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
549 lines
15 KiB
C++
549 lines
15 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_build.h"
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#include "bvh_node.h"
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#include "bvh_params.h"
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#include "bvh_sort.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 "util_algorithm.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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/* Constructor / Destructor */
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BVHBuild::BVHBuild(const vector<Object*>& objects_,
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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_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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progress_num_duplicates = 0;
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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(NodeSpec& root, 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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Reference ref;
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ref.prim_index = j;
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ref.prim_object = i;
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for(int k = 0; k < 3; k++) {
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float3 pt = mesh->verts[t.v[k]];
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ref.bounds.grow(pt);
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}
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references.push_back(ref);
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root.bounds.grow(ref.bounds);
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}
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}
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void BVHBuild::add_reference_object(NodeSpec& root, Object *ob, int i)
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{
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Reference ref;
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ref.prim_index = -1;
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ref.prim_object = i;
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ref.bounds = ob->bounds;
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references.push_back(ref);
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root.bounds.grow(ref.bounds);
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}
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void BVHBuild::add_references(NodeSpec& root)
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{
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/* init root spec */
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root.num = 0;
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root.bounds = BoundBox();
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/* add objects */
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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(root, ob->mesh, i);
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else
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add_reference_object(root, ob, i);
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}
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else
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add_reference_mesh(root, 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(!root.bounds.valid())
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root.bounds.grow(make_float3(0.0f, 0.0f, 0.0f));
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root.num = 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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NodeSpec root;
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/* add references */
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add_references(root);
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if(progress.get_cancel()) 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.area() * params.spatial_split_alpha;
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spatial_right_bounds.clear();
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spatial_right_bounds.resize(max(root.num, (int)BVHParams::NUM_SPATIAL_BINS) - 1);
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/* init progress updates */
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progress_num_duplicates = 0;
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progress_start_time = time_dt();
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/* build recursively */
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return build_node(root, 0, 0.0f, 1.0f);
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}
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void BVHBuild::progress_update(float progress_start, float progress_end)
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{
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if(time_dt() - progress_start_time < 0.25f)
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return;
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float duplicates = (float)progress_num_duplicates/(float)references.size();
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string msg = string_printf("Building BVH %.0f%%, duplicates %.0f%%",
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progress_start*100.0f, duplicates*100.0f);
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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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BVHNode* BVHBuild::build_node(const NodeSpec& spec, int level, float progress_start, float progress_end)
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{
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/* progress update */
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progress_update(progress_start, progress_end);
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if(progress.get_cancel()) return NULL;
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/* small enough or too deep => create leaf. */
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if(spec.num <= params.min_leaf_size || level >= BVHParams::MAX_DEPTH)
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return create_leaf_node(spec);
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/* find split candidates. */
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float area = spec.bounds.area();
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float leafSAH = area * params.triangle_cost(spec.num);
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float nodeSAH = area * params.node_cost(2);
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ObjectSplit object = find_object_split(spec, nodeSAH);
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SpatialSplit spatial;
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if(params.use_spatial_split && level < BVHParams::MAX_SPATIAL_DEPTH) {
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BoundBox overlap = object.left_bounds;
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overlap.intersect(object.right_bounds);
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if(overlap.area() >= spatial_min_overlap)
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spatial = find_spatial_split(spec, nodeSAH);
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}
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/* leaf SAH is the lowest => create leaf. */
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float minSAH = min(min(leafSAH, object.sah), spatial.sah);
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if(minSAH == leafSAH && spec.num <= params.max_leaf_size)
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return create_leaf_node(spec);
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/* perform split. */
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NodeSpec left, right;
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if(params.use_spatial_split && minSAH == spatial.sah)
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do_spatial_split(left, right, spec, spatial);
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if(!left.num || !right.num)
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do_object_split(left, right, spec, object);
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/* create inner node. */
