forked from bartvdbraak/blender
111 lines
2.8 KiB
C
111 lines
2.8 KiB
C
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/*
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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_SPLIT_H__
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#define __BVH_SPLIT_H__
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#include "bvh_build.h"
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#include "bvh_params.h"
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CCL_NAMESPACE_BEGIN
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class BVHBuild;
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/* Object Split */
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class BVHObjectSplit
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{
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public:
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float sah;
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int dim;
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int num_left;
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BoundBox left_bounds;
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BoundBox right_bounds;
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BVHObjectSplit() {}
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BVHObjectSplit(BVHBuild *builder, const BVHRange& range, float nodeSAH);
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void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range);
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};
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/* Spatial Split */
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class BVHSpatialSplit
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{
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public:
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float sah;
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int dim;
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float pos;
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BVHSpatialSplit() : sah(FLT_MAX), dim(0), pos(0.0f) {}
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BVHSpatialSplit(BVHBuild *builder, const BVHRange& range, float nodeSAH);
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void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range);
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void split_reference(BVHBuild *builder, BVHReference& left, BVHReference& right, const BVHReference& ref, int dim, float pos);
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};
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/* Mixed Object-Spatial Split */
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class BVHMixedSplit
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{
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public:
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BVHObjectSplit object;
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BVHSpatialSplit spatial;
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float leafSAH;
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float nodeSAH;
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float minSAH;
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bool no_split;
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__forceinline BVHMixedSplit(BVHBuild *builder, const BVHRange& range, int level)
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{
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/* find split candidates. */
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float area = range.bounds().safe_area();
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leafSAH = area * builder->params.triangle_cost(range.size());
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nodeSAH = area * builder->params.node_cost(2);
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object = BVHObjectSplit(builder, range, nodeSAH);
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if(builder->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.safe_area() >= builder->spatial_min_overlap)
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spatial = BVHSpatialSplit(builder, range, nodeSAH);
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}
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/* leaf SAH is the lowest => create leaf. */
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minSAH = min(min(leafSAH, object.sah), spatial.sah);
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no_split = (minSAH == leafSAH && range.size() <= builder->params.max_leaf_size);
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}
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__forceinline void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range)
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{
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if(builder->params.use_spatial_split && minSAH == spatial.sah)
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spatial.split(builder, left, right, range);
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if(!left.size() || !right.size())
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object.split(builder, left, right, range);
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}
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_SPLIT_H__ */
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