_H__
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#define __BVH_PARAMS_H__
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CCL_NAMESPACE_BEGIN
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/* BVH Parameters */
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class BVHParams
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{
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public:
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/* spatial split area threshold */
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int use_spatial_split;
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float spatial_split_alpha;
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/* SAH costs */
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float sah_node_cost;
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float sah_triangle_cost;
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/* number of triangles in leaf */
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int min_leaf_size;
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int max_leaf_size;
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/* object or mesh level bvh */
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int top_level;
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/* disk cache */
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int use_cache;
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/* QBVH */
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int use_qbvh;
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int pad;
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/* fixed parameters */
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enum {
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MAX_DEPTH = 64,
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MAX_SPATIAL_DEPTH = 48,
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NUM_SPATIAL_BINS = 32
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};
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BVHParams()
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{
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use_spatial_split = true;
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spatial_split_alpha = 1e-5f;
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sah_node_cost = 1.0f;
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sah_triangle_cost = 1.0f;
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min_leaf_size = 1;
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max_leaf_size = 0x7FFFFFF;
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top_level = false;
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use_cache = false;
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use_qbvh = false;
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pad = false;
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}
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/* SAH costs */
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float cost(int num_nodes, int num_tris) const
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{ return node_cost(num_nodes) + triangle_cost(num_tris); }
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float triangle_cost(int n) const
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{ return n*sah_triangle_cost; }
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float node_cost(int n) const
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{ return n*sah_node_cost; }
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_PARAMS_H__ */
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