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progress_num_duplicates += left.num + right.num - spec.num;
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float progress_mid = lerp(progress_start, progress_end, (float)right.num / (float)(left.num + right.num));
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BVHNode* rightNode = build_node(right, level + 1, progress_start, progress_mid);
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if(progress.get_cancel()) {
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if(rightNode) rightNode->deleteSubtree();
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return NULL;
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}
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BVHNode* leftNode = build_node(left, level + 1, progress_mid, progress_end);
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if(progress.get_cancel()) {
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if(leftNode) leftNode->deleteSubtree();
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return NULL;
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}
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return new InnerNode(spec.bounds, leftNode, rightNode);
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}
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BVHNode *BVHBuild::create_object_leaf_nodes(const Reference *ref, int num)
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{
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if(num == 0) {
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BoundBox bounds;
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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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prim_index.push_back(ref[0].prim_index);
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prim_object.push_back(ref[0].prim_object);
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uint visibility = objects[ref[0].prim_object]->visibility;
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return new LeafNode(ref[0].bounds, visibility, prim_index.size()-1, prim_index.size());
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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, mid);
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BVHNode *leaf1 = create_object_leaf_nodes(ref+mid, num-mid);
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BoundBox bounds;
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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 NodeSpec& spec)
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{
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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;
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int num = 0;
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uint visibility = 0;
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for(int i = 0; i < spec.num; i++) {
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if(references.back().prim_index != -1) {
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p_index.push_back(references.back().prim_index);
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p_object.push_back(references.back().prim_object);
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bounds.grow(references.back().bounds);
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visibility |= objects[references.back().prim_object]->visibility;
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references.pop_back();
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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, p_index.size() - num, p_index.size());
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if(num == spec.num)
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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 them to be the only one, so we */
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int ob_num = spec.num - num;
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BVHNode *oleaf = create_object_leaf_nodes(&references.back() - (ob_num - 1), ob_num);
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for(int i = 0; i < ob_num; i++)
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references.pop_back();
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if(leaf)
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return new InnerNode(spec.bounds, leaf, oleaf);
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else
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return oleaf;
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}
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/* Object Split */
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BVHBuild::ObjectSplit BVHBuild::find_object_split(const NodeSpec& spec, float nodeSAH)
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{
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ObjectSplit split;
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const Reference *ref_ptr = &references[references.size() - spec.num];
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for(int dim = 0; dim < 3; dim++) {
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/* sort references */
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bvh_reference_sort(references.size() - spec.num, references.size(), &references[0], dim);
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/* sweep right to left and determine bounds. */
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BoundBox right_bounds;
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for(int i = spec.num - 1; i > 0; i--) {
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right_bounds.grow(ref_ptr[i].bounds);
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spatial_right_bounds[i - 1] = right_bounds;
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}
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/* sweep left to right and select lowest SAH. */
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BoundBox left_bounds;
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for(int i = 1; i < spec.num; i++) {
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left_bounds.grow(ref_ptr[i - 1].bounds);
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right_bounds = spatial_right_bounds[i - 1];
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float sah = nodeSAH +
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left_bounds.area() * params.triangle_cost(i) +
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right_bounds.area() * params.triangle_cost(spec.num - i);
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if(sah < split.sah) {
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split.sah = sah;
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split.dim = dim;
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split.num_left = i;
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split.left_bounds = left_bounds;
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split.right_bounds = right_bounds;
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}
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}
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}
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return split;
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}
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void BVHBuild::do_object_split(NodeSpec& left, NodeSpec& right, const NodeSpec& spec, const ObjectSplit& split)
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{
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/* sort references according to split */
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int start = references.size() - spec.num;
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int end = references.size(); /* todo: is this right? */
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bvh_reference_sort(start, end, &references[0], split.dim);
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/* split node specs */
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left.num = split.num_left;
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left.bounds = split.left_bounds;
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right.num = spec.num - split.num_left;
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right.bounds = split.right_bounds;
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}
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/* Spatial Split */
