forked from bartvdbraak/blender
fe731686fb
Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
289 lines
6.1 KiB
C++
289 lines
6.1 KiB
C++
/*
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* Copyright 2011-2013 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 __UTIL_BOUNDBOX_H__
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#define __UTIL_BOUNDBOX_H__
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#include <math.h>
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#include <float.h>
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#include "util_math.h"
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#include "util_string.h"
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#include "util_transform.h"
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#include "util_types.h"
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using namespace std;
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CCL_NAMESPACE_BEGIN
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/* 3D BoundBox */
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class BoundBox
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{
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public:
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float3 min, max;
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__forceinline BoundBox()
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{
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}
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__forceinline BoundBox(const float3& pt)
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: min(pt), max(pt)
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{
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}
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__forceinline BoundBox(const float3& min_, const float3& max_)
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: min(min_), max(max_)
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{
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}
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enum empty_t { empty = 0};
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__forceinline BoundBox(empty_t)
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: min(make_float3(FLT_MAX, FLT_MAX, FLT_MAX)), max(make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX))
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{
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}
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__forceinline void grow(const float3& pt)
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{
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/* the order of arguments to min is such that if pt is nan, it will not
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* influence the resulting bounding box */
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min = ccl::min(pt, min);
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max = ccl::max(pt, max);
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}
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__forceinline void grow(const float3& pt, float border)
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{
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float3 shift = make_float3(border, border, border);
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min = ccl::min(pt - shift, min);
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max = ccl::max(pt + shift, max);
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}
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__forceinline void grow(const BoundBox& bbox)
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{
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grow(bbox.min);
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grow(bbox.max);
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}
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__forceinline void grow_safe(const float3& pt)
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{
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/* the order of arguments to min is such that if pt is nan, it will not
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* influence the resulting bounding box */
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if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z)) {
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min = ccl::min(pt, min);
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max = ccl::max(pt, max);
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}
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}
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__forceinline void grow_safe(const float3& pt, float border)
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{
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if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z) && isfinite(border)) {
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float3 shift = make_float3(border, border, border);
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min = ccl::min(pt - shift, min);
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max = ccl::max(pt + shift, max);
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}
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}
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__forceinline void grow_safe(const BoundBox& bbox)
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{
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grow_safe(bbox.min);
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grow_safe(bbox.max);
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}
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__forceinline void intersect(const BoundBox& bbox)
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{
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min = ccl::max(min, bbox.min);
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max = ccl::min(max, bbox.max);
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}
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/* todo: avoid using this */
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__forceinline float safe_area() const
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{
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if(!((min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z)))
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return 0.0f;
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return area();
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}
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__forceinline float area() const
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{
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return half_area()*2.0f;
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}
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__forceinline float half_area() const
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{
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float3 d = max - min;
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return (d.x*d.z + d.y*d.z + d.x*d.y);
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}
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__forceinline float3 center() const
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{
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return 0.5f*(min + max);
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}
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__forceinline float3 center2() const
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{
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return min + max;
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}
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__forceinline float3 size() const
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{
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return max - min;
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}
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__forceinline bool valid() const
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{
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return (min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z) &&
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(isfinite(min.x) && isfinite(min.y) && isfinite(min.z)) &&
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(isfinite(max.x) && isfinite(max.y) && isfinite(max.z));
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}
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BoundBox transformed(const Transform *tfm)
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{
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BoundBox result = BoundBox::empty;
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for(int i = 0; i < 8; i++) {
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float3 p;
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p.x = (i & 1)? min.x: max.x;
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p.y = (i & 2)? min.y: max.y;
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p.z = (i & 4)? min.z: max.z;
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result.grow(transform_point(tfm, p));
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}
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return result;
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}
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__forceinline bool intersects(const BoundBox& other)
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{
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float3 center_diff = center() - other.center(),
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total_size = (size() + other.size()) * 0.5f;
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return fabsf(center_diff.x) <= total_size.x &&
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fabsf(center_diff.y) <= total_size.y &&
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fabsf(center_diff.z) <= total_size.z;
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}
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};
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__forceinline BoundBox merge(const BoundBox& bbox, const float3& pt)
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{
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return BoundBox(min(bbox.min, pt), max(bbox.max, pt));
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}
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__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b)
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{
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return BoundBox(min(a.min, b.min), max(a.max, b.max));
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}
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__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b, const BoundBox& c, const BoundBox& d)
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{
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return merge(merge(a, b), merge(c, d));
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}
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__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b)
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{
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return BoundBox(max(a.min, b.min), min(a.max, b.max));
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}
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__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b, const BoundBox& c)
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{
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return intersect(a, intersect(b, c));
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}
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/* 2D BoundBox */
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class BoundBox2D {
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public:
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float left;
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float right;
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float bottom;
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float top;
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BoundBox2D()
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: left(0.0f), right(1.0f), bottom(0.0f), top(1.0f)
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{
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}
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bool operator==(const BoundBox2D& other) const
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{
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return (left == other.left && right == other.right &&
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bottom == other.bottom && top == other.top);
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}
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float width()
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{
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return right - left;
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}
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float height()
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{
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return top - bottom;
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}
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BoundBox2D operator*(float f) const
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{
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BoundBox2D result;
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result.left = left*f;
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result.right = right*f;
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result.bottom = bottom*f;
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result.top = top*f;
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return result;
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}
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BoundBox2D subset(const BoundBox2D& other) const
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{
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BoundBox2D subset;
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subset.left = left + other.left*(right - left);
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subset.right = left + other.right*(right - left);
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subset.bottom = bottom + other.bottom*(top - bottom);
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subset.top = bottom + other.top*(top - bottom);
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return subset;
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}
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BoundBox2D make_relative_to(const BoundBox2D& other) const
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{
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BoundBox2D result;
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result.left = ((left - other.left) / (other.right - other.left));
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result.right = ((right - other.left) / (other.right - other.left));
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result.bottom = ((bottom - other.bottom) / (other.top - other.bottom));
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result.top = ((top - other.bottom) / (other.top - other.bottom));
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return result;
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}
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BoundBox2D clamp(float mn = 0.0f, float mx = 1.0f)
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{
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BoundBox2D result;
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result.left = ccl::clamp(left, mn, mx);
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result.right = ccl::clamp(right, mn, mx);
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result.bottom = ccl::clamp(bottom, mn, mx);
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result.top = ccl::clamp(top, mn, mx);
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return result;
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}
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};
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CCL_NAMESPACE_END
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#endif /* __UTIL_BOUNDBOX_H__ */
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