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authorAndre Susano Pinto <andresusanopinto@gmail.com>2009-05-11 01:02:58 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2009-05-11 01:02:58 +0400
commita5ede4332043284255c2020d7b75c0c00f58db5d (patch)
tree577c058015d636b46706e44e50a5de6926904693
parent71c19dadbed638f3a0802e66f69093cf9b1c6303 (diff)
*new generic raytrace API
*Adapted octree to a more generic raytrace API *ray shadow works (other untested stuff disabled atm) On the scene tested the user-cpu time got from 1:24 to 1:19/20 probably because of removed callbacks or sligtly diferente memory usage
-rw-r--r--source/blender/editors/armature/meshlaplacian.c105
-rw-r--r--source/blender/render/extern/include/RE_raytrace.h108
-rw-r--r--source/blender/render/intern/include/rayobject.h122
-rw-r--r--source/blender/render/intern/include/render_types.h7
-rw-r--r--source/blender/render/intern/source/rayobject.c276
-rw-r--r--source/blender/render/intern/source/rayobject_mesh.c128
-rw-r--r--source/blender/render/intern/source/rayobject_octree.c (renamed from source/blender/render/intern/source/raytrace.c)700
-rw-r--r--source/blender/render/intern/source/rayshade.c275
-rw-r--r--source/blender/render/intern/source/rendercore.c33
9 files changed, 951 insertions, 803 deletions
diff --git a/source/blender/editors/armature/meshlaplacian.c b/source/blender/editors/armature/meshlaplacian.c
index 8807b21e653..c3ab60ffda6 100644
--- a/source/blender/editors/armature/meshlaplacian.c
+++ b/source/blender/editors/armature/meshlaplacian.c
@@ -30,6 +30,7 @@
#include <math.h>
#include <string.h>
+#include <assert.h>
#include "MEM_guardedalloc.h"
@@ -105,7 +106,7 @@ struct LaplacianSystem {
float *p; /* values from all p vectors */
float *mindist; /* minimum distance to a bone for all vertices */
- RayTree *raytree; /* ray tracing acceleration structure */
+ RayObject *raytree; /* ray tracing acceleration structure */
MFace **vface; /* a face that the vertex belongs to */
} heat;
@@ -394,77 +395,31 @@ float laplacian_system_get_solution(int v)
#define DISTANCE_EPSILON 1e-4f
/* Raytracing for vertex to bone visibility */
-
-static LaplacianSystem *HeatSys = NULL;
-
-static void heat_ray_coords_func(RayFace *face, float **v1, float **v2, float **v3, float **v4)
-{
- MFace *mface= (MFace*)face;
- float (*verts)[3]= HeatSys->heat.verts;
-
- *v1= verts[mface->v1];
- *v2= verts[mface->v2];
- *v3= verts[mface->v3];
- *v4= (mface->v4)? verts[mface->v4]: NULL;
-}
-
-static int heat_ray_check_func(Isect *is, int ob, RayFace *face)
-{
- float *v1, *v2, *v3, *v4, nor[3];
-
- /* don't intersect if the ray faces along the face normal */
- heat_ray_coords_func(face, &v1, &v2, &v3, &v4);
-
- if(v4) CalcNormFloat4(v1, v2, v3, v4, nor);
- else CalcNormFloat(v1, v2, v3, nor);
-
- return (INPR(nor, is->vec) < 0);
-}
-
static void heat_ray_tree_create(LaplacianSystem *sys)
{
Mesh *me = sys->heat.mesh;
- RayTree *tree;
MFace *mface;
- float min[3], max[3];
int a;
- /* create a raytrace tree from the mesh */
- INIT_MINMAX(min, max);
-
- for(a=0; a<me->totvert; a++)
- DO_MINMAX(sys->heat.verts[a], min, max);
-
- tree= RE_ray_tree_create(64, me->totface, min, max,
- heat_ray_coords_func, heat_ray_check_func, NULL, NULL);
-
- sys->heat.vface= MEM_callocN(sizeof(MFace*)*me->totvert, "HeatVFaces");
-
- HeatSys= sys;
+ sys->heat.raytree = RayObject_mesh_create(me, me);
+ sys->heat.vface = MEM_callocN(sizeof(MFace*)*me->totvert, "HeatVFaces");
for(a=0, mface=me->mface; a<me->totface; a++, mface++) {
- RE_ray_tree_add_face(tree, 0, mface);
-
sys->heat.vface[mface->v1]= mface;
sys->heat.vface[mface->v2]= mface;
sys->heat.vface[mface->v3]= mface;
if(mface->v4) sys->heat.vface[mface->v4]= mface;
}
-
- HeatSys= NULL;
-
- RE_ray_tree_done(tree);
-
- sys->heat.raytree= tree;
}
static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone)
{
Isect isec;
MFace *mface;
- float dir[3];
+ float end[3];
int visible;
+ assert( 0 );
mface= sys->heat.vface[vertex];
if(!mface)
return 1;
@@ -473,22 +428,24 @@ static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone)
memset(&isec, 0, sizeof(isec));
isec.mode= RE_RAY_SHADOW;
isec.lay= -1;
- isec.face_last= NULL;
- isec.faceorig= mface;
+ isec.orig.face = mface;
+ isec.skip = RE_SKIP_CULLFACE;
VECCOPY(isec.start, sys->heat.verts[vertex]);
- PclosestVL3Dfl(isec.end, isec.start,
- sys->heat.root[bone], sys->heat.tip[bone]);
+ PclosestVL3Dfl(end, isec.start, sys->heat.root[bone], sys->heat.tip[bone]);
+
+ VECSUB(isec.vec, end, isec.start);
+ isec.labda = 1.0f;
+#if 0
+ TODO
/* add an extra offset to the start position to avoid self intersection */
- VECSUB(dir, isec.end, isec.start);
+ VECCOPY(dir, isec.vec);
Normalize(dir);
VecMulf(dir, 1e-5);
VecAddf(isec.start, isec.start, dir);
-
- HeatSys= sys;
- visible= !RE_ray_tree_intersect(sys->heat.raytree, &isec);
- HeatSys= NULL;
+#endif
+ visible= !RayObject_raycast(sys->heat.raytree, &isec);
return visible;
}
@@ -752,7 +709,7 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numbones,
/* free */
if(vertsflipped) MEM_freeN(vertsflipped);
- RE_ray_tree_free(sys->heat.raytree);
+ RayObject_free(sys->heat.raytree);
MEM_freeN(sys->heat.vface);
MEM_freeN(sys->heat.mindist);
@@ -1049,7 +1006,7 @@ typedef struct MeshDeformBind {
int *varidx;
/* raytrace */
- RayTree *raytree;
+ RayObject *raytree;
} MeshDeformBind;
/* ray intersection */
@@ -1173,7 +1130,7 @@ static void meshdeform_ray_tree_free(MeshDeformBind *mdb)
static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
{
MFace *mface;
- float face[4][3], co[3], uvw[3], len, nor[3];
+ float face[4][3], co[3], uvw[3], len, nor[3], end[3];
int f, hit, is= 0, totface;
isec->labda= 1e10;
@@ -1181,6 +1138,8 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
mface= mdb->cagedm->getFaceArray(mdb->cagedm);
totface= mdb->cagedm->getNumFaces(mdb->cagedm);
+ VECADDFAC( end, isec->start, isec->vec, isec->labda );
+
for(f=0; f<totface; f++, mface++) {
VECCOPY(face[0], mdb->cagecos[mface->v1]);
VECCOPY(face[1], mdb->cagecos[mface->v2]);
@@ -1188,26 +1147,26 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
if(mface->v4) {
VECCOPY(face[3], mdb->cagecos[mface->v4]);
- hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[1], face[2], co, uvw);
+ hit = meshdeform_tri_intersect(isec->start, end, face[0], face[1], face[2], co, uvw);
if(hit) {
CalcNormFloat(face[0], face[1], face[2], nor);
}
else {
- hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[2], face[3], co, uvw);
+ hit= meshdeform_tri_intersect(isec->start, end, face[0], face[2], face[3], co, uvw);
CalcNormFloat(face[0], face[2], face[3], nor);
}
}
else {
- hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[1], face[2], co, uvw);
+ hit= meshdeform_tri_intersect(isec->start, end, face[0], face[1], face[2], co, uvw);
CalcNormFloat(face[0], face[1], face[2], nor);
}
if(hit) {
- len= VecLenf(isec->start, co)/VecLenf(isec->start, isec->end);
+ len= VecLenf(isec->start, co)/VecLenf(isec->start, end);
if(len < isec->labda) {
isec->labda= len;
- isec->face= mface;
+ isec->hit.face = mface;
isec->isect= (INPR(isec->vec, nor) <= 0.0f);
is= 1;
}
@@ -1223,20 +1182,18 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float
Isect isec;
float (*cagecos)[3];
MFace *mface;
- float vert[4][3], len;
+ float vert[4][3], len, end[3];
static float epsilon[3]= {0, 0, 0}; //1e-4, 1e-4, 1e-4};
/* setup isec */
memset(&isec, 0, sizeof(isec));
isec.mode= RE_RAY_MIRROR; /* we want the closest intersection */
isec.lay= -1;
- isec.face_last= NULL;
- isec.faceorig= NULL;
isec.labda= 1e10f;
VECADD(isec.start, co1, epsilon);
- VECADD(isec.end, co2, epsilon);
- VECSUB(isec.vec, isec.end, isec.start);
+ VECADD(end, co2, epsilon);
+ VECSUB(isec.vec, end, isec.start);
#if 0
/*if(RE_ray_tree_intersect(mdb->raytree, &isec)) {*/
@@ -1244,7 +1201,7 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float
if(meshdeform_intersect(mdb, &isec)) {
len= isec.labda;
- mface= isec.face;
+ mface=(MFace*)isec.hit.face;
/* create MDefBoundIsect */
isect= BLI_memarena_alloc(mdb->memarena, sizeof(*isect));
diff --git a/source/blender/render/extern/include/RE_raytrace.h b/source/blender/render/extern/include/RE_raytrace.h
index 8f429f7dd90..b274fe681b3 100644
--- a/source/blender/render/extern/include/RE_raytrace.h
+++ b/source/blender/render/extern/include/RE_raytrace.h
@@ -22,7 +22,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): none yet.
+ * Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
@@ -31,84 +31,64 @@
#ifndef RE_RAYTRACE_H
#define RE_RAYTRACE_H
-/* ray types */
-#define RE_RAY_SHADOW 0
-#define RE_RAY_MIRROR 1
-#define RE_RAY_SHADOW_TRA 2
-/* spatial tree for raytracing acceleration */
-typedef void RayTree;
-/* abstraction of face type */
-typedef void RayFace;
+/* Internals about raycasting structures can be found on intern/raytree.h */
+typedef struct RayObject RayObject;
+typedef struct Isect Isect;
+struct DerivedMesh;
+struct Mesh;
-/* object numbers above this are transformed */
-#define RE_RAY_TRANSFORM_OFFS 0x8000000
+int RayObject_raycast(RayObject *r, Isect *i);
+void RayObject_add (RayObject *r, RayObject *);
+void RayObject_done(RayObject *r);
+void RayObject_free(RayObject *r);
-/* convert from pointer to index in array and back, with offset if the
- * instance is transformed */
-#define RAY_OBJECT_SET(re, obi) \
- ((obi == NULL)? 0: \
- ((obi - (re)->objectinstance) + ((obi->flag & R_TRANSFORMED)? RE_RAY_TRANSFORM_OFFS: 0)))
+/* RayObject constructors */
+RayObject* RayObject_octree_create(int ocres, int size);
-#define RAY_OBJECT_GET(re, i) \
- ((re)->objectinstance + ((i >= RE_RAY_TRANSFORM_OFFS)? i-RE_RAY_TRANSFORM_OFFS: i))
+//RayObject* RayObject_derivedmesh_create(struct DerivedMesh*, void *ob);
+RayObject* RayObject_mesh_create(struct Mesh*, void *ob);
-
-/* struct for intersection data */
-typedef struct Isect {
- float start[3]; /* start+vec = end, in ray_tree_intersect */
+/* Ray Intersection */
+struct Isect
+{
+ float start[3];
float vec[3];
- float end[3];
-
- float labda, u, v; /* distance to hitpoint, uv weights */
-
- RayFace *face; /* face is where to intersect with */
- int ob;
- RayFace *faceorig; /* start face */
- int oborig;
- RayFace *face_last; /* for shadow optimize, last intersected face */
- int ob_last;
-
+/* float end[3]; - not used */
+
+ float labda, u, v;
+
+ struct
+ {
+ void *ob;
+ void *face;
+/* RayObject *obj; */
+ }
+ hit, orig;
+
+ RayObject *last_hit; /* last hit optimization */
+
short isect; /* which half of quad */
short mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
int lay; /* -1 default, set for layer lamps */
+
+ int skip; /* RE_SKIP_CULLFACE */
- /* only used externally */
float col[4]; /* RGBA for shadow_tra */
-
- /* octree only */
- RayFace *facecontr;
- int obcontr;
- float ddalabda;
- short faceisect; /* flag if facecontr was done or not */
-
- /* custom pointer to be used in the RayCheckFunc */
+
void *userdata;
-} Isect;
+};
-/* function callbacks for face type abstraction */
-typedef void (*RayCoordsFunc)(RayFace *face,
- float **v1, float **v2, float **v3, float **v4);
-typedef int (*RayCheckFunc)(Isect *is, int ob, RayFace *face);
-typedef float *(*RayObjectTransformFunc)(void *userdata, int ob);
+/* ray types */
+#define RE_RAY_SHADOW 0
+#define RE_RAY_MIRROR 1
+#define RE_RAY_SHADOW_TRA 2
-/* tree building and freeing */
-RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
- RayCoordsFunc coordfunc, RayCheckFunc checkfunc,
- RayObjectTransformFunc transformfunc, void *userdata);
-void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face);
-void RE_ray_tree_done(RayTree *tree);
-void RE_ray_tree_free(RayTree *tree);
+/* skip options */
+#define RE_SKIP_CULLFACE 1
-/* intersection with full tree and single face */
-int RE_ray_tree_intersect(RayTree *tree, Isect *is);
-int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc check);
-int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc,
- RayCoordsFunc coordsfunc);
+/* TODO use: FLT_MAX? */
+#define RE_RAYTRACE_MAXDIST 1e33
-/* retrieve the diameter of the tree structure, for setting intersection
- end distance */
-float RE_ray_tree_max_size(RayTree *tree);
#endif /*__RE_RAYTRACE_H__*/
-
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
new file mode 100644
index 00000000000..a1b35ac0465
--- /dev/null
+++ b/source/blender/render/intern/include/rayobject.h
@@ -0,0 +1,122 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef RE_RAYOBJECT_H
+#define RE_RAYOBJECT_H
+
+#include "RE_raytrace.h"
+#include <float.h>
+
+/* RayObject
+
+ A ray object is everything where we can cast rays like:
+ * a face/triangle
+ * an octree
+ * a bvh tree
+ * an octree of bvh's
+ * a bvh of bvh's
+
+
+ All types of RayObjects can be created by implementing the
+ callbacks of the RayObject.
+
+ Due to high computing time evolved with casting on faces
+ there is a special type of RayObject (named RayFace)
+ which won't use callbacks like other generic nodes.
+
+ In order to allow a mixture of RayFace+RayObjects,
+ all RayObjects must be 4byte aligned, allowing us to use the
+ 2 least significant bits (with the mask 0x02) to define the
+ type of RayObject.
+
+ This leads to 4 possible types of RayObject, but at the moment
+ only 2 are used:
+
+ addr&2 - type of object
+ 0 RayFace
+ 1 RayObject (generic with API callbacks)
+ 2 unused
+ 3 unused
+
+ 0 was choosed to RayFace because thats the one where speed will be needed.
+
+ You actually don't need to care about this if you are only using the API
+ described on RE_raytrace.h
+ */
+
+typedef struct RayFace
+{
+ float *v1, *v2, *v3, *v4;
+
+ void *ob;
+ void *face;
+
+} RayFace;
+
+struct RayObject
+{
+ struct RayObjectAPI *api;
+
+};
+
+typedef int (*RayObject_raycast_callback)(RayObject *, Isect *);
+typedef void (*RayObject_add_callback)(RayObject *, RayObject *);
+typedef void (*RayObject_done_callback)(RayObject *);
+typedef void (*RayObject_free_callback)(RayObject *);
+typedef void (*RayObject_bb_callback)(RayObject *, float *min, float *max);
+
+typedef struct RayObjectAPI
+{
+ RayObject_raycast_callback raycast;
+ RayObject_add_callback add;
+ RayObject_done_callback done;
+ RayObject_free_callback free;
+ RayObject_bb_callback bb;
+
+} RayObjectAPI;
+
+//TODO use intptr_t
+#define RayObject_align(o) ((RayObject*)(((int)o)&(~3)))
+#define RayObject_unalign(o) ((RayObject*)(((int)o)|1))
+#define RayObject_isFace(o) ((((int)o)&3) == 0)
+
+/*
+ * Extend min/max coords so that the rayobject is inside them
+ */
+void RayObject_merge_bb(RayObject *ob, float *min, float *max);
+
+/*
+ * This function differs from RayObject_raycast
+ * RayObject_intersect does NOT perform last-hit optimization
+ * So this is probably a function to call inside raytrace structures
+ */
+int RayObject_intersect(RayObject *r, Isect *i);
+
+#define ISECT_EPSILON ((float)FLT_EPSILON)
+
+#endif
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index ab3758781ce..4846fe8d0e4 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -53,6 +53,7 @@ struct VlakTableNode;
struct GHash;
struct RenderBuckets;
struct ObjectInstanceRen;
+struct RayObject;
#define TABLEINITSIZE 1024
#define LAMPINITSIZE 256
@@ -168,7 +169,8 @@ struct Render
ListBase parts;
/* octree tables and variables for raytrace */
- void *raytree;
+ struct RayObject *raytree;
+ struct RayObject *rayfaces; /* TODO Temporary */
/* occlusion tree */
void *occlusiontree;
@@ -491,8 +493,7 @@ typedef struct LampRen {
short YF_glowtype;
/* ray optim */
- VlakRen *vlr_last[BLENDER_MAX_THREADS];
- ObjectInstanceRen *obi_last[BLENDER_MAX_THREADS];
+ struct RayObject *last_hit[BLENDER_MAX_THREADS];
struct MTex *mtex[MAX_MTEX];
diff --git a/source/blender/render/intern/source/rayobject.c b/source/blender/render/intern/source/rayobject.c
new file mode 100644
index 00000000000..ee364d3586c
--- /dev/null
+++ b/source/blender/render/intern/source/rayobject.c
@@ -0,0 +1,276 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include "assert.h"
+
+#include "BKE_utildefines.h"
+
+#include "RE_raytrace.h"
+#include "rayobject.h"
+
+/* ray - triangle or quad intersection */
+static int intersect_rayface(RayFace *face, Isect *is)
+{
+ float co1[3],co2[3],co3[3],co4[3];
+ float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
+ float m0, m1, m2, divdet, det1;
+ short ok=0;
+
+ if(is->orig.ob == face->ob && is->orig.face == face->face)
+ return 0;
+
+ /* disabled until i got real & fast cylinder checking, this code doesnt work proper for faster strands */
+ // if(is->mode==RE_RAY_SHADOW && is->vlr->flag & R_STRAND)
+ // return intersection_strand(is);
+
+
+ VECCOPY(co1, face->v1);
+ VECCOPY(co2, face->v2);
+
+ //TODO if(v4) { SWAP(float*, v3, v4); }
+ if(face->v4)
+ {
+ VECCOPY(co3, face->v4);
+ VECCOPY(co4, face->v3);
+ }
+ else
+ {
+ VECCOPY(co3, face->v3);
+ }
+
+ t00= co3[0]-co1[0];
