blender/intern/cycles/kernel/bvh/bvh.h

401 lines
12 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.
*/
/* BVH
*
* Bounding volume hierarchy for ray tracing. We compile different variations
* of the same BVH traversal function for faster rendering when some types of
* primitives are not needed, using #includes to work around the lack of
* C++ templates in OpenCL.
*
* Originally based on "Understanding the Efficiency of Ray Traversal on GPUs",
* the code has been extended and modified to support more primitives and work
* with CPU/CUDA/OpenCL. */
CCL_NAMESPACE_BEGIN
#include "bvh_types.h"
/* Common QBVH functions. */
#ifdef __QBVH__
# include "qbvh_nodes.h"
#endif
/* Regular BVH traversal */
#include "bvh_nodes.h"
#define BVH_FUNCTION_NAME bvh_intersect
#define BVH_FUNCTION_FEATURES 0
#include "bvh_traversal.h"
#if defined(__INSTANCING__)
# define BVH_FUNCTION_NAME bvh_intersect_instancing
# define BVH_FUNCTION_FEATURES BVH_INSTANCING
# include "bvh_traversal.h"
#endif
#if defined(__HAIR__)
# define BVH_FUNCTION_NAME bvh_intersect_hair
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
# include "bvh_traversal.h"
#endif
#if defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
# include "bvh_traversal.h"
#endif
#if defined(__HAIR__) && defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_hair_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
# include "bvh_traversal.h"
#endif
/* Subsurface scattering BVH traversal */
#if defined(__SUBSURFACE__)
# define BVH_FUNCTION_NAME bvh_intersect_subsurface
# define BVH_FUNCTION_FEATURES BVH_HAIR
# include "bvh_subsurface.h"
# if defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion
# define BVH_FUNCTION_FEATURES BVH_MOTION|BVH_HAIR
# include "bvh_subsurface.h"
# endif
#endif /* __SUBSURFACE__ */
/* Volume BVH traversal */
#if defined(__VOLUME__)
# define BVH_FUNCTION_NAME bvh_intersect_volume
# define BVH_FUNCTION_FEATURES BVH_HAIR
# include "bvh_volume.h"
# if defined(__INSTANCING__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_instancing
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
# include "bvh_volume.h"
# endif
# if defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION|BVH_HAIR
# include "bvh_volume.h"
# endif
#endif /* __VOLUME__ */
/* Record all intersections - Shadow BVH traversal */
#if defined(__SHADOW_RECORD_ALL__)
# define BVH_FUNCTION_NAME bvh_intersect_shadow_all
# define BVH_FUNCTION_FEATURES 0
# include "bvh_shadow_all.h"
# if defined(__INSTANCING__)
# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing
# define BVH_FUNCTION_FEATURES BVH_INSTANCING
# include "bvh_shadow_all.h"
# endif
# if defined(__HAIR__)
# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
# include "bvh_shadow_all.h"
# endif
# if defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
# include "bvh_shadow_all.h"
# endif
# if defined(__HAIR__) && defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION
# include "bvh_shadow_all.h"
# endif
#endif /* __SHADOW_RECORD_ALL__ */
/* Record all intersections - Volume BVH traversal */
#if defined(__VOLUME_RECORD_ALL__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_all
# define BVH_FUNCTION_FEATURES BVH_HAIR
# include "bvh_volume_all.h"
# if defined(__INSTANCING__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_all_instancing
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
# include "bvh_volume_all.h"
# endif
# if defined(__OBJECT_MOTION__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_all_motion
# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION|BVH_HAIR
# include "bvh_volume_all.h"
# endif
#endif /* __VOLUME_RECORD_ALL__ */
#undef BVH_FEATURE
#undef BVH_NAME_JOIN
#undef BVH_NAME_EVAL
#undef BVH_FUNCTION_FULL_NAME
/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
const Ray ray,
const uint visibility,
Intersection *isect,
uint *lcg_state,
float difl,
float extmax)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
# ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair_motion(kg, &ray, isect, visibility, lcg_state, difl, extmax);
# endif /* __HAIR__ */
return bvh_intersect_motion(kg, &ray, isect, visibility);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair(kg, &ray, isect, visibility, lcg_state, difl, extmax);
#endif /* __HAIR__ */
#ifdef __KERNEL_CPU__
# ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_instancing(kg, &ray, isect, visibility);
# endif /* __INSTANCING__ */
return bvh_intersect(kg, &ray, isect, visibility);
#else /* __KERNEL_CPU__ */
# ifdef __INSTANCING__
return bvh_intersect_instancing(kg, &ray, isect, visibility);
