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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-02-05 16:41:29 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-02-05 16:41:29 +0300
commit04299657a7eaee212b983b27bed6b66793f7a985 (patch)
tree02dc6e965d8ef08135234da893a85ece7ef7ac2c /source/blender/render/intern/include/rayobject.h
parent90cf78eb5409a77c912b90fb812a4391e31897ae (diff)
Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
Diffstat (limited to 'source/blender/render/intern/include/rayobject.h')
-rw-r--r--source/blender/render/intern/include/rayobject.h195
1 files changed, 53 insertions, 142 deletions
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
index e16ec83fb61..61b7a23cf54 100644
--- a/source/blender/render/intern/include/rayobject.h
+++ b/source/blender/render/intern/include/rayobject.h
@@ -26,6 +26,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
+
#ifndef RE_RAYOBJECT_H
#define RE_RAYOBJECT_H
@@ -33,176 +34,86 @@
extern "C" {
#endif
-#include "RE_raytrace.h"
-#include "render_types.h"
-#include <stdio.h>
-#include <float.h>
-
+struct Isect;
+struct ObjectInstanceRen;
+struct RayHint;
+struct VlakRen;
/* 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 0x03) to define the
- type of RayObject.
-
- This leads to 4 possible types of RayObject:
-
- addr&3 - type of object
- 0 Self (reserved for each structure)
- 1 RayFace (tri/quad primitive)
- 2 RayObject (generic with API callbacks)
- 3 VlakPrimitive
- (vlak primitive - to be used when we have a vlak describing the data
- eg.: on render code)
-
- 0 means it's reserved and has it own meaning inside each ray acceleration structure
- (this way each structure can use the allign offset to determine if a node represents a
- RayObject primitive, which can be used to save memory)
-
- You actually don't need to care about this if you are only using the API
- described on RE_raytrace.h
- */
-/* used to align a given ray object */
-#define RE_rayobject_align(o) ((RayObject*)(((intptr_t)o)&(~3)))
-
-/* used to unalign a given ray object */
-#define RE_rayobject_unalignRayFace(o) ((RayObject*)(((intptr_t)o)|1))
-#define RE_rayobject_unalignRayAPI(o) ((RayObject*)(((intptr_t)o)|2))
-#define RE_rayobject_unalignVlakPrimitive(o) ((RayObject*)(((intptr_t)o)|3))
-
-/* used to test the type of ray object */
-#define RE_rayobject_isAligned(o) ((((intptr_t)o)&3) == 0)
-#define RE_rayobject_isRayFace(o) ((((intptr_t)o)&3) == 1)
-#define RE_rayobject_isRayAPI(o) ((((intptr_t)o)&3) == 2)
-#define RE_rayobject_isVlakPrimitive(o) ((((intptr_t)o)&3) == 3)
-
-
-
-/*
- * This class is intended as a place holder for control, configuration of the rayobject like:
- * - stop building (TODO maybe when porting build to threads this could be implemented with some thread_cancel function)
- * - max number of threads and threads callback to use during build
- * ...
- */
-typedef int (*RE_rayobjectcontrol_test_break_callback)(void *data);
-typedef struct RayObjectControl RayObjectControl;
-struct RayObjectControl
-{
- void *data;
- RE_rayobjectcontrol_test_break_callback test_break;
-};
-
-/*
- * This rayobject represents a generic object. With it's own callbacks for raytrace operations.
- * It's suitable to implement things like LOD.