+ t01= co3[1]-co1[1];
+ t02= co3[2]-co1[2];
+ t10= co3[0]-co2[0];
+ t11= co3[1]-co2[1];
+ t12= co3[2]-co2[2];
+
+ r0= is->vec[0];
+ r1= is->vec[1];
+ r2= is->vec[2];
+
+ x0= t12*r1-t11*r2;
+ x1= t10*r2-t12*r0;
+ x2= t11*r0-t10*r1;
+
+ divdet= t00*x0+t01*x1+t02*x2;
+
+ m0= is->start[0]-co3[0];
+ m1= is->start[1]-co3[1];
+ m2= is->start[2]-co3[2];
+ det1= m0*x0+m1*x1+m2*x2;
+
+ if(divdet!=0.0f) {
+ float u;
+
+ divdet= 1.0f/divdet;
+ u= det1*divdet;
+ if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
+ float v, cros0, cros1, cros2;
+
+ cros0= m1*t02-m2*t01;
+ cros1= m2*t00-m0*t02;
+ cros2= m0*t01-m1*t00;
+ v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
+
+ if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
+ float labda;
+ labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+
+ if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
+ is->labda= labda;
+ is->u= u; is->v= v;
+ ok= 1;
+ }
+ }
+ }
+ }
+
+ if(ok==0 && face->v4) {
+
+ t20= co3[0]-co4[0];
+ t21= co3[1]-co4[1];
+ t22= co3[2]-co4[2];
+
+ divdet= t20*x0+t21*x1+t22*x2;
+ if(divdet!=0.0f) {
+ float u;
+ divdet= 1.0f/divdet;
+ u = det1*divdet;
+
+ if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
+ float v, cros0, cros1, cros2;
+ cros0= m1*t22-m2*t21;
+ cros1= m2*t20-m0*t22;
+ cros2= m0*t21-m1*t20;
+ v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
+
+ if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
+ float labda;
+ labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+
+ if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
+ ok= 2;
+ is->labda= labda;
+ is->u= u; is->v= v;
+ }
+ }
+ }
+ }
+ }
+
+ if(ok) {
+ is->isect= ok; // wich half of the quad
+
+/*
+ TODO
+ if(is->mode!=RE_RAY_SHADOW) {
+ / * for mirror & tra-shadow: large faces can be filled in too often, this prevents
+ a face being detected too soon... * /
+ if(is->labda > is->ddalabda) {
+ return 0;
+ }
+ }
+*/
+
+#if 0
+ TODO
+ /* when a shadow ray leaves a face, it can be little outside the edges of it, causing
+ intersection to be detected in its neighbour face */
+ if(is->facecontr && is->faceisect); // optimizing, the tests below are not needed
+ else if(is->labda< .1) {
+ RayFace *face= is->orig.face;
+ float *origv1, *origv2, *origv3, *origv4;
+ short de= 0;
+
+ coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
+
+ if(ob == is->orig.ob) {
+ if(v1==origv1 || v2==origv1 || v3==origv1 || v4==origv1) de++;
+ if(v1==origv2 || v2==origv2 || v3==origv2 || v4==origv2) de++;
+ if(v1==origv3 || v2==origv3 || v3==origv3 || v4==origv3) de++;
+ if(origv4) {
+ if(v1==origv4 || v2==origv4 || v3==origv4 || v4==origv4) de++;
+ }
+ }
+ if(de) {
+ /* so there's a shared edge or vertex, let's intersect ray with face
+ itself, if that's true we can safely return 1, otherwise we assume
+ the intersection is invalid, 0 */
+
+ if(is->facecontr==NULL) {
+ is->obcontr= is->orig.ob;
+ is->facecontr= face;
+ is->faceisect= intersection2(face, is->orig.ob, transformfunc, coordsfunc, is->userdata,
+ -r0, -r1, -r2,
+ is->start[0], is->start[1], is->start[2]);
+ }
+
+ if(is->faceisect) return 1;
+ return 0;
+ }
+ }
+#endif
+
+ is->hit.ob = face->ob;
+ is->hit.face = face->face;
+ return 1;
+ }
+
+ return 0;
+}
+
+int RayObject_raycast(RayObject *r, Isect *i)
+{
+ if(i->mode==RE_RAY_SHADOW && i->last_hit && RayObject_intersect(i->last_hit, i))
+ return 1;
+
+ return RayObject_intersect(r, i);
+}
+
+int RayObject_intersect(RayObject *r, Isect *i)
+{
+ assert(i->mode==RE_RAY_SHADOW);
+ if(RayObject_isFace(r))
+ {
+ return intersect_rayface( (RayFace*) r, i);
+ }
+ else
+ {
+ //TODO should be done somewhere else
+// float len = Normalize( i->vec );
+ int hit;
+ i->vec[0] *= i->labda;
+ i->vec[1] *= i->labda;
+ i->vec[2] *= i->labda;
+ i->labda = 1.0f; //RE_RAYTRACE_MAXDIST; //len;
+
+ r = RayObject_align( r );
+
+ hit = r->api->raycast( r, i );
+// i->labda /= len;
+
+ return hit;
+ }
+}
+
+void RayObject_add(RayObject *r, RayObject *o)
+{
+ r = RayObject_align( r );
+ return r->api->add( r, o );
+}
+
+void RayObject_done(RayObject *r)
+{
+ r = RayObject_align( r );
+ r->api->done( r );
+}
+
+void RayObject_free(RayObject *r)
+{
+ r = RayObject_align( r );
+ r->api->free( r );
+}
+
+void RayObject_merge_bb(RayObject *r, float *min, float *max)
+{
+ if(RayObject_isFace(r))
+ {
+ RayFace *face = (RayFace*)r;
+ DO_MINMAX( face->v1, min, max );
+ DO_MINMAX( face->v2, min, max );
+ DO_MINMAX( face->v3, min, max );
+ if(face->v4) DO_MINMAX( face->v4, min, max );
+ }
+ else
+ {
+ r = RayObject_align( r );
+ r->api->bb( r, min, max );
+ }
+}
+
diff --git a/source/blender/render/intern/source/rayobject_mesh.c b/source/blender/render/intern/source/rayobject_mesh.c
new file mode 100644
index 00000000000..7b8bca38172
--- /dev/null
+++ b/source/blender/render/intern/source/rayobject_mesh.c
@@ -0,0 +1,128 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include "rayobject.h"
+
+#include "MEM_guardedalloc.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "BKE_utildefines.h"
+
+typedef struct RayMesh
+{
+ RayObject rayobj;
+
+ Mesh *mesh;
+ void *ob;
+
+ RayFace *faces;
+ int num_faces;
+
+} RayMesh;
+
+static int RayObject_mesh_intersect(RayObject *o, Isect *isec);
+static void RayObject_mesh_add(RayObject *o, RayObject *ob);
+static void RayObject_mesh_done(RayObject *o);
+static void RayObject_mesh_free(RayObject *o);
+static void RayObject_mesh_bb(RayObject *o, float *min, float *max);
+
+static RayObjectAPI mesh_api =
+{
+ RayObject_mesh_intersect,
+ RayObject_mesh_add,
+ RayObject_mesh_done,
+ RayObject_mesh_free,
+ RayObject_mesh_bb
+};
+
+
+static int RayObject_mesh_intersect(RayObject *o, Isect *isec)
+{
+ RayMesh *rm= (RayMesh*)o;
+ int i, hit = 0;
+ for(i = 0; i<rm->num_faces; i++)
+ if(RayObject_raycast( (RayObject*)rm->faces+i, isec ))
+ {
+ hit = 1;
+ if(isec->mode == RE_RAY_SHADOW)
+ break;
+ }
+
+ return hit;
+}
+
+static void RayObject_mesh_add(RayObject *o, RayObject *ob)
+{
+}
+
+static void RayObject_mesh_done(RayObject *o)
+{
+}
+
+static void RayObject_mesh_free(RayObject *o)
+{
+ RayMesh *rm= (RayMesh*)o;
+ MEM_freeN( rm->faces );
+ MEM_freeN( rm );
+}
+
+static void RayObject_mesh_bb(RayObject *o, float *min, float *max)
+{
+ RayMesh *rm= (RayMesh*)o;
+ int i;
+ for(i = 0; i<rm->mesh->totvert; i++)
+ DO_MINMAX( rm->mesh->mvert[i].co, min, max);
+}
+
+RayObject* RayObject_mesh_create(Mesh *mesh, void *ob)
+{
+ RayMesh *rm= MEM_callocN(sizeof(RayMesh), "Octree");
+ int i;
+ RayFace *face;
+ MFace *mface;
+
+ rm->rayobj.api = &mesh_api;
+ rm->mesh = mesh;
+ rm->faces = MEM_callocN(sizeof(RayFace)*mesh->totface, "octree rayobject nodes");
+ rm->num_faces = mesh->totface;
+
+ face = rm->faces;
+ mface = mesh->mface;
+ for(i=0; i<mesh->totface; i++, face++, mface++)
+ {
+ face->v1 = mesh->mvert[mface->v1].co;
+ face->v2 = mesh->mvert[mface->v2].co;
+ face->v3 = mesh->mvert[mface->v3].co;
+ face->v4 = mface->v4 ? mesh->mvert[mface->v4].co : NULL;
+
+ face->ob = ob;
+ face->face = (void*)i;
+ }
+
+ return RayObject_unalign((RayObject*) rm);
+}
diff --git a/source/blender/render/intern/source/raytrace.c b/source/blender/render/intern/source/rayobject_octree.c
index 09d3711885a..a738898871b 100644
--- a/source/blender/render/intern/source/raytrace.c
+++ b/source/blender/render/intern/source/rayobject_octree.c
@@ -32,6 +32,7 @@
#include <string.h>
#include <stdlib.h>
#include <float.h>
+#include <assert.h>
#include "MEM_guardedalloc.h"
@@ -41,10 +42,9 @@
#include "BLI_arithb.h"
-#include "RE_raytrace.h"
+#include "rayobject.h"
/* ********** structs *************** */
-
#define BRANCH_ARRAY 1024
#define NODE_ARRAY 4096
@@ -60,13 +60,14 @@ typedef struct OcVal
typedef struct Node
{
- struct RayFace *v[8];
- int ob[8];
+ struct RayObject *v[8];
struct OcVal ov[8];
struct Node *next;
} Node;
typedef struct Octree {
+ RayObject rayobj;
+
struct Branch **adrbranch;
struct Node **adrnode;
float ocsize; /* ocsize: mult factor, max size octree */
@@ -74,19 +75,29 @@ typedef struct Octree {
float min[3], max[3];
int ocres;
int branchcount, nodecount;
- char *ocface; /* during building only */
- RayCoordsFunc coordsfunc;
- RayCheckFunc checkfunc;
- RayObjectTransformFunc transformfunc;
- void *userdata;
-} Octree;
-/* ******** globals ***************** */
+ /* during building only */
+ char *ocface;
+
+ RayObject **ro_nodes;
+ int ro_nodes_size, ro_nodes_used;
+
+} Octree;
-/* just for statistics */
-static int raycount;