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BVHBuild::SpatialSplit BVHBuild::find_spatial_split(const NodeSpec& spec, float nodeSAH)
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{
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/* initialize bins. */
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float3 origin = spec.bounds.min;
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float3 binSize = (spec.bounds.max - origin) * (1.0f / (float)BVHParams::NUM_SPATIAL_BINS);
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float3 invBinSize = 1.0f / binSize;
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for(int dim = 0; dim < 3; dim++) {
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for(int i = 0; i < BVHParams::NUM_SPATIAL_BINS; i++) {
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SpatialBin& bin = spatial_bins[dim][i];
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bin.bounds = BoundBox();
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bin.enter = 0;
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bin.exit = 0;
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}
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}
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/* chop references into bins. */
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for(unsigned int refIdx = references.size() - spec.num; refIdx < references.size(); refIdx++) {
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const Reference& ref = references[refIdx];
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float3 firstBinf = (ref.bounds.min - origin) * invBinSize;
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float3 lastBinf = (ref.bounds.max - origin) * invBinSize;
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int3 firstBin = make_int3((int)firstBinf.x, (int)firstBinf.y, (int)firstBinf.z);
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int3 lastBin = make_int3((int)lastBinf.x, (int)lastBinf.y, (int)lastBinf.z);
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firstBin = clamp(firstBin, 0, BVHParams::NUM_SPATIAL_BINS - 1);
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lastBin = clamp(lastBin, firstBin, BVHParams::NUM_SPATIAL_BINS - 1);
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for(int dim = 0; dim < 3; dim++) {
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Reference currRef = ref;
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for(int i = firstBin[dim]; i < lastBin[dim]; i++) {
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Reference leftRef, rightRef;
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split_reference(leftRef, rightRef, currRef, dim, origin[dim] + binSize[dim] * (float)(i + 1));
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spatial_bins[dim][i].bounds.grow(leftRef.bounds);
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currRef = rightRef;
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}
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spatial_bins[dim][lastBin[dim]].bounds.grow(currRef.bounds);
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spatial_bins[dim][firstBin[dim]].enter++;
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spatial_bins[dim][lastBin[dim]].exit++;
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}
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}
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/* select best split plane. */
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SpatialSplit split;
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for(int dim = 0; dim < 3; dim++) {
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/* sweep right to left and determine bounds. */
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BoundBox right_bounds;
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for(int i = BVHParams::NUM_SPATIAL_BINS - 1; i > 0; i--) {
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right_bounds.grow(spatial_bins[dim][i].bounds);
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spatial_right_bounds[i - 1] = right_bounds;
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}
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/* sweep left to right and select lowest SAH. */
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BoundBox left_bounds;
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int leftNum = 0;
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int rightNum = spec.num;
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for(int i = 1; i < BVHParams::NUM_SPATIAL_BINS; i++) {
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left_bounds.grow(spatial_bins[dim][i - 1].bounds);
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leftNum += spatial_bins[dim][i - 1].enter;
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rightNum -= spatial_bins[dim][i - 1].exit;
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float sah = nodeSAH +
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left_bounds.area() * params.triangle_cost(leftNum) +
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spatial_right_bounds[i - 1].area() * params.triangle_cost(rightNum);
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if(sah < split.sah) {
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split.sah = sah;
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split.dim = dim;
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split.pos = origin[dim] + binSize[dim] * (float)i;
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}
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}
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}
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return split;
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}
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void BVHBuild::do_spatial_split(NodeSpec& left, NodeSpec& right, const NodeSpec& spec, const SpatialSplit& split)
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{
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/* Categorize references and compute bounds.
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*
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* Left-hand side: [left_start, left_end[
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* Uncategorized/split: [left_end, right_start[
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* Right-hand side: [right_start, refs.size()[ */
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vector<Reference>& refs = references;
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int left_start = refs.size() - spec.num;
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int left_end = left_start;
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int right_start = refs.size();
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left.bounds = right.bounds = BoundBox();
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for(int i = left_end; i < right_start; i++) {
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if(refs[i].bounds.max[split.dim] <= split.pos) {
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/* entirely on the left-hand side */
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left.bounds.grow(refs[i].bounds);
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swap(refs[i], refs[left_end++]);
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}
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else if(refs[i].bounds.min[split.dim] >= split.pos) {
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/* entirely on the right-hand side */
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right.bounds.grow(refs[i].bounds);
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swap(refs[i--], refs[--right_start]);
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}
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}
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/* duplicate or unsplit references intersecting both sides. */
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while(left_end < right_start) {
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/* split reference. */
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Reference lref, rref;
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split_reference(lref, rref, refs[left_end], split.dim, split.pos);
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/* compute SAH for duplicate/unsplit candidates. */
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BoundBox lub = left.bounds; // Unsplit to left: new left-hand bounds.
