blender/intern/cycles/bvh/bvh_params.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

250 lines
6.3 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_PARAMS_H__
#define __BVH_PARAMS_H__
#include "util/util_boundbox.h"
#include "kernel/kernel_types.h"
CCL_NAMESPACE_BEGIN
/* BVH Parameters */
class BVHParams
{
public:
/* spatial split area threshold */
bool use_spatial_split;
float spatial_split_alpha;
/* Unaligned nodes creation threshold */
float unaligned_split_threshold;
/* SAH costs */
float sah_node_cost;
float sah_primitive_cost;
/* number of primitives in leaf */
int min_leaf_size;
int max_triangle_leaf_size;
int max_motion_triangle_leaf_size;
int max_curve_leaf_size;
int max_motion_curve_leaf_size;
/* object or mesh level bvh */
bool top_level;
/* QBVH */
bool use_qbvh;
/* Mask of primitives to be included into the BVH. */
int primitive_mask;
/* Use unaligned bounding boxes.
* Only used for curves BVH.
*/
bool use_unaligned_nodes;
/* Split time range to this number of steps and create leaf node for each
* of this time steps.
*
* Speeds up rendering of motion curve primitives in the cost of higher
* memory usage.
*/
int num_motion_curve_steps;
/* Same as above, but for triangle primitives. */
int num_motion_triangle_steps;
/* fixed parameters */
enum {
MAX_DEPTH = 64,
MAX_SPATIAL_DEPTH = 48,
NUM_SPATIAL_BINS = 32
};
BVHParams()
{
use_spatial_split = true;
spatial_split_alpha = 1e-5f;
unaligned_split_threshold = 0.7f;
/* todo: see if splitting up primitive cost to be separate for triangles
* and curves can help. so far in tests it doesn't help, but why? */
sah_node_cost = 1.0f;
sah_primitive_cost = 1.0f;
min_leaf_size = 1;
max_triangle_leaf_size = 8;
max_motion_triangle_leaf_size = 8;
max_curve_leaf_size = 1;
max_motion_curve_leaf_size = 4;
top_level = false;
use_qbvh = false;
use_unaligned_nodes = false;
primitive_mask = PRIMITIVE_ALL;
num_motion_curve_steps = 0;
num_motion_triangle_steps = 0;
}
/* SAH costs */
__forceinline float cost(int num_nodes, int num_primitives) const
{ return node_cost(num_nodes) + primitive_cost(num_primitives); }
__forceinline float primitive_cost(int n) const
{ return n*sah_primitive_cost; }
__forceinline float node_cost(int n) const
{ return n*sah_node_cost; }
__forceinline bool small_enough_for_leaf(int size, int level)
{ return (size <= min_leaf_size || level >= MAX_DEPTH); }
};
/* BVH Reference
*
* Reference to a primitive. Primitive index and object are sneakily packed
* into BoundBox to reduce memory usage and align nicely */
class BVHReference
{
public:
__forceinline BVHReference() {}
__forceinline BVHReference(const BoundBox& bounds_,
int prim_index_,
int prim_object_,
int prim_type,
float time_from = 0.0f,
float time_to = 1.0f)
: rbounds(bounds_),
time_from_(time_from),
time_to_(time_to)
{
rbounds.min.w = __int_as_float(prim_index_);
rbounds.max.w = __int_as_float(prim_object_);
type = prim_type;
}
__forceinline const BoundBox& bounds() const { return rbounds; }
__forceinline int prim_index() const { return __float_as_int(rbounds.min.w); }
__forceinline int prim_object() const { return __float_as_int(rbounds.max.w); }
__forceinline int prim_type() const { return type; }
__forceinline float time_from() const { return time_from_; }
__forceinline float time_to() const { return time_to_; }
BVHReference& operator=(const BVHReference &arg) {
if(&arg != this) {
memcpy(this, &arg, sizeof(BVHReference));
}
return *this;
}
protected:
BoundBox rbounds;
uint type;
float time_from_, time_to_;
};
/* BVH Range
*
* Build range used during construction, to indicate the bounds and place in
* the reference array of a subset of primitives Again uses trickery to pack
* integers into BoundBox for alignment purposes. */
class BVHRange
{
public:
__forceinline BVHRange()
{
rbounds.min.w = __int_as_float(0);
rbounds.max.w = __int_as_float(0);
}
__forceinline BVHRange(const BoundBox& bounds_, int start_, int size_)
: rbounds(bounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline BVHRange(const BoundBox& bounds_, const BoundBox& cbounds_, int start_, int size_)
: rbounds(bounds_), cbounds(cbounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline void set_start(int start_) { rbounds.min.w = __int_as_float(start_); }
__forceinline const BoundBox& bounds() const { return rbounds; }
__forceinline const BoundBox& cent_bounds() const { return cbounds; }
__forceinline int start() const { return __float_as_int(rbounds.min.w); }
__forceinline int size() const { return __float_as_int(rbounds.max.w); }
__forceinline int end() const { return start() + size(); }
protected:
BoundBox rbounds;
BoundBox cbounds;
};
/* BVH Spatial Bin */
struct BVHSpatialBin
{
BoundBox bounds;
int enter;
int exit;
__forceinline BVHSpatialBin()
{
}
};
/* BVH Spatial Storage
*
* The idea of this storage is have thread-specific storage for the spatial
* splitters. We can pre-allocate this storage in advance and avoid heavy memory
* operations during split process.
*/
struct BVHSpatialStorage {
/* Accumulated bounds when sweeping from right to left. */
vector<BoundBox> right_bounds;
/* Bins used for histogram when selecting best split plane. */
BVHSpatialBin bins[3][BVHParams::NUM_SPATIAL_BINS];
/* Temporary storage for the new references. Used by spatial split to store
* new references in before they're getting inserted into actual array,
*/
vector<BVHReference> new_references;
};
CCL_NAMESPACE_END
#endif /* __BVH_PARAMS_H__ */