-static int accepted, rejected, coherent_ray;
+static int RayObject_octree_intersect(RayObject *o, Isect *isec);
+static void RayObject_octree_add(RayObject *o, RayObject *ob);
+static void RayObject_octree_done(RayObject *o);
+static void RayObject_octree_free(RayObject *o);
+static void RayObject_octree_bb(RayObject *o, float *min, float *max);
+static RayObjectAPI octree_api =
+{
+ RayObject_octree_intersect,
+ RayObject_octree_add,
+ RayObject_octree_done,
+ RayObject_octree_free,
+ RayObject_octree_bb
+};
/* **************** ocval method ******************* */
/* within one octree node, a set of 3x15 bits defines a 'boundbox' to OR with */
@@ -233,7 +244,7 @@ static int face_in_node(RayFace *face, short x, short y, short z, float rtf[][3]
return 0;
}
-static void ocwrite(Octree *oc, int ob, RayFace *face, int quad, short x, short y, short z, float rtf[][3])
+static void ocwrite(Octree *oc, RayFace *face, int quad, short x, short y, short z, float rtf[][3])
{
Branch *br;
Node *no;
@@ -283,8 +294,7 @@ static void ocwrite(Octree *oc, int ob, RayFace *face, int quad, short x, short
while(no->v[a]!=NULL) a++;
}
- no->v[a]= face;
- no->ob[a]= ob;
+ no->v[a]= (RayObject*)face;
if(quad)
calc_ocval_face(rtf[0], rtf[1], rtf[2], rtf[3], x>>2, y>>1, z, &no->ov[a]);
@@ -374,13 +384,10 @@ static void d2dda(Octree *oc, short b1, short b2, short c1, short c2, char *ocfa
ocface[oc->ocres*ocx2+ocy2]=1;
}
-static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *ocmin)
+static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *ocmin, short *ocmax)
{
- short *ocmax;
int a, x, y, y1, y2;
- ocmax=ocmin+3;
-
for(x=ocmin[c1];x<=ocmax[c1];x++) {
a= oc->ocres*x;
for(y=ocmin[c2];y<=ocmax[c2];y++) {
@@ -399,7 +406,7 @@ static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *oc
}
}
-void RE_ray_tree_free(RayTree *tree)
+static void RayObject_octree_free(RayObject *tree)
{
Octree *oc= (Octree*)tree;
@@ -439,65 +446,38 @@ void RE_ray_tree_free(RayTree *tree)
MEM_freeN(oc);
}
-RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max, RayCoordsFunc coordsfunc, RayCheckFunc checkfunc, RayObjectTransformFunc transformfunc, void *userdata)
+
+RayObject *RayObject_octree_create(int ocres, int size)
{
- Octree *oc;
- float t00, t01, t02;
- int c, ocres2;
+ Octree *oc= MEM_callocN(sizeof(Octree), "Octree");
- oc= MEM_callocN(sizeof(Octree), "Octree");
- oc->adrbranch= MEM_callocN(sizeof(void *)*BRANCH_ARRAY, "octree branches");
- oc->adrnode= MEM_callocN(sizeof(void *)*NODE_ARRAY, "octree nodes");
-
- oc->coordsfunc= coordsfunc;
- oc->checkfunc= checkfunc;
- oc->transformfunc= transformfunc;
- oc->userdata= userdata;
-
- /* only for debug info */
- raycount=0;
- accepted= 0;
- rejected= 0;
- coherent_ray= 0;
+ oc->rayobj.api = &octree_api;
- /* fill main octree struct */
- oc->ocres= ocres;
- ocres2= oc->ocres*oc->ocres;
+ oc->ocres = ocres;
- VECCOPY(oc->min, min);
- VECCOPY(oc->max, max);
+ oc->ro_nodes = MEM_callocN(sizeof(RayObject*)*size, "octree rayobject nodes");
+ oc->ro_nodes_size = size;
+ oc->ro_nodes_used = 0;
- oc->adrbranch[0]=(Branch *)MEM_callocN(4096*sizeof(Branch), "makeoctree");
- /* the lookup table, per face, for which nodes to fill in */
- oc->ocface= MEM_callocN( 3*ocres2 + 8, "ocface");
- memset(oc->ocface, 0, 3*ocres2);
+ return RayObject_unalign((RayObject*) oc);
+}
- for(c=0;c<3;c++) { /* octree enlarge, still needed? */
- oc->min[c]-= 0.01f;
- oc->max[c]+= 0.01f;
- }
- t00= oc->max[0]-oc->min[0];
- t01= oc->max[1]-oc->min[1];
- t02= oc->max[2]-oc->min[2];
-
- /* this minus 0.1 is old safety... seems to be needed? */
- oc->ocfacx= (oc->ocres-0.1)/t00;
- oc->ocfacy= (oc->ocres-0.1)/t01;
- oc->ocfacz= (oc->ocres-0.1)/t02;
-
- oc->ocsize= sqrt(t00*t00+t01*t01+t02*t02); /* global, max size octree */
+static void RayObject_octree_add(RayObject *tree, RayObject *node)
+{
+ Octree *oc = (Octree*)tree;
- return (RayTree*)oc;
+ assert( oc->ro_nodes_used < oc->ro_nodes_size );
+ oc->ro_nodes[ oc->ro_nodes_used++ ] = node;
}
-void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
+static void octree_fill_rayface(Octree *oc, RayFace *face)
{
- Octree *oc = (Octree*)tree;
- float *v1, *v2, *v3, *v4, ocfac[3], rtf[4][3];
+ float ocfac[3], rtf[4][3];
float co1[3], co2[3], co3[3], co4[3];
- short rts[4][3], ocmin[6], *ocmax;
+ short rts[4][3];
+ short ocmin[3], ocmax[3];
char *ocface= oc->ocface; // front, top, size view of face, to fill in
int a, b, c, oc1, oc2, oc3, oc4, x, y, z, ocres2;
@@ -507,28 +487,12 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
ocres2= oc->ocres*oc->ocres;
- ocmax= ocmin+3;
+ VECCOPY(co1, face->v1);
+ VECCOPY(co2, face->v2);
+ VECCOPY(co3, face->v3);
+ if(face->v4)
+ VECCOPY(co4, face->v4);
- oc->coordsfunc(face, &v1, &v2, &v3, &v4);
-
- VECCOPY(co1, v1);
- VECCOPY(co2, v2);
- VECCOPY(co3, v3);
- if(v4)
- VECCOPY(co4, v4);
-
- if(ob >= RE_RAY_TRANSFORM_OFFS) {
- float (*mat)[4]= (float(*)[4])oc->transformfunc(oc->userdata, ob);
-
- if(mat) {
- Mat4MulVecfl(mat, co1);
- Mat4MulVecfl(mat, co2);
- Mat4MulVecfl(mat, co3);
- if(v4)
- Mat4MulVecfl(mat, co4);
- }
- }
-
for(c=0;c<3;c++) {
rtf[0][c]= (co1[c]-oc->min[c])*ocfac[c] ;
rts[0][c]= (short)rtf[0][c];
@@ -536,7 +500,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
rts[1][c]= (short)rtf[1][c];
rtf[2][c]= (co3[c]-oc->min[c])*ocfac[c] ;
rts[2][c]= (short)rtf[2][c];
- if(v4) {
+ if(face->v4) {
rtf[3][c]= (co4[c]-oc->min[c])*ocfac[c] ;
rts[3][c]= (short)rtf[3][c];
}
@@ -546,7 +510,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
oc1= rts[0][c];
oc2= rts[1][c];
oc3= rts[2][c];
- if(v4==NULL) {
+ if(face->v4==NULL) {
ocmin[c]= MIN3(oc1,oc2,oc3);
ocmax[c]= MAX3(oc1,oc2,oc3);
}
@@ -560,7 +524,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
}
if(ocmin[0]==ocmax[0] && ocmin[1]==ocmax[1] && ocmin[2]==ocmax[2]) {
- ocwrite(oc, ob, face, (v4 != NULL), ocmin[0], ocmin[1], ocmin[2], rtf);
+ ocwrite(oc, face, (face->v4 != NULL), ocmin[0], ocmin[1], ocmin[2], rtf);
}
else {
@@ -570,7 +534,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
d2dda(oc, 1,2,0,1,ocface+ocres2,rts,rtf);
d2dda(oc, 1,2,0,2,ocface,rts,rtf);
d2dda(oc, 1,2,1,2,ocface+2*ocres2,rts,rtf);
- if(v4==NULL) {
+ if(face->v4==NULL) {
d2dda(oc, 2,0,0,1,ocface+ocres2,rts,rtf);
d2dda(oc, 2,0,0,2,ocface,rts,rtf);
d2dda(oc, 2,0,1,2,ocface+2*ocres2,rts,rtf);
@@ -584,9 +548,9 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
d2dda(oc, 3,0,1,2,ocface+2*ocres2,rts,rtf);
}
/* nothing todo with triangle..., just fills :) */
- filltriangle(oc, 0,1,ocface+ocres2,ocmin);
- filltriangle(oc, 0,2,ocface,ocmin);
- filltriangle(oc, 1,2,ocface+2*ocres2,ocmin);
+ filltriangle(oc, 0,1,ocface+ocres2,ocmin,ocmax);
+ filltriangle(oc, 0,2,ocface,ocmin,ocmax);
+ filltriangle(oc, 1,2,ocface+2*ocres2,ocmin,ocmax);
/* init static vars here */
face_in_node(face, 0,0,0, rtf);
@@ -599,7 +563,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
for(z=ocmin[2];z<=ocmax[2];z++) {
if(ocface[b+z] && ocface[a+z]) {
if(face_in_node(NULL, x, y, z, rtf))
- ocwrite(oc, ob, face, (v4 != NULL), x,y,z, rtf);
+ ocwrite(oc, face, (face->v4 != NULL), x,y,z, rtf);
}
}
}
@@ -625,433 +589,116 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
}
}
-void RE_ray_tree_done(RayTree *tree)
-{
- Octree *oc= (Octree*)tree;
-
- MEM_freeN(oc->ocface);
- oc->ocface= NULL;
-}
-
-/* ************ raytracer **************** */
-
-#define ISECT_EPSILON ((float)FLT_EPSILON)
-
-/* only for self-intersecting test with current render face (where ray left) */
-static int intersection2(RayFace *face, int ob, RayObjectTransformFunc transformfunc, RayCoordsFunc coordsfunc, void *userdata, float r0, float r1, float r2, float rx1, float ry1, float rz1)
+static void RayObject_octree_done(RayObject *tree)
{
- float *v1, *v2, *v3, *v4, co1[3], co2[3], co3[3], co4[3];
- float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
- float m0, m1, m2, divdet, det, det1;
- float u1, v, u2;
-
- coordsfunc(face, &v1, &v2, &v3, &v4);
-
- /* happens for baking with non existing face */
- if(v1==NULL)
- return 1;
-
- if(v4) {
- SWAP(float*, v3, v4);
- }
-
- VECCOPY(co1, v1);
- VECCOPY(co2, v2);
- VECCOPY(co3, v3);
- if(v4)
- VECCOPY(co4, v4);
-
- if(ob >= RE_RAY_TRANSFORM_OFFS) {
- float (*mat)[4]= (float(*)[4])transformfunc(userdata, ob);
-
- if(mat) {
- Mat4MulVecfl(mat, co1);
- Mat4MulVecfl(mat, co2);
- Mat4MulVecfl(mat, co3);
- if(v4)
- Mat4MulVecfl(mat, co4);
- }
- }
+ Octree *oc = (Octree*)tree;
+ int c;
+ float t00, t01, t02;
