forked from bartvdbraak/blender
df625253ac
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
156 lines
4.0 KiB
C++
156 lines
4.0 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_H__
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#define __BVH_H__
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#include "bvh_params.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BVHNode;
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struct BVHStackEntry;
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class BVHParams;
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class BoundBox;
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class CacheData;
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class LeafNode;
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class Object;
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class Progress;
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#define BVH_NODE_SIZE 4
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#define BVH_QNODE_SIZE 8
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#define BVH_ALIGN 4096
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#define TRI_NODE_SIZE 3
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/* Packed BVH
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*
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* BVH stored as it will be used for traversal on the rendering device. */
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struct PackedBVH {
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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and child, triangle or object indexes dependening on the node type */
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array<int4> nodes;
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/* object index to BVH node index mapping for instances */
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array<int> object_node;
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/* precomputed triangle intersection data, one triangle is 4x float4 */
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array<float4> tri_woop;
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/* visibility visibilitys for primitives */
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array<uint> prim_visibility;
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/* mapping from BVH primitive index to true primitive index, as primitives
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may be duplicated due to spatial splits. -1 for instances. */
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array<int> prim_index;
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/* mapping from BVH primitive index, to the object id of that primitive. */
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array<int> prim_object;
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/* quick array to lookup if a node is a leaf, not used for traversal, only
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for instance BVH merging */
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array<int> is_leaf;
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/* index of the root node. */
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int root_index;
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/* surface area heuristic, for building top level BVH */
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float SAH;
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PackedBVH()
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{
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root_index = 0;
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SAH = 0.0f;
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}
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};
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/* BVH */
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class BVH
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{
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public:
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PackedBVH pack;
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BVHParams params;
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vector<Object*> objects;
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static BVH *create(const BVHParams& params, const vector<Object*>& objects);
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virtual ~BVH() {}
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void build(Progress& progress);
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void refit(Progress& progress);
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protected:
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BVH(const BVHParams& params, const vector<Object*>& objects);
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/* cache */
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bool cache_read(CacheData& key);
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void cache_write(CacheData& key);
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/* triangles */
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void pack_triangles();
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void pack_triangle(int idx, float4 woop[3]);
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/* merge instance BVH's */
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void pack_instances(size_t nodes_size);
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/* for subclasses to implement */
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virtual void pack_nodes(const array<int>& prims, const BVHNode *root) = 0;
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virtual void refit_nodes() = 0;
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};
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/* Regular BVH
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*
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* Typical BVH with each node having two children. */
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class RegularBVH : public BVH {
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protected:
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/* constructor */
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friend class BVH;
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RegularBVH(const BVHParams& params, const vector<Object*>& objects);
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/* pack */
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void pack_nodes(const array<int>& prims, const BVHNode *root);
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void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e, const BVHStackEntry& e0, const BVHStackEntry& e1);
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void pack_node(int idx, const BoundBox& b0, const BoundBox& b1, int c0, int c1, uint visibility0, uint visibility1);
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/* refit */
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void refit_nodes();
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void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
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};
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/* QBVH
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*
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* Quad BVH, with each node having four children, to use with SIMD instructions. */
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class QBVH : public BVH {
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protected:
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/* constructor */
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friend class BVH;
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QBVH(const BVHParams& params, const vector<Object*>& objects);
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/* pack */
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void pack_nodes(const array<int>& prims, const BVHNode *root);
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void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num);
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/* refit */
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void refit_nodes();
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_H__ */
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