# else
return bvh_intersect(kg, &ray, isect, visibility);
# endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#ifdef __SUBSURFACE__
ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg,
const Ray *ray,
SubsurfaceIntersection *ss_isect,
int subsurface_object,
uint *lcg_state,
int max_hits)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
return bvh_intersect_subsurface_motion(kg,
ray,
ss_isect,
subsurface_object,
lcg_state,
max_hits);
}
#endif /* __OBJECT_MOTION__ */
return bvh_intersect_subsurface(kg,
ray,
ss_isect,
subsurface_object,
lcg_state,
max_hits);
}
#endif
#ifdef __SHADOW_RECORD_ALL__
ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, const Ray *ray, Intersection *isect, uint max_hits, uint *num_hits)
{
# ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
# ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, max_hits, num_hits);
# endif /* __HAIR__ */
return bvh_intersect_shadow_all_motion(kg, ray, isect, max_hits, num_hits);
}
# endif /* __OBJECT_MOTION__ */
# ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_shadow_all_hair(kg, ray, isect, max_hits, num_hits);
# endif /* __HAIR__ */
# ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_shadow_all_instancing(kg, ray, isect, max_hits, num_hits);
# endif /* __INSTANCING__ */
return bvh_intersect_shadow_all(kg, ray, isect, max_hits, num_hits);
}
#endif /* __SHADOW_RECORD_ALL__ */
#ifdef __VOLUME__
ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
const Ray *ray,
Intersection *isect,
const uint visibility)
{
# ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
return bvh_intersect_volume_motion(kg, ray, isect, visibility);
}
# endif /* __OBJECT_MOTION__ */
# ifdef __KERNEL_CPU__
# ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
# endif /* __INSTANCING__ */
return bvh_intersect_volume(kg, ray, isect, visibility);
# else /* __KERNEL_CPU__ */
# ifdef __INSTANCING__
return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
# else
return bvh_intersect_volume(kg, ray, isect, visibility);
# endif /* __INSTANCING__ */
# endif /* __KERNEL_CPU__ */
}
#endif /* __VOLUME__ */
#ifdef __VOLUME_RECORD_ALL__
ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
const Ray *ray,
Intersection *isect,
const uint max_hits,
const uint visibility)
{
# ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility);
}
# endif /* __OBJECT_MOTION__ */
# ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility);
# endif /* __INSTANCING__ */
return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility);
}
#endif /* __VOLUME_RECORD_ALL__ */
/* Ray offset to avoid self intersection.
*
* This function should be used to compute a modified ray start position for
* rays leaving from a surface. */
ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
const float epsilon_f = 1e-5f;
/* ideally this should match epsilon_f, but instancing and motion blur
* precision makes it problematic */
const float epsilon_test = 1.0f;
const int epsilon_i = 32;
float3 res;
/* x component */
if(fabsf(P.x) < epsilon_test) {
res.x = P.x + Ng.x*epsilon_f;
}
else {
uint ix = __float_as_uint(P.x);
ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
res.x = __uint_as_float(ix);
}
/* y component */
if(fabsf(P.y) < epsilon_test) {
res.y = P.y + Ng.y*epsilon_f;
}
else {
uint iy = __float_as_uint(P.y);
iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
res.y = __uint_as_float(iy);
}
/* z component */
if(fabsf(P.z) < epsilon_test) {
res.z = P.z + Ng.z*epsilon_f;
}
else {
uint iz = __float_as_uint(P.z);
iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
res.z = __uint_as_float(iz);
}
return res;
#else
const float epsilon_f = 1e-4f;
return P + epsilon_f*Ng;
#endif
}
#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
/* ToDo: Move to another file? */
ccl_device int intersections_compare(const void *a, const void *b)
{
const Intersection *isect_a = (const Intersection*)a;
const Intersection *isect_b = (const Intersection*)b;
if(isect_a->t < isect_b->t)
return -1;
else if(isect_a->t > isect_b->t)
return 1;
else
return 0;
}
#endif
#if defined(__SHADOW_RECORD_ALL__)
ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
{
#ifdef __KERNEL_GPU__
/* Use bubble sort which has more friendly memory pattern on GPU. */
bool swapped;
do {
swapped = false;
for(int j = 0; j < num_hits - 1; ++j) {
if(hits[j].t > hits[j + 1].t) {
struct Intersection tmp = hits[j];
hits[j] = hits[j + 1];
hits[j + 1] = tmp;
swapped = true;
}
}
--num_hits;
} while(swapped);
#else
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
#endif
}
#endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */
CCL_NAMESPACE_END