+ int ocres2 = oc->ocres*oc->ocres;
- t00= co3[0]-co1[0];
- t01= co3[1]-co1[1];
- t02= co3[2]-co1[2];
- t10= co3[0]-co2[0];
- t11= co3[1]-co2[1];
- t12= co3[2]-co2[2];
+ INIT_MINMAX(oc->min, oc->max);
- x0= t11*r2-t12*r1;
- x1= t12*r0-t10*r2;
- x2= t10*r1-t11*r0;
-
- divdet= t00*x0+t01*x1+t02*x2;
-
- m0= rx1-co3[0];
- m1= ry1-co3[1];
- m2= rz1-co3[2];
- det1= m0*x0+m1*x1+m2*x2;
-
- if(divdet!=0.0f) {
- u1= det1/divdet;
-
- if(u1<ISECT_EPSILON) {
- det= t00*(m1*r2-m2*r1);
- det+= t01*(m2*r0-m0*r2);
- det+= t02*(m0*r1-m1*r0);
- v= det/divdet;
-
- if(v<ISECT_EPSILON && (u1 + v) > -(1.0f+ISECT_EPSILON)) {
- return 1;
- }
- }
- }
-
- if(v4) {
-
- t20= co3[0]-co4[0];
- t21= co3[1]-co4[1];
- t22= co3[2]-co4[2];
-
- divdet= t20*x0+t21*x1+t22*x2;
- if(divdet!=0.0f) {
- u2= det1/divdet;
+ /* Calculate Bounding Box */
+ for(c=0; c<oc->ro_nodes_used; c++)
+ RayObject_merge_bb(oc->ro_nodes[c], oc->min, oc->max);
- if(u2<ISECT_EPSILON) {
- det= t20*(m1*r2-m2*r1);
- det+= t21*(m2*r0-m0*r2);
- det+= t22*(m0*r1-m1*r0);
- v= det/divdet;
-
- if(v<ISECT_EPSILON && (u2 + v) >= -(1.0f+ISECT_EPSILON)) {
- return 2;
- }
- }
- }
- }
- return 0;
-}
-
-#if 0
-/* ray - line intersection */
-/* disabled until i got real & fast cylinder checking, this code doesnt work proper
-for faster strands */
-
-static int intersection_strand(Isect *is)
-{
- float v1[3], v2[3]; /* length of strand */
- float axis[3], rc[3], nor[3], radline, dist, len;
-
- /* radius strand */
- radline= 0.5f*VecLenf(is->vlr->v1->co, is->vlr->v2->co);
-
- VecMidf(v1, is->vlr->v1->co, is->vlr->v2->co);
- VecMidf(v2, is->vlr->v3->co, is->vlr->v4->co);
-
- VECSUB(rc, v1, is->start); /* vector from base ray to base cylinder */
- VECSUB(axis, v2, v1); /* cylinder axis */
-
- CROSS(nor, is->vec, axis);
- len= VecLength(nor);
-
- if(len<FLT_EPSILON)
- return 0;
-
- dist= INPR(rc, nor)/len; /* distance between ray and axis cylinder */
+ /* Alloc memory */
+ oc->adrbranch= MEM_callocN(sizeof(void *)*BRANCH_ARRAY, "octree branches");
+ oc->adrnode= MEM_callocN(sizeof(void *)*NODE_ARRAY, "octree nodes");
- if(dist<radline && dist>-radline) {
- float dot1, dot2, dot3, rlen, alen, div;
- float labda;
-
- /* calculating the intersection point of shortest distance */
- dot1 = INPR(rc, is->vec);
- dot2 = INPR(is->vec, axis);
- dot3 = INPR(rc, axis);
- rlen = INPR(is->vec, is->vec);
- alen = INPR(axis, axis);
-
- div = alen * rlen - dot2 * dot2;
- if (ABS(div) < FLT_EPSILON)
- return 0;
-
- labda = (dot1*dot2 - dot3*rlen)/div;
-
- radline/= sqrt(alen);
-
- /* labda: where on axis do we have closest intersection? */
- if(labda >= -radline && labda <= 1.0f+radline) {
- VlakRen *vlr= is->faceorig;
- VertRen *v1= is->vlr->v1, *v2= is->vlr->v2, *v3= is->vlr->v3, *v4= is->vlr->v4;
- /* but we dont do shadows from faces sharing edge */
-
- if(v1==vlr->v1 || v2==vlr->v1 || v3==vlr->v1 || v4==vlr->v1) return 0;
- if(v1==vlr->v2 || v2==vlr->v2 || v3==vlr->v2 || v4==vlr->v2) return 0;
- if(v1==vlr->v3 || v2==vlr->v3 || v3==vlr->v3 || v4==vlr->v3) return 0;
- if(vlr->v4) {
- if(v1==vlr->v4 || v2==vlr->v4 || v3==vlr->v4 || v4==vlr->v4) return 0;
- }
- return 1;
- }
- }
- return 0;
-}
-#endif
-
-/* ray - triangle or quad intersection */
-int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc, RayCoordsFunc coordsfunc)
-{
- RayFace *face= is->face;
- int ob= is->ob;
- float *v1,*v2,*v3,*v4,co1[3],co2[3],co3[3],co4[3];
- float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
- float m0, m1, m2, divdet, det1;
- short ok=0;
-
- /* disabled until i got real & fast cylinder checking, this code doesnt work proper
- for faster strands */
-// if(is->mode==RE_RAY_SHADOW && is->vlr->flag & R_STRAND)
-// return intersection_strand(is);
+ oc->adrbranch[0]=(Branch *)MEM_callocN(4096*sizeof(Branch), "makeoctree");
- coordsfunc(face, &v1, &v2, &v3, &v4);
-
- if(v4) {
- SWAP(float*, v3, v4);
- }
+ /* the lookup table, per face, for which nodes to fill in */
+ oc->ocface= MEM_callocN( 3*ocres2 + 8, "ocface");
+ memset(oc->ocface, 0, 3*ocres2);
- VECCOPY(co1, v1);
- VECCOPY(co2, v2);
- VECCOPY(co3, v3);
- if(v4)
- VECCOPY(co4, v4);
-
- if(ob) {
- float (*mat)[4]= (float(*)[4])transformfunc(is->userdata, ob);
-
- if(mat) {
- Mat4MulVecfl(mat, co1);
- Mat4MulVecfl(mat, co2);
- Mat4MulVecfl(mat, co3);
- if(v4)
- Mat4MulVecfl(mat, co4);
- }
+ for(c=0;c<3;c++) { /* octree enlarge, still needed? */
+ oc->min[c]-= 0.01f;
+ oc->max[c]+= 0.01f;
}
- t00= co3[0]-co1[0];
- t01= co3[1]-co1[1];
- t02= co3[2]-co1[2];
- t10= co3[0]-co2[0];
- t11= co3[1]-co2[1];
- t12= co3[2]-co2[2];
-
- r0= is->vec[0];
- r1= is->vec[1];
- r2= is->vec[2];
+ t00= oc->max[0]-oc->min[0];
+ t01= oc->max[1]-oc->min[1];
+ t02= oc->max[2]-oc->min[2];
- x0= t12*r1-t11*r2;
- x1= t10*r2-t12*r0;
- x2= t11*r0-t10*r1;
-
- divdet= t00*x0+t01*x1+t02*x2;
-
- m0= is->start[0]-co3[0];
- m1= is->start[1]-co3[1];
- m2= is->start[2]-co3[2];
- det1= m0*x0+m1*x1+m2*x2;
+ /* this minus 0.1 is old safety... seems to be needed? */
+ oc->ocfacx= (oc->ocres-0.1)/t00;
+ oc->ocfacy= (oc->ocres-0.1)/t01;
+ oc->ocfacz= (oc->ocres-0.1)/t02;
- if(divdet!=0.0f) {
- float u;
+ oc->ocsize= sqrt(t00*t00+t01*t01+t02*t02); /* global, max size octree */
- divdet= 1.0f/divdet;
- u= det1*divdet;
- if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
- float v, cros0, cros1, cros2;
-
- cros0= m1*t02-m2*t01;
- cros1= m2*t00-m0*t02;
- cros2= m0*t01-m1*t00;
- v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
-
- if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
- float labda;
- labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
-
- if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
- is->labda= labda;
- is->u= u; is->v= v;
- ok= 1;
- }
- }
- }
+ for(c=0; c<oc->ro_nodes_used; c++)
+ {
+ assert( RayObject_isFace(oc->ro_nodes[c]) );
+ octree_fill_rayface(oc, (RayFace*)oc->ro_nodes[c]);
}
- if(ok==0 && v4) {
-
- t20= co3[0]-co4[0];
- t21= co3[1]-co4[1];
- t22= co3[2]-co4[2];
-
- divdet= t20*x0+t21*x1+t22*x2;
- if(divdet!=0.0f) {
- float u;
- divdet= 1.0f/divdet;
- u = det1*divdet;
-
- if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
- float v, cros0, cros1, cros2;
- cros0= m1*t22-m2*t21;
- cros1= m2*t20-m0*t22;
- cros2= m0*t21-m1*t20;
- v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
+ MEM_freeN(oc->ocface);
+ MEM_freeN(oc->ro_nodes);
- if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
- float labda;
- labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
-
- if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
- ok= 2;
- is->labda= labda;
- is->u= u; is->v= v;
- }
- }
- }
- }
- }
-
- if(ok) {
- is->isect= ok; // wich half of the quad
-
- if(is->mode!=RE_RAY_SHADOW) {
- /* for mirror & tra-shadow: large faces can be filled in too often, this prevents
- a face being detected too soon... */
- if(is->labda > is->ddalabda) {
- return 0;
- }
- }
-
- /* when a shadow ray leaves a face, it can be little outside the edges of it, causing
- intersection to be detected in its neighbour face */
-
- if(is->facecontr && is->faceisect); // optimizing, the tests below are not needed
- else if(is->labda< .1) {
- RayFace *face= is->faceorig;
- float *origv1, *origv2, *origv3, *origv4;
- short de= 0;
-
- coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
-
- if(ob == is->oborig) {
- if(v1==origv1 || v2==origv1 || v3==origv1 || v4==origv1) de++;
- if(v1==origv2 || v2==origv2 || v3==origv2 || v4==origv2) de++;
- if(v1==origv3 || v2==origv3 || v3==origv3 || v4==origv3) de++;
- if(origv4) {
- if(v1==origv4 || v2==origv4 || v3==origv4 || v4==origv4) de++;
- }
- }
- if(de) {
- /* so there's a shared edge or vertex, let's intersect ray with face
- itself, if that's true we can safely return 1, otherwise we assume
- the intersection is invalid, 0 */
-
- if(is->facecontr==NULL) {
- is->obcontr= is->oborig;
- is->facecontr= face;
- is->faceisect= intersection2(face, is->oborig, transformfunc, coordsfunc, is->userdata, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]);
- }
-
- if(is->faceisect) return 1;
- return 0;
- }
- }
-
- return 1;
- }
+ printf("%f %f - %f\n", oc->min[0], oc->max[0], oc->ocfacx );
+ printf("%f %f - %f\n", oc->min[1], oc->max[1], oc->ocfacy );
+ printf("%f %f - %f\n", oc->min[2], oc->max[2], oc->ocfacz );
+}
- return 0;
+static void RayObject_octree_bb(RayObject *tree, float *min, float *max)
+{
+ Octree *oc = (Octree*)tree;
+ DO_MINMAX(oc->min, min, max);
+ DO_MINMAX(oc->max, min, max);
