blender/intern/cycles/bvh/bvh.h

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/*
* Adapted from code copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, 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.
*/
#ifndef __BVH_H__
#define __BVH_H__
#include "bvh_params.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVHNode;
struct BVHStackEntry;
class BVHParams;
class BoundBox;
class CacheData;
class LeafNode;
class Object;
class Progress;
#define BVH_NODE_SIZE 4
#define BVH_QNODE_SIZE 8
#define BVH_ALIGN 4096
#define TRI_NODE_SIZE 3
/* Packed BVH
*
* BVH stored as it will be used for traversal on the rendering device. */
struct PackedBVH {
/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
and child, triangle or object indexes dependening on the node type */
array<int4> nodes;
/* object index to BVH node index mapping for instances */
array<int> object_node;
/* precomputed triangle intersection data, one triangle is 4x float4 */
array<float4> tri_woop;
/* visibility visibilitys for primitives */
array<uint> prim_visibility;
/* mapping from BVH primitive index to true primitive index, as primitives
may be duplicated due to spatial splits. -1 for instances. */
array<int> prim_index;
/* mapping from BVH primitive index, to the object id of that primitive. */
array<int> prim_object;
/* quick array to lookup if a node is a leaf, not used for traversal, only
for instance BVH merging */
array<int> is_leaf;
/* index of the root node. */
int root_index;
/* surface area heuristic, for building top level BVH */
float SAH;
PackedBVH()
{
root_index = 0;
SAH = 0.0f;
}
};
/* BVH */
class BVH
{
public:
PackedBVH pack;
BVHParams params;
vector<Object*> objects;
static BVH *create(const BVHParams& params, const vector<Object*>& objects);
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virtual ~BVH() {}
void build(Progress& progress);
void refit(Progress& progress);
protected:
BVH(const BVHParams& params, const vector<Object*>& objects);
/* cache */
bool cache_read(CacheData& key);
void cache_write(CacheData& key);
/* triangles */
void pack_triangles();
void pack_triangle(int idx, float4 woop[3]);
/* merge instance BVH's */
void pack_instances(size_t nodes_size);
/* for subclasses to implement */
virtual void pack_nodes(const array<int>& prims, const BVHNode *root) = 0;
virtual void refit_nodes() = 0;
};
/* Regular BVH
*
* Typical BVH with each node having two children. */
class RegularBVH : public BVH {
protected:
/* constructor */
friend class BVH;
RegularBVH(const BVHParams& params, const vector<Object*>& objects);
/* pack */
void pack_nodes(const array<int>& prims, const BVHNode *root);
void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
void pack_inner(const BVHStackEntry& e, const BVHStackEntry& e0, const BVHStackEntry& e1);
void pack_node(int idx, const BoundBox& b0, const BoundBox& b1, int c0, int c1, uint visibility0, uint visibility1);
/* refit */
void refit_nodes();
void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
};
/* QBVH
*
* Quad BVH, with each node having four children, to use with SIMD instructions. */
class QBVH : public BVH {
protected:
/* constructor */
friend class BVH;
QBVH(const BVHParams& params, const vector<Object*>& objects);
/* pack */
void pack_nodes(const array<int>& prims, const BVHNode *root);
void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num);
/* refit */
void refit_nodes();
};
CCL_NAMESPACE_END
#endif /* __BVH_H__ */