diff options
author | Andre Susano Pinto <andresusanopinto@gmail.com> | 2009-07-12 02:13:01 +0400 |
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committer | Andre Susano Pinto <andresusanopinto@gmail.com> | 2009-07-12 02:13:01 +0400 |
commit | d6aefa6abd6d99a0024e7d576a3766f72d115b7f (patch) | |
tree | b66c365c7bd7f806ceb3c80c116b562fd9956d71 /source/blender/render/intern/raytrace | |
parent | e56795b4fae00ca6d15d676843386c6fd34485bf (diff) |
Added module bf_render_raytrace (source/blender/render/intern/raytrace)
to be able to use C++ at raytrace code
C++ used in here is basicly C with templates and function overloads,
to make it easier to reuse code between structures.
For now BVH was converted in C++ and moved to this module
Diffstat (limited to 'source/blender/render/intern/raytrace')
-rw-r--r-- | source/blender/render/intern/raytrace/bvh.h | 288 | ||||
-rw-r--r-- | source/blender/render/intern/raytrace/rayobject_bvh.cpp | 470 |
2 files changed, 758 insertions, 0 deletions
diff --git a/source/blender/render/intern/raytrace/bvh.h b/source/blender/render/intern/raytrace/bvh.h new file mode 100644 index 00000000000..d2da2690c49 --- /dev/null +++ b/source/blender/render/intern/raytrace/bvh.h @@ -0,0 +1,288 @@ + +/* bvh tree generics */ +template<class Tree> static int bvh_intersect(Tree *obj, Isect *isec); + +template<class Tree> static void bvh_add(Tree *obj, RayObject *ob) +{ + rtbuild_add( obj->builder, ob ); +} + +template<class Tree> static void bvh_done(Tree *obj); + +template<class Tree> +static void bvh_free(Tree *obj) +{ + if(obj->builder) + rtbuild_free(obj->builder); + + if(obj->node_arena) + BLI_memarena_free(obj->node_arena); + + MEM_freeN(obj); +} + +template<class Tree> +static void bvh_bb(Tree *obj, float *min, float *max) +{ + bvh_node_merge_bb(obj->root, min, max); +} + + +template<class Tree> +static float bvh_cost(Tree *obj) +{ + assert(obj->cost >= 0.0); + return obj->cost; +} + + + +/* bvh tree nodes generics */ +template<class Node> static inline int bvh_node_hit_test(Node *node, Isect *isec) +{ + return RE_rayobject_bb_intersect(isec, (const float*)node->bb) != FLT_MAX; +} + + +template<class Node> +static void bvh_node_merge_bb(Node *node, float *min, float *max) +{ + if(RayObject_isAligned(node)) + { + DO_MIN(node->bb , min); + DO_MAX(node->bb+3, max); + } + else + { + RE_rayobject_merge_bb( (RayObject*)node, min, max); + } +} + + + +/* + * recursivly transverse a BVH looking for a rayhit using a local stack + */ +template<class Node> static inline void bvh_node_push_childs(Node *node, Isect *isec, Node **stack, int &stack_pos); + +template<class Node,int MAX_STACK_SIZE> +static int bvh_node_stack_raycast(Node *root, Isect *isec) +{ + Node *stack[MAX_STACK_SIZE]; + int hit = 0, stack_pos = 0; + + stack[stack_pos++] = root; + while(stack_pos) + { + Node *node = stack[--stack_pos]; + if(RayObject_isAligned(node)) + { + if(bvh_node_hit_test(node,isec)) + { + bvh_node_push_childs(node, isec, stack, stack_pos); + assert(stack_pos <= MAX_STACK_SIZE); + } + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node, isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + return hit; + +} + +/* + * recursively transverse a BVH looking for a rayhit using system stack + */ +/* +template<class Node> +static int bvh_node_raycast(Node *node, Isect *isec) +{ + int hit = 0; + if(bvh_test_node(node, isec)) + { + if(isec->idot_axis[node->split_axis] > 0.0f) + { + int i; + for(i=0; i<BVH_NCHILDS; i++) + if(RayObject_isAligned(node->child[i])) + { + if(node->child[i] == 0) break; + + hit |= bvh_node_raycast(node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + else + { + int i; + for(i=BVH_NCHILDS-1; i>=0; i--) + if(RayObject_isAligned(node->child[i])) + { + if(node->child[i]) + { + hit |= dfs_raycast(node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + } + return hit; +} +*/ + +/* bvh tree generics */ +template<class Tree> static int bvh_intersect(Tree *obj, Isect *isec); + +template<class Tree> static void bvh_add(Tree *obj, RayObject *ob) +{ + rtbuild_add( obj->builder, ob ); +} + +template<class Tree> static void bvh_done(Tree *obj); + +template<class Tree> +static void bvh_free(Tree *obj) +{ + if(obj->builder) + rtbuild_free(obj->builder); + + if(obj->node_arena) + BLI_memarena_free(obj->node_arena); + + MEM_freeN(obj); +} + +template<class Tree> +static void bvh_bb(Tree *obj, float *min, float *max) +{ + bvh_node_merge_bb(obj->root, min, max); +} + + +template<class Tree> +static float bvh_cost(Tree *obj) +{ + assert(obj->cost >= 0.0); + return obj->cost; +} + + + +/* bvh tree nodes generics */ +template<class Node> static inline int bvh_node_hit_test(Node *node, Isect *isec) +{ + return RE_rayobject_bb_intersect(isec, (const float*)node->bb) != FLT_MAX; +} + + +template<class Node> +static void bvh_node_merge_bb(Node *node, float *min, float *max) +{ + if(RayObject_isAligned(node)) + { + DO_MIN(node->bb , min); + DO_MAX(node->bb+3, max); + } + else + { + RE_rayobject_merge_bb( (RayObject*)node, min, max); + } +} + + + +/* + * recursivly transverse a BVH looking for a rayhit using a local stack + */ +template<class Node> static inline void bvh_node_push_childs(Node *node, Isect *isec, Node **stack, int &stack_pos); + +template<class Node,int MAX_STACK_SIZE> +static int bvh_node_stack_raycast(Node *root, Isect *isec) +{ + Node *stack[MAX_STACK_SIZE]; + int hit = 0, stack_pos = 0; + + stack[stack_pos++] = root; + while(stack_pos) + { + Node *node = stack[--stack_pos]; + if(RayObject_isAligned(node)) + { + if(bvh_node_hit_test(node,isec)) + { + bvh_node_push_childs(node, isec, stack, stack_pos); + assert(stack_pos <= MAX_STACK_SIZE); + } + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node, isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + return hit; + +} + +/* + * recursively transverse a BVH looking for a rayhit using system stack + */ +/* +template<class Node> +static int bvh_node_raycast(Node *node, Isect *isec) +{ + int hit = 0; + if(bvh_test_node(node, isec)) + { + if(isec->idot_axis[node->split_axis] > 0.0f) + { + int i; + for(i=0; i<BVH_NCHILDS; i++) + if(RayObject_isAligned(node->child[i])) + { + if(node->child[i] == 0) break; + + hit |= bvh_node_raycast(node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + else + { + int i; + for(i=BVH_NCHILDS-1; i>=0; i--) + if(RayObject_isAligned(node->child[i])) + { + if(node->child[i]) + { + hit |= dfs_raycast(node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + else + { + hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec); + if(hit && isec->mode == RE_RAY_SHADOW) return hit; + } + } + } + return hit; +} +*/ diff --git a/source/blender/render/intern/raytrace/rayobject_bvh.cpp b/source/blender/render/intern/raytrace/rayobject_bvh.cpp new file mode 100644 index 00000000000..7bf87e09181 --- /dev/null +++ b/source/blender/render/intern/raytrace/rayobject_bvh.cpp @@ -0,0 +1,470 @@ +/** + * $Id$ + * + * ***** 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 ***** + */ +extern "C" +{ +#include <assert.h> +#include "MEM_guardedalloc.h" +#include "BKE_utildefines.h" +#include "BLI_arithb.h" +#include "BLI_memarena.h" +#include "RE_raytrace.h" +#include "rayobject_rtbuild.h" +#include "rayobject.h" +}; + +#include "bvh.h" + +#define BVH_NCHILDS 2 +#define RAY_BB_TEST_COST (0.2f) +#define DFS_STACK_SIZE 64 +#define DYNAMIC_ALLOC + +//#define rtbuild_split rtbuild_mean_split_largest_axis /* objects mean split on the longest axis, childs BB are allowed to overlap */ +//#define rtbuild_split rtbuild_median_split_largest_axis /* space median split on the longest axis, childs BB are allowed to overlap */ +#define rtbuild_split rtbuild_heuristic_object_split /* split objects using heuristic */ + +struct BVHNode +{ + BVHNode *child[BVH_NCHILDS]; + float bb[6]; + int split_axis; +}; + +struct BVHTree +{ + RayObject rayobj; + + BVHNode *root; + + MemArena *node_arena; + + float cost; + RTBuilder *builder; +}; + + +/* + * Push nodes (used on dfs) + */ +template<class Node> +inline static void bvh_node_push_childs(Node *node, Isect *isec, Node **stack, int &stack_pos) +{ + //push nodes in reverse visit order + if(isec->idot_axis[node->split_axis] < 0.0f) + { + int i; + for(i=0; i<BVH_NCHILDS; i++) + if(node->child[i] == 0) + break; + else + stack[stack_pos++] = node->child[i]; + } + else + { + int i; + for(i=BVH_NCHILDS-1; i>=0; i--) + if(node->child[i] != 0) + stack[stack_pos++] = node->child[i]; + } +} + +/* + * BVH done + */ +static BVHNode *bvh_new_node(BVHTree *tree, int nid) +{ + BVHNode *node = (BVHNode*)BLI_memarena_alloc(tree->node_arena, sizeof(BVHNode)); + return node; +} + +static int child_id(int pid, int nchild) +{ + //N child of node A = A * K + (2 - K) + N, (0 <= N < K) + return pid*BVH_NCHILDS+(2-BVH_NCHILDS)+nchild; +} + + +static BVHNode *bvh_rearrange(BVHTree *tree, RTBuilder *builder, int nid, float *cost) +{ + *cost = 0; + if(rtbuild_size(builder) == 0) + return 0; + + if(rtbuild_size(builder) == 1) + { + RayObject *child = builder->begin[0]; + + if(RayObject_isRayFace(child)) + { + int i; + BVHNode *parent = bvh_new_node(tree, nid); + parent->split_axis = 0; + + INIT_MINMAX(parent->bb, parent->bb+3); + + for(i=0; i<1; i++) + { + parent->child[i] = (BVHNode*)builder->begin[i]; + bvh_node_merge_bb(parent->child[i], parent->bb, parent->bb+3); + } + for(; i<BVH_NCHILDS; i++) + parent->child[i] = 0; + + *cost = RE_rayobject_cost(child)+RAY_BB_TEST_COST; + return parent; + } + else + { + assert(!RayObject_isAligned(child)); + //Its a sub-raytrace structure, assume it has it own raycast + //methods and adding a Bounding Box arround is unnecessary + + *cost = RE_rayobