blender/intern/cycles/bvh/bvh_node.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

171 lines
3.8 KiB
C++

/*
* 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_NODE_H__
#define __BVH_NODE_H__
#include "util/util_boundbox.h"
#include "util/util_debug.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
enum BVH_STAT {
BVH_STAT_NODE_COUNT,
BVH_STAT_INNER_COUNT,
BVH_STAT_LEAF_COUNT,
BVH_STAT_TRIANGLE_COUNT,
BVH_STAT_CHILDNODE_COUNT,
BVH_STAT_QNODE_COUNT,
BVH_STAT_ALIGNED_COUNT,
BVH_STAT_UNALIGNED_COUNT,
BVH_STAT_ALIGNED_INNER_COUNT,
BVH_STAT_UNALIGNED_INNER_COUNT,
BVH_STAT_ALIGNED_INNER_QNODE_COUNT,
BVH_STAT_UNALIGNED_INNER_QNODE_COUNT,
BVH_STAT_ALIGNED_LEAF_COUNT,
BVH_STAT_UNALIGNED_LEAF_COUNT,
};
class BVHParams;
class BVHNode
{
public:
BVHNode() : m_is_unaligned(false),
m_aligned_space(NULL),
m_time_from(0.0f),
m_time_to(1.0f)
{
}
virtual ~BVHNode()
{
delete m_aligned_space;
}
virtual bool is_leaf() const = 0;
virtual int num_children() const = 0;
virtual BVHNode *get_child(int i) const = 0;
virtual int num_triangles() const { return 0; }
virtual void print(int depth = 0) const = 0;
bool is_unaligned() const { return m_is_unaligned; }
inline void set_aligned_space(const Transform& aligned_space)
{
m_is_unaligned = true;
if(m_aligned_space == NULL) {
m_aligned_space = new Transform(aligned_space);
}
else {
*m_aligned_space = aligned_space;
}
}
inline Transform get_aligned_space() const
{
if(m_aligned_space == NULL) {
return transform_identity();
}
return *m_aligned_space;
}
BoundBox m_bounds;
uint m_visibility;
// Subtree functions
int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
void deleteSubtree();
uint update_visibility();
void update_time();
bool m_is_unaligned;
// TODO(sergey): Can be stored as 3x3 matrix, but better to have some
// utilities and type defines in util_transform first.
Transform *m_aligned_space;
float m_time_from, m_time_to;
};
class InnerNode : public BVHNode
{
public:
InnerNode(const BoundBox& bounds,
BVHNode* child0,
BVHNode* child1)
{
m_bounds = bounds;
children[0] = child0;
children[1] = child1;
if(child0 && child1)
m_visibility = child0->m_visibility|child1->m_visibility;
else
m_visibility = 0; /* happens on build cancel */
}
explicit InnerNode(const BoundBox& bounds)
{
m_bounds = bounds;
m_visibility = 0;
children[0] = NULL;
children[1] = NULL;
}
bool is_leaf() const { return false; }
int num_children() const { return 2; }
BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
void print(int depth) const;
BVHNode *children[2];
};
class LeafNode : public BVHNode
{
public:
LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
{
m_bounds = bounds;
m_visibility = visibility;
m_lo = lo;
m_hi = hi;
}
LeafNode(const LeafNode& s)
: BVHNode()
{
*this = s;
}
bool is_leaf() const { return true; }
int num_children() const { return 0; }
BVHNode *get_child(int) const { return NULL; }
int num_triangles() const { return m_hi - m_lo; }
void print(int depth) const;
int m_lo;
int m_hi;
};
CCL_NAMESPACE_END
#endif /* __BVH_NODE_H__ */