}
/* check all faces in this node */
-static int testnode(Octree *oc, Isect *is, Node *no, OcVal ocval, RayCheckFunc checkfunc)
+static int testnode(Octree *oc, Isect *is, Node *no, OcVal ocval)
{
- RayFace *face;
- int ob;
short nr=0;
- OcVal *ov;
/* return on any first hit */
if(is->mode==RE_RAY_SHADOW) {
-
- face= no->v[0];
- ob= no->ob[0];
- while(face) {
-
- if(!(is->faceorig == face && is->oborig == ob)) {
-
- if(checkfunc(is, ob, face)) {
-
- ov= no->ov+nr;
- if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) {
- //accepted++;
- is->ob= ob;
- is->face= face;
- if(RE_ray_face_intersection(is, oc->transformfunc, oc->coordsfunc)) {
- is->ob_last= ob;
- is->face_last= face;
- return 1;
- }
- }
- //else rejected++;
- }
- }
+ for(; no; no = no->next)
+ for(nr=0; nr<8; nr++)
+ {
+ RayObject *face = no->v[nr];
+ OcVal *ov = no->ov+nr;
+
+ if(!face) break; //TODO? return 0;
- nr++;
- if(nr==8) {
- no= no->next;
- if(no==0) return 0;
- nr=0;
+ if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+ {
+ if( RayObject_intersect(face,is) )
+ return 1;
}
- face= no->v[nr];
- ob= no->ob[nr];
}
}
- else { /* else mirror or glass or shadowtra, return closest face */
+ else
+ { /* else mirror or glass or shadowtra, return closest face */
Isect isect;
int found= 0;
+ assert(0);
+
is->labda= 1.0f; /* needed? */
- isect= *is; /* copy for sorting */
+ isect= *is; /* copy for sorting */
- face= no->v[0];
- ob= no->ob[0];
- while(face) {
-
- if(!(is->faceorig == face && is->oborig == ob)) {
- if(checkfunc(is, ob, face)) {
- ov= no->ov+nr;
- if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) {
- //accepted++;
-
- isect.ob= ob;
- isect.face= face;
- if(RE_ray_face_intersection(&isect, oc->transformfunc, oc->coordsfunc)) {
- if(isect.labda<is->labda) {
- *is= isect;
- found= 1;
- }
-
- }
- }
- //else rejected++;
- }
- }
+ for(; no; no = no->next)
+ for(nr=0; nr<8; nr++)
+ {
+ RayObject *face = no->v[nr];
+ OcVal *ov = no->ov+nr;
- nr++;
- if(nr==8) {
- no= no->next;
- if(no==NULL) break;
- nr=0;
+ if(!face) return 0;
+
+ if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+ {
+
+ if( RayObject_raycast(face,is) )
+ if(isect.labda<is->labda) {
+ *is= isect;
+ found= 1;
+ }
}
- face= no->v[nr];
- ob= no->ob[nr];
}
return found;
@@ -1175,21 +822,14 @@ static int do_coherence_test(int ocx1, int ocx2, int ocy1, int ocy2, int ocz1, i
*/
-int RE_ray_tree_intersect(RayTree *tree, Isect *is)
-{
- Octree *oc= (Octree*)tree;
-
- return RE_ray_tree_intersect_check(tree, is, oc->checkfunc);
-}
-
/* return 1: found valid intersection */
-/* starts with is->faceorig */
-int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc)
+/* starts with is->orig.face */
+static int RayObject_octree_intersect(RayObject *tree, Isect *is)
{
Octree *oc= (Octree*)tree;
Node *no;
OcVal ocval;
- float vec1[3], vec2[3];
+ float vec1[3], vec2[3], end[3];
float u1,u2,ox1,ox2,oy1,oy2,oz1,oz2;
float labdao,labdax,ldx,labday,ldy,labdaz,ldz, ddalabda;
int dx,dy,dz;
@@ -1200,45 +840,51 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
if(oc->branchcount==0) return 0;
/* do this before intersect calls */
+#if 0
is->facecontr= NULL; /* to check shared edge */
is->obcontr= 0;
is->faceisect= is->isect= 0; /* shared edge, quad half flag */
is->userdata= oc->userdata;
+#endif
+#if 0
/* only for shadow! */
if(is->mode==RE_RAY_SHADOW) {
- /* check with last intersected shadow face */
- if(is->face_last!=NULL && !(is->face_last==is->faceorig && is->ob_last==is->oborig)) {
- if(checkfunc(is, is->ob_last, is->face_last)) {
- is->ob= is->ob_last;
- is->face= is->face_last;
+ /* TODO check with last intersected shadow face */
+ if(is->last.face!=NULL && !(is->last.face==is->orig.face && is->last.ob==is->orig.ob)) {
+ if(checkfunc(is, is->last.ob, is->last.face)) {
+ is->ob= is->last.ob;
+ is->face= is->last.face;
VECSUB(is->vec, is->end, is->start);
if(RE_ray_face_intersection(is, oc->transformfunc, oc->coordsfunc)) return 1;
}
}
}
+#endif
- ldx= is->end[0] - is->start[0];
+ VECADDFAC( end, is->start, is->vec, is->labda );
+ ldx= end[0] - is->start[0];
u1= 0.0f;
u2= 1.0f;
-
+
/* clip with octree cube */
if(cliptest(-ldx, is->start[0]-oc->min[0], &u1,&u2)) {
if(cliptest(ldx, oc->max[0]-is->start[0], &u1,&u2)) {
- ldy= is->end[1] - is->start[1];
+ ldy= end[1] - is->start[1];
if(cliptest(-ldy, is->start[1]-oc->min[1], &u1,&u2)) {
if(cliptest(ldy, oc->max[1]-is->start[1], &u1,&u2)) {
- ldz= is->end[2] - is->start[2];
+ ldz = end[2] - is->start[2];
if(cliptest(-ldz, is->start[2]-oc->min[2], &u1,&u2)) {
if(cliptest(ldz, oc->max[2]-is->start[2], &u1,&u2)) {
c1=1;
if(u2<1.0f) {
- is->end[0]= is->start[0]+u2*ldx;
- is->end[1]= is->start[1]+u2*ldy;
- is->end[2]= is->start[2]+u2*ldz;
+ end[0]= is->start[0]+u2*ldx;
+ end[1]= is->start[1]+u2*ldy;
+ end[2]= is->start[2]+u2*ldz;
}
if(u1>0.0f) {
+ assert( 0 );
is->start[0]+=u1*ldx;
is->start[1]+=u1*ldy;
is->start[2]+=u1*ldz;
@@ -1259,9 +905,9 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
ox1= (is->start[0]-oc->min[0])*oc->ocfacx;
oy1= (is->start[1]-oc->min[1])*oc->ocfacy;
oz1= (is->start[2]-oc->min[2])*oc->ocfacz;
- ox2= (is->end[0]-oc->min[0])*oc->ocfacx;
- oy2= (is->end[1]-oc->min[1])*oc->ocfacy;
- oz2= (is->end[2]-oc->min[2])*oc->ocfacz;
+ ox2= (end[0]-oc->min[0])*oc->ocfacx;
+ oy2= (end[1]-oc->min[1])*oc->ocfacy;
+ oz2= (end[2]-oc->min[2])*oc->ocfacz;
ocx1= (int)ox1;
ocy1= (int)oy1;
@@ -1269,9 +915,16 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
ocx2= (int)ox2;
ocy2= (int)oy2;
ocz2= (int)oz2;
+
+// for(ocx1=0; ocx1<oc->ocres; ocx1++)
+// for(ocy1=0; ocy1<oc->ocres; ocy1++)
+// for(ocz1=0; ocz1<oc->ocres; ocz1++)
+// {
+// no= ocread(oc, ocx1, ocy1, ocz1);
+// if( testnode(oc, is, no, ocval) ) return 1;
+// }
- /* for intersection */
- VECSUB(is->vec, is->end, is->start);
+// return 0;
if(ocx1==ocx2 && ocy1==ocy2 && ocz1==ocz2) {
no= ocread(oc, ocx1, ocy1, ocz1);
@@ -1280,8 +933,8 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
vec1[0]= ox1; vec1[1]= oy1; vec1[2]= oz1;
vec2[0]= ox2; vec2[1]= oy2; vec2[2]= oz2;
calc_ocval_ray(&ocval, (float)ocx1, (float)ocy1, (float)ocz1, vec1, vec2);
- is->ddalabda= 1.0f;
- if( testnode(oc, is, no, ocval, checkfunc) ) return 1;
+// is->ddalabda= 1.0f;
+ if( testnode(oc, is, no, ocval) ) return 1;
}
}
else {
@@ -1359,8 +1012,8 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
vec2[2]= oz1-ddalabda*doz;
calc_ocval_ray(&ocval, (float)xo, (float)yo, (float)zo, vec1, vec2);
- is->ddalabda= ddalabda;
- if( testnode(oc, is, no, ocval, checkfunc) ) return 1;
+// is->ddalabda= ddalabda;
+ if( testnode(oc, is, no, ocval) ) return 1;
}
labdao= ddalabda;
@@ -1430,13 +1083,10 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
}
/* reached end, no intersections found */
- is->ob_last= 0;
- is->face_last= NULL;
+ is->hit.ob = 0;
+ is->hit.face = NULL;
return 0;
}
-float RE_ray_tree_max_size(RayTree *tree)
-{
- return ((Octree*)tree)->ocsize;
-}
+
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index e89cf20e4b1..83165bb6b52 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -29,6 +29,7 @@
#include <string.h>
#include <stdlib.h>
#include <float.h>
+#include <assert.h>
#include "MEM_guardedalloc.h"
@@ -56,6 +57,7 @@
#include "texture.h"
#include "RE_raytrace.h"
+#include "rayobject.h"
#define RAY_TRA 1
#define RAY_TRAFLIP 2
@@ -68,6 +70,7 @@
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+#if 0
static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
{
VlakRen *vlr= (VlakRen*)face;
@@ -101,27 +104,28 @@ static float *vlr_get_transform(void *userdata, int i)
return (obi->flag & R_TRANSFORMED)? (float*)obi->mat: NULL;
}
+#endif
void freeraytree(Render *re)
{
if(re->raytree) {
- RE_ray_tree_free(re->raytree);
+ RayObject_free(re->raytree);
re->raytree= NULL;
+ MEM_freeN( re->rayfaces );
}
}
-
void makeraytree(Render *re)
{
ObjectInstanceRen *obi;
ObjectRen *obr;
VlakRen *vlr= NULL;
- float min[3], max[3], co1[3], co2[3], co3[3], co4[3];
double lasttime= PIL_check_seconds_timer();
int v, totv = 0, totface = 0;
+ RayFace *faces, *cur_face;
- INIT_MINMAX(min, max);
-
- /* first min max raytree space */
+ //TODO (for now octree only supports RayFaces so we need to create them)
+ //
+ //count faces
for(obi=re->instancetable.first; obi; obi=obi->next) {
obr= obi->obr;
@@ -134,52 +138,32 @@ void makeraytree(Render *re)
/* baking selected to active needs non-traceable too */
if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) {
