forked from bartvdbraak/blender
120 lines
2.9 KiB
C++
120 lines
2.9 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_BUILD_H__
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#define __BVH_BUILD_H__
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#include <float.h>
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#include "bvh.h"
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#include "bvh_binning.h"
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#include "util_boundbox.h"
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#include "util_task.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BVHBuildTask;
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class BVHParams;
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class InnerNode;
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class Mesh;
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class Object;
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class Progress;
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/* BVH Builder */
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class BVHBuild
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{
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public:
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/* Constructor/Destructor */
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BVHBuild(
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const vector<Object*>& objects,
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vector<int>& prim_type,
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vector<int>& prim_index,
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vector<int>& prim_object,
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const BVHParams& params,
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Progress& progress);
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~BVHBuild();
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BVHNode *run();
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protected:
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friend class BVHMixedSplit;
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friend class BVHObjectSplit;
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friend class BVHSpatialSplit;
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friend class BVHBuildTask;
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/* adding references */
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void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
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void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
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void add_references(BVHRange& root);
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/* building */
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BVHNode *build_node(const BVHRange& range, int level);
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BVHNode *build_node(const BVHObjectBinning& range, int level);
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BVHNode *create_leaf_node(const BVHRange& range);
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BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
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bool range_within_max_leaf_size(const BVHRange& range);
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/* threads */
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enum { THREAD_TASK_SIZE = 4096 };
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void thread_build_node(InnerNode *node, int child, BVHObjectBinning *range, int level);
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thread_mutex build_mutex;
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/* progress */
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void progress_update();
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/* tree rotations */
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void rotate(BVHNode *node, int max_depth);
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void rotate(BVHNode *node, int max_depth, int iterations);
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/* objects and primitive references */
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vector<Object*> objects;
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vector<BVHReference> references;
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int num_original_references;
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/* output primitive indexes and objects */
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vector<int>& prim_type;
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vector<int>& prim_index;
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vector<int>& prim_object;
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/* build parameters */
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BVHParams params;
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/* progress reporting */
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Progress& progress;
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double progress_start_time;
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size_t progress_count;
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size_t progress_total;
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size_t progress_original_total;
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/* spatial splitting */
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float spatial_min_overlap;
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vector<BoundBox> spatial_right_bounds;
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BVHSpatialBin spatial_bins[3][BVHParams::NUM_SPATIAL_BINS];
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/* threads */
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TaskPool task_pool;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_BUILD_H__ */
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