- */
-struct RayObject
-{
- struct RayObjectAPI *api;
-
- struct RayObjectControl control;
-};
+ Can be a face/triangle, bvh tree, object instance, etc. This is the
+ public API used by the renderer, see rayobject_internal.h for the
+ internal implementation details. */
+typedef struct RayObject RayObject;
+/* Intersection, see rayintersection.h */
+int RE_rayobject_raycast(RayObject *r, struct Isect *i);
-typedef int (*RE_rayobject_raycast_callback)(RayObject *, Isect *);
-typedef void (*RE_rayobject_add_callback)(RayObject *raytree, RayObject *rayobject);
-typedef void (*RE_rayobject_done_callback)(RayObject *);
-typedef void (*RE_rayobject_free_callback)(RayObject *);
-typedef void (*RE_rayobject_merge_bb_callback)(RayObject *, float *min, float *max);
-typedef float (*RE_rayobject_cost_callback)(RayObject *);
-typedef void (*RE_rayobject_hint_bb_callback)(RayObject *, RayHint *, float *, float *);
+/* Acceleration Structures */
-typedef struct RayObjectAPI
-{
- RE_rayobject_raycast_callback raycast;
- RE_rayobject_add_callback add;
- RE_rayobject_done_callback done;
- RE_rayobject_free_callback free;
- RE_rayobject_merge_bb_callback bb;
- RE_rayobject_cost_callback cost;
- RE_rayobject_hint_bb_callback hint_bb;
-
-} RayObjectAPI;
+RayObject* RE_rayobject_octree_create(int ocres, int size);
+RayObject* RE_rayobject_instance_create(RayObject *target, float transform[][4], void *ob, void *target_ob);
+RayObject* RE_rayobject_empty_create();
+RayObject* RE_rayobject_blibvh_create(int size); /* BLI_kdopbvh.c */
+RayObject* RE_rayobject_vbvh_create(int size); /* raytrace/rayobject_vbvh.c */
+RayObject* RE_rayobject_svbvh_create(int size); /* raytrace/rayobject_svbvh.c */
+RayObject* RE_rayobject_qbvh_create(int size); /* raytrace/rayobject_qbvh.c */
-/*
- * This function differs from RE_rayobject_raycast
- * RE_rayobject_intersect does NOT perform last-hit optimization
- * So this is probably a function to call inside raytrace structures
- */
-int RE_rayobject_intersect(RayObject *r, Isect *i);
+/* Building */
-/*
- * Returns distance ray must travel to hit the given bounding box
- * BB should be in format [2][3]
- */
-/* float RE_rayobject_bb_intersect(const Isect *i, const float *bb); */
-int RE_rayobject_bb_intersect_test(const Isect *i, const float *bb); /* same as bb_intersect but doens't calculates distance */
+void RE_rayobject_add(RayObject *r, RayObject *);
+void RE_rayobject_done(RayObject *r);
+void RE_rayobject_free(RayObject *r);
-/*
- * Returns the expected cost of raycast on this node, primitives have a cost of 1
- */
-float RE_rayobject_cost(RayObject *r);
+void RE_rayobject_set_control(RayObject *r, void *data, int (*test_break)(void *data));
+/* RayObject representing faces, all data is locally available instead
+ of referring to some external data structure, for possibly faster
+ intersection tests. */
-/*
- * Returns true if for some reason a heavy processing function should stop
- * (eg.: user asked to stop during a tree a build)
- */
-int RE_rayobjectcontrol_test_break(RayObjectControl *c);
+typedef struct RayFace {
+ float v1[4], v2[4], v3[4], v4[3];
+ int quad;
+ void *ob;
+ void *face;
+} RayFace;
+#define RE_rayface_isQuad(a) ((a)->quad)
-#define ISECT_EPSILON ((float)FLT_EPSILON)
+RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
+/* RayObject representing faces directly from a given VlakRen structure. Thus
+ allowing to save memory, but making code triangle intersection dependant on
+ render structures. */
+typedef struct VlakPrimitive {
+ struct ObjectInstanceRen *ob;
+ struct VlakRen *face;
+} VlakPrimitive;
-#if !defined(_WIN32) && !defined(_WIN64)
+RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
-#include <sys/time.h>
-#include <time.h>
+/* Bounding Box */
-#define BENCH(a,name) \
- { \
- double _t1, _t2; \
- struct timeval _tstart, _tend; \
- clock_t _clock_init = clock(); \
- gettimeofday ( &_tstart, NULL); \
- (a); \
- gettimeofday ( &_tend, NULL); \
- _t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 ); \
- _t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 ); \
- printf("BENCH:%s: %fs (real) %fs (cpu)\n", #name, _t2-_t1, (float)(clock()-_clock_init)/CLOCKS_PER_SEC);\
- }
-#else
+/* extend min/max coords so that the rayobject is inside them */
+void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
-#define BENCH(a,name) (a)
+/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */
+void RE_rayobject_hint_bb(RayObject *r, struct RayHint *hint, float *min, float *max);
-#endif
+/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/
+/* void RE_rayobject_hint_cone(RayObject *r, struct RayHint *hint, float *); */
+/* Internals */
+#include "../raytrace/rayobject_internal.h"
#ifdef __cplusplus
}
#endif
-
#endif
+