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BoundBox rub = right.bounds; // Unsplit to right: new right-hand bounds.
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BoundBox ldb = left.bounds; // Duplicate: new left-hand bounds.
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BoundBox rdb = right.bounds; // Duplicate: new right-hand bounds.
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lub.grow(refs[left_end].bounds);
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rub.grow(refs[left_end].bounds);
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ldb.grow(lref.bounds);
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rdb.grow(rref.bounds);
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float lac = params.triangle_cost(left_end - left_start);
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float rac = params.triangle_cost(refs.size() - right_start);
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float lbc = params.triangle_cost(left_end - left_start + 1);
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float rbc = params.triangle_cost(refs.size() - right_start + 1);
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float unsplitLeftSAH = lub.area() * lbc + right.bounds.area() * rac;
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float unsplitRightSAH = left.bounds.area() * lac + rub.area() * rbc;
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float duplicateSAH = ldb.area() * lbc + rdb.area() * rbc;
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float minSAH = min(min(unsplitLeftSAH, unsplitRightSAH), duplicateSAH);
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if(minSAH == unsplitLeftSAH) {
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/* unsplit to left */
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left.bounds = lub;
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left_end++;
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}
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else if(minSAH == unsplitRightSAH) {
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/* unsplit to right */
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right.bounds = rub;
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swap(refs[left_end], refs[--right_start]);
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}
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else {
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/* duplicate */
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left.bounds = ldb;
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right.bounds = rdb;
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refs[left_end++] = lref;
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refs.push_back(rref);
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}
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|
}
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|
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left.num = left_end - left_start;
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|
right.num = refs.size() - right_start;
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|
}
|
|
|
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void BVHBuild::split_reference(Reference& left, Reference& right, const Reference& ref, int dim, float pos)
|
|
{
|
|
/* initialize references. */
|
|
left.prim_index = right.prim_index = ref.prim_index;
|
|
left.prim_object = right.prim_object = ref.prim_object;
|
|
left.bounds = right.bounds = BoundBox();
|
|
|
|
/* loop over vertices/edges. */
|
|
Object *ob = objects[ref.prim_object];
|
|
const Mesh *mesh = ob->mesh;
|
|
const int *inds = mesh->triangles[ref.prim_index].v;
|
|
const float3 *verts = &mesh->verts[0];
|
|
const float3* v1 = &verts[inds[2]];
|
|
|
|
for(int i = 0; i < 3; i++) {
|
|
const float3* v0 = v1;
|
|
int vindex = inds[i];
|
|
v1 = &verts[vindex];
|
|
float v0p = (*v0)[dim];
|
|
float v1p = (*v1)[dim];
|
|
|
|
/* insert vertex to the boxes it belongs to. */
|
|
if(v0p <= pos)
|
|
left.bounds.grow(*v0);
|
|
|
|
if(v0p >= pos)
|
|
right.bounds.grow(*v0);
|
|
|
|
/* edge intersects the plane => insert intersection to both boxes. */
|
|
if((v0p < pos && v1p > pos) || (v0p > pos && v1p < pos)) {
|
|
float3 t = lerp(*v0, *v1, clamp((pos - v0p) / (v1p - v0p), 0.0f, 1.0f));
|
|
left.bounds.grow(t);
|
|
right.bounds.grow(t);
|
|
}
|
|
}
|
|
|
|
/* intersect with original bounds. */
|
|
left.bounds.max[dim] = pos;
|
|
right.bounds.min[dim] = pos;
|
|
left.bounds.intersect(ref.bounds);
|
|
right.bounds.intersect(ref.bounds);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|