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
113 lines
2.5 KiB
C++
113 lines
2.5 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_NODE_H__
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#define __BVH_NODE_H__
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#include "util_boundbox.h"
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#include "util_debug.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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enum BVH_STAT
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{
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BVH_STAT_NODE_COUNT,
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BVH_STAT_INNER_COUNT,
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BVH_STAT_LEAF_COUNT,
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BVH_STAT_TRIANGLE_COUNT,
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BVH_STAT_CHILDNODE_COUNT
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};
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class BVHParams;
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class BVHNode
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{
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public:
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BVHNode()
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{
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}
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virtual ~BVHNode() {}
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virtual bool is_leaf() const = 0;
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virtual int num_children() const = 0;
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virtual BVHNode *get_child(int i) const = 0;
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virtual int num_triangles() const { return 0; }
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virtual void print(int depth = 0) const = 0;
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float getArea() const { return m_bounds.area(); }
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BoundBox m_bounds;
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uint m_visibility;
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// Subtree functions
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int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
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float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
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void deleteSubtree();
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};
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class InnerNode : public BVHNode
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{
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public:
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InnerNode(const BoundBox& bounds, BVHNode* child0, BVHNode* child1)
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{
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m_bounds = bounds;
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m_visibility = child0->m_visibility|child1->m_visibility;
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children[0] = child0;
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children[1] = child1;
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}
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bool is_leaf() const { return false; }
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int num_children() const { return 2; }
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BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
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void print(int depth) const;
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BVHNode *children[2];
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};
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class LeafNode : public BVHNode
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{
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public:
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LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
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{
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m_bounds = bounds;
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m_visibility = visibility;
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m_lo = lo;
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m_hi = hi;
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}
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LeafNode(const LeafNode& s)
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: BVHNode()
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{
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*this = s;
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}
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bool is_leaf() const { return true; }
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int num_children() const { return 0; }
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BVHNode *get_child(int) const { return NULL; }
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int num_triangles() const { return m_hi - m_lo; }
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void print(int depth) const;
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int m_lo;
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int m_hi;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_NODE_H__ */
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