if((vlr->mat->mode & MA_WIRE)==0) {
- VECCOPY(co1, vlr->v1->co);
- VECCOPY(co2, vlr->v2->co);
- VECCOPY(co3, vlr->v3->co);
-
- if(obi->flag & R_TRANSFORMED) {
- Mat4MulVecfl(obi->mat, co1);
- Mat4MulVecfl(obi->mat, co2);
- Mat4MulVecfl(obi->mat, co3);
- }
-
- DO_MINMAX(co1, min, max);
- DO_MINMAX(co2, min, max);
- DO_MINMAX(co3, min, max);
-
- if(vlr->v4) {
- VECCOPY(co4, vlr->v4->co);
- if(obi->flag & R_TRANSFORMED)
- Mat4MulVecfl(obi->mat, co4);
- DO_MINMAX(co4, min, max);
- }
-
totface++;
}
}
}
}
-
- re->raytree= RE_ray_tree_create(re->r.ocres, totface, min, max,
- vlr_face_coords, vlr_check_intersect, vlr_get_transform, re);
-
- if(min[0] > max[0]) { /* empty raytree */
- RE_ray_tree_done(re->raytree);
- return;
- }
-
+
+ re->raytree = RayObject_octree_create( re->r.ocres, totface );
+
+ //Fill rayfaces
+ re->rayfaces = (RayObject*)MEM_callocN(totface*sizeof(RayFace), "render faces");
+ cur_face = faces = (RayFace*)re->rayfaces;
+
for(obi=re->instancetable.first; obi; obi=obi->next) {
obr= obi->obr;
if(re->excludeob && obr->ob == re->excludeob)
continue;
- for(v=0; v<obr->totvlak; v++, totv++) {
- if((v & 255)==0) {
+ for(v=0;v<obr->totvlak;v++) {
+ if((v & 255)==0)
+ {
double time= PIL_check_seconds_timer();
vlr= obr->vlaknodes[v>>8].vlak;
+
+ vlr= obr->vlaknodes[v>>8].vlak;
if(re->test_break(re->tbh))
break;
if(time-lasttime>1.0f) {
@@ -192,23 +176,35 @@ void makeraytree(Render *re)
}
}
else vlr++;
-
- if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE))
- if((vlr->mat->mode & MA_WIRE)==0)
- RE_ray_tree_add_face(re->raytree, RAY_OBJECT_SET(re, obi), vlr);
+ /* baking selected to active needs non-traceable too */
+ if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) {
+ if((vlr->mat->mode & MA_WIRE)==0) {
+ cur_face->v1 = vlr->v1->co;
+ cur_face->v2 = vlr->v2->co;
+ cur_face->v3 = vlr->v3->co;
+ cur_face->v4 = vlr->v4 ? vlr->v4->co : NULL;
+
+ cur_face->ob = (void*)obi;
+ cur_face->face = vlr;
+
+ RayObject_add( re->raytree, (RayObject*) cur_face );
+ cur_face++;
+ }
+ }
}
}
- RE_ray_tree_done(re->raytree);
-
+ RayObject_done( re->raytree );
+//TODO vlr_face_coords, vlr_check_intersect, vlr_get_transform, re);
+
re->i.infostr= NULL;
re->stats_draw(re->sdh, &re->i);
}
static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
{
- VlakRen *vlr= (VlakRen*)is->face;
- ObjectInstanceRen *obi= RAY_OBJECT_GET(&R, is->ob);
+ ObjectInstanceRen *obi= (ObjectInstanceRen*)is->hit.ob;
+ VlakRen *vlr= (VlakRen*)is->hit.face;
int osatex= 0;
/* set up view vector */
@@ -420,29 +416,25 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, flo
ShadeResult shr;
Isect isec;
float f, f1, fr, fg, fb;
- float ref[3], maxsize=RE_ray_tree_max_size(R.raytree);
+ float ref[3];
float dist_mir = origshi->mat->dist_mir;
+ assert(0);
+
/* Warning, This is not that nice, and possibly a bit slow for every ray,
however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
memset(&shi, 0, sizeof(ShadeInput));
/* end warning! - Campbell */
VECCOPY(isec.start, start);
- if (dist_mir > 0.0) {
- isec.end[0]= start[0]+dist_mir*vec[0];
- isec.end[1]= start[1]+dist_mir*vec[1];
- isec.end[2]= start[2]+dist_mir*vec[2];
- } else {
- isec.end[0]= start[0]+maxsize*vec[0];
- isec.end[1]= start[1]+maxsize*vec[1];
- isec.end[2]= start[2]+maxsize*vec[2];
- }
+ VECCOPY(isec.vec, vec );
+ isec.labda = dist_mir > 0 ? dist_mir : RE_RAYTRACE_MAXDIST;
isec.mode= RE_RAY_MIRROR;
- isec.faceorig= (RayFace*)vlr;
- isec.oborig= RAY_OBJECT_SET(&R, obi);
- if(RE_ray_tree_intersect(R.raytree, &isec)) {
+ isec.orig.ob = obi;
+ isec.orig.face = vlr;
+
+ if(RayObject_raycast(R.raytree, &isec)) {
float d= 1.0f;
shi.mask= origshi->mask;
@@ -1279,8 +1271,10 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
if it has col[3]>0.0f continue. so exit when alpha is full */
ShadeInput shi;
ShadeResult shr;
+
+ assert(0);
- if(RE_ray_tree_intersect(R.raytree, is)) {
+ if(RayObject_raycast(R.raytree, is)) {
float d= 1.0f;
/* we got a face */
@@ -1312,8 +1306,9 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
/* adapt isect struct */
VECCOPY(is->start, shi.co);
- is->oborig= RAY_OBJECT_SET(&R, shi.obi);
- is->faceorig= (RayFace*)shi.vlr;
+
+ is->orig.ob = shi.obi;
+ is->orig.face = shi.vlr;
ray_trace_shadow_tra(is, depth-1, traflag | RAY_TRA);
}
@@ -1329,9 +1324,11 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
Isect isec;
ShadeInput shi;
ShadeResult shr_t;
- float vec[3], accum[3], div= 0.0f, maxsize= RE_ray_tree_max_size(R.raytree);
+ float vec[3], accum[3], div= 0.0f;
int a;
+ assert(0);
+
if(only_one) {
return 0;
}
@@ -1339,8 +1336,8 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
accum[0]= accum[1]= accum[2]= 0.0f;
isec.mode= RE_RAY_MIRROR;
- isec.faceorig= (RayFace*)ship->vlr;
- isec.oborig= RAY_OBJECT_SET(&R, ship->obi);
+ isec.orig.ob = ship->obi;
+ isec.orig.face = ship->vlr;
for(a=0; a<8*8; a++) {
@@ -1352,12 +1349,12 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
vec[1]-= vec[1];
vec[2]-= vec[2];
}
+
VECCOPY(isec.start, ship->co);
- isec.end[0]= isec.start[0] + maxsize*vec[0];
- isec.end[1]= isec.start[1] + maxsize*vec[1];
- isec.end[2]= isec.start[2] + maxsize*vec[2];
-
- if(RE_ray_tree_intersect(R.raytree, &isec)) {
+ VECCOPY(isec.vec, vec );
+ isec.labda = RE_RAYTRACE_MAXDIST;
+
+ if(RayObject_raycast(R.raytree, &isec)) {
float fac;
/* Warning, This is not that nice, and possibly a bit slow for every ray,
@@ -1545,10 +1542,16 @@ static void ray_ao_qmc(ShadeInput *shi, float *shadfac)
float dxyview[3], skyadded=0, div;
int aocolor;
- isec.faceorig= (RayFace*)shi->vlr;
- isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
- isec.face_last= NULL;
- isec.ob_last= 0;
+ assert(0);
+
+ isec.orig.ob = shi->obi;
+ isec.orig.face = shi->vlr;
+
+ isec.hit.ob = 0;
+ isec.hit.face = 0;
+
+ isec.last_hit = NULL;
+
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
isec.lay= -1;
@@ -1601,13 +1604,14 @@ static void ray_ao_qmc(ShadeInput *shi, float *shadfac)
Normalize(dir);
VECCOPY(isec.start, shi->co);
- isec.end[0] = shi->co[0] - maxdist*dir[0];
- isec.end[1] = shi->co[1] - maxdist*dir[1];
- isec.end[2] = shi->co[2] - maxdist*dir[2];
+ isec.vec[0] = -dir[0];
+ isec.vec[1] = -dir[1];
+ isec.vec[2] = -dir[2];
+ isec.labda = maxdist;
prev = fac;
- if(RE_ray_tree_intersect(R.raytree, &isec)) {
+ if(RayObject_raycast(R.raytree, &isec)) {
if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac);
else fac+= 1.0f;
}
@@ -1672,10 +1676,16 @@ static void ray_ao_spheresamp(ShadeInput *shi, float *shadfac)
float dxyview[3];
int j= -1, tot, actual=0, skyadded=0, aocolor, resol= R.wrld.aosamp;
- isec.faceorig= (RayFace*)shi->vlr;
- isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
- isec.face_last= NULL;
- isec.ob_last= 0;
+ assert(0);
+
+ isec.orig.ob = shi->obi;
+ isec.orig.face = shi->vlr;
+
+ isec.hit.ob = 0;
+ isec.hit.face = 0;
+
+ isec.last_hit = NULL;
+
isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
isec.lay= -1;
@@ -1725,14 +1735,15 @@ static void ray_ao_spheresamp(ShadeInput *shi, float *shadfac)
actual++;
- /* always set start/end, RE_ray_tree_intersect clips it */
+ /* always set start/vec/labda */
VECCOPY(isec.start, shi->co);
- isec.end[0] = shi->co[0] - maxdist*vec[0];
- isec.end[1] = shi->co[1] - maxdist*vec[1];
- isec.end[2] = shi->co[2] - maxdist*vec[2];
+ isec.vec[0] = -vec[0];
+ isec.vec[1] = -vec[1];
+ isec.vec[2] = -vec[2];
+ isec.labda = maxdist;
/* do the trace */
- if(RE_ray_tree_intersect(R.raytree, &isec)) {
+ if(RayObject_raycast(R.raytree, &isec)) {
if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac);
else sh+= 1.0f;
}
@@ -1838,7 +1849,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
int samples=0;
float samp3d[3];
- float fac=0.0f, vec[3];
+ float fac=0.0f, vec[3], end[3];
float colsq[4];
float adapt_thresh = lar->adapt_thresh;
int min_adapt_samples=4, max_samples = lar->ray_totsamp;
@@ -1848,6 +1859,8 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
float jitco[RE_MAX_OSA][3];
int totjitco;
+// assert(0);
+
colsq[0] = colsq[1] = colsq[2] = 0.0;
if(isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
@@ -1879,8 +1892,9 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
while (samples < max_samples) {
- isec->faceorig= (RayFace*)shi->vlr;
- isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
+
+ isec->orig.ob = shi->obi;
+ isec->orig.face = shi->vlr;
/* manually jitter the start shading co-ord per sample
* based on the pre-generated OSA texture sampling offsets,
@@ -1916,11 +1930,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
/* align samples to lamp vector */
Mat3MulVecfl(lar->mat, samp3d);
}
- isec->end[0]= vec[0]+samp3d[0];
- isec->end[1]= vec[1]+samp3d[1];
- isec->end[2]= vec[2]+samp3d[2];
+ end[0] = vec[0]+samp3d[0];
+ end[1] = vec[1]+samp3d[1];
+ end[2] = vec[2]+samp3d[2];
} else {
- VECCOPY(isec->end, vec);
+ VECCOPY(end, vec);
}
if(shi->strand) {
@@ -1928,7 +1942,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
float jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
float v[3];
- VECSUB(v, co, isec->end);
+ VECSUB(v, co, end);
Normalize(v);
co[0] -= jitbias*v[0];
@@ -1937,6 +1951,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
}
VECCOPY(isec->start, co);
+// VECSUB(isec->vec, end, isec->start);
+ isec->vec[0] = end[0]-isec->start[0];
+ isec->vec[1] = end[1]-isec->start[1];
+ isec->vec[2] = end[2]-isec->start[2];
+ isec->labda = 1.0f; // * Normalize(isec->vec);
/* trace the ray */
if(isec->mode==RE_RAY_SHADOW_TRA) {
@@ -1955,7 +1974,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
colsq[2] += isec->col[2]*isec->col[2];
}
else {
- if( RE_ray_tree_intersect(R.raytree, isec) ) fac+= 1.0f;
+ if( RayObject_raycast(R.raytree, isec) ) fac+= 1.0f;
}
samples++;
@@ -1996,6 +2015,8 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
float fac=0.0f, div=0.0f, vec[3];
int a, j= -1, mask;
+ assert(0);
+
if(isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
}
@@ -2022,19 +2043,18 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
}
}
- isec->faceorig= (RayFace*)shi->vlr;
- isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
+ isec->orig.ob = shi->obi;
+ isec->orig.face = shi->vlr;
vec[0]= jitlamp[0];
vec[1]= jitlamp[1];
vec[2]= 0.0f;
Mat3MulVecfl(lar->mat, vec);
- /* set start and end, RE_ray_tree_intersect clips it */
+ /* set start and vec */
VECCOPY(isec->start, shi->co);
- isec->end[0]= lampco[0]+vec[0];
- isec->end[1]= lampco[1]+vec[1];
- isec->end[2]= lampco[2]+vec[2];
+ VECCOPY(isec->vec, vec);
+ isec->labda = 1.0f;
if(isec->mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
@@ -2047,7 +2067,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
shadfac[2] += isec->col[2];
shadfac[3] += isec->col[3];
}
- else if( RE_ray_tree_intersect(R.raytree, isec) ) fac+= 1.0f;
+ else if( RayObject_raycast(R.raytree, isec) ) fac+= 1.0f;
div+= 1.0f;
jitlamp+= 2;
@@ -2071,7 +2091,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
{
Isect isec;
- float lampco[3], maxsize;
+ float lampco[3];
/* setup isec */
if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
@@ -2084,19 +2104,16 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
/* only when not mir tracing, first hit optimm */
if(shi->depth==0) {
- isec.face_last= (RayFace*)lar->vlr_last[shi->thread];
- isec.ob_last= RAY_OBJECT_SET(&R, lar->obi_last[shi->thread]);
+ isec.last_hit = lar->last_hit[shi->thread];
}
else {
- isec.face_last= NULL;
- isec.ob_last= 0;
+ isec.last_hit = NULL;
}
if(lar->type==LA_SUN || lar->type==LA_HEMI) {
- maxsize= RE_ray_tree_max_size(R.raytree);
- lampco[0]= shi->co[0] - maxsize*lar->vec[0];
- lampco[1]= shi->co[1] - maxsize*lar->vec[1];
- lampco[2]= shi->co[2] - maxsize*lar->vec[2];
+ lampco[0]= shi->co[0] - RE_RAYTRACE_MAXDIST*lar->vec[0];
+ lampco[1]= shi->co[1] - RE_RAYTRACE_MAXDIST*lar->vec[1];
+ lampco[2]= shi->co[2] - RE_RAYTRACE_MAXDIST*lar->vec[2];
}
else {
VECCOPY(lampco, lar->co);
@@ -2109,13 +2126,15 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
} else {
if(lar->ray_totsamp<2) {
- isec.faceorig= (RayFace*)shi->vlr;
- isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
+ isec.orig.ob = shi->obi;
+ isec.orig.face = shi->vlr;
+
shadfac[3]= 1.0f; // 1.0=full light
/* set up isec vec */
VECCOPY(isec.start, shi->co);
- VECCOPY(isec.end, lampco);
+ VECSUB(isec.vec, lampco, isec.start);
+ isec.labda = 1.0f;
if(isec.mode==RE_RAY_SHADOW_TRA) {
/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
@@ -2125,7 +2144,11 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
ray_trace_shadow_tra(&isec, DEPTH_SHADOW_TRA, 0);
QUATCOPY(shadfac, isec.col);
}
- else if(RE_ray_tree_intersect(R.raytree, &isec)) shadfac[3]= 0.0f;
+ else
+ {
+ assert(0);
+ if(RayObject_raycast(R.raytree, &isec)) shadfac[3]= 0.0f;
+ }
}
else {
ray_shadow_jitter(shi, lar, lampco, shadfac, &isec);
@@ -2134,8 +2157,7 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
/* for first hit optim, set last interesected shadow face */
if(shi->depth==0) {
- lar->vlr_last[shi->thread]= (VlakRen*)isec.face_last;
- lar->obi_last[shi->thread]= RAY_OBJECT_GET(&R, isec.ob_last);
+ lar->last_hit[shi->thread] = isec.last_hit;
}
}
@@ -2145,7 +2167,9 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float *co)
{
Isect isec;
- float lampco[3], maxsize;
+ float lampco[3];
+
+ assert(0);
/* setup isec */
isec.mode= RE_RAY_SHADOW_TRA;
@@ -2153,23 +2177,22 @@ static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float
if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1;
if(lar->type==LA_SUN || lar->type==LA_HEMI) {
- maxsize= RE_ray_tree_max_size(R.raytree);
- lampco[0]= shi->co[0] - maxsize*lar->vec[0];
- lampco[1]= shi->co[1] - maxsize*lar->vec[1];
- lampco[2]= shi->co[2] - maxsize*lar->vec[2];
+ lampco[0]= shi->co[0] - RE_RAYTRACE_MAXDIST*lar->vec[0];
+ lampco[1]= shi->co[1] - RE_RAYTRACE_MAXDIST*lar->vec[1];
+ lampco[2]= shi->co[2] - RE_RAYTRACE_MAXDIST*lar->vec[2];
}
else {
VECCOPY(lampco, lar->co);
}
- isec.faceorig= (RayFace*)shi->vlr;
- isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
+ isec.orig.ob = shi->obi;
+ isec.orig.face = shi->vlr;
/* set up isec vec */
VECCOPY(isec.start, shi->co);
VECCOPY(isec.end, lampco);
- if(RE_ray_tree_intersect(R.raytree, &isec)) {
+ if(RayObject_raycast(R.raytree, &isec)) {
/* we got a face */
/* render co */
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index deb6f0db743..fe1ab21a4a4 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -31,6 +31,7 @@
#include <math.h>
#include <float.h>
#include <string.h>
+#include <assert.h>
/* External modules: */
#include "MEM_guardedalloc.h"
@@ -2234,6 +2235,7 @@ static void bake_displacement(void *handle, ShadeInput *shi, float dist, int x,
}
}
+#if 0
static int bake_check_intersect(Isect *is, int ob, RayFace *face)
{
BakeShade *bs = (BakeShade*)is->userdata;
@@ -2243,9 +2245,13 @@ static int bake_check_intersect(Isect *is, int ob, RayFace *face)
return (R.objectinstance[ob].obr->ob != bs->actob);
}
+#endif
-static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
+static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
{
+ //TODO
+ assert( 0 );
+#if 0
float maxdist;
int hit;
@@ -2253,15 +2259,17 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, flo
if(R.r.bake_maxdist > 0.0f)
maxdist= R.r.bake_maxdist;
else
- maxdist= RE_ray_tree_max_size(R.raytree) + R.r.bake_biasdist;
+ maxdist= FLT_MAX + R.r.bake_biasdist;
+ //TODO normalized direction?
VECADDFAC(isect->start, start, dir, -R.r.bake_biasdist);
+ isect->dir[0] = dir[0]*sign;
+ isect->dir[1] = dir[1]*sign;
+ isect->dir[2] = dir[2]*sign;
+ isect->labda = maxdist;
- isect->end[0] = isect->start[0] + dir[0]*maxdist*sign;
- isect->end[1] = isect->start[1] + dir[1]*maxdist*sign;
- isect->end[2] = isect->start[2] + dir[2]*maxdist*sign;
-
- hit = RE_ray_tree_intersect_check(R.raytree, isect, bake_check_intersect);
+ hit = RayObject_raycast(raytree, isect);
+ //TODO bake_check_intersect
if(hit) {
hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
@@ -2271,6 +2279,8 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, flo
}
return hit;
+#endif
+ return 0;
}
static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3)
@@ -2387,8 +2397,9 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
for(sign=-1; sign<=1; sign+=2) {
memset(&isec, 0, sizeof(isec));
isec.mode= RE_RAY_MIRROR;
- isec.faceorig= (RayFace*)vlr;
- isec.oborig= RAY_OBJECT_SET(&R, obi);
+
+ isec.orig.ob = obi;
+ isec.orig.face = vlr;
isec.userdata= bs;
if(bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
@@ -2412,8 +2423,8 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
/* if hit, we shade from the new point, otherwise from point one starting face */
if(hit) {
- vlr= (VlakRen*)minisec.face;
- obi= RAY_OBJECT_GET(&R, minisec.ob);
+ obi= (ObjectInstanceRen*)minisec.hit.ob;
+ vlr= (VlakRen*)minisec.hit.face;
quad= (minisec.isect == 2);
VECCOPY(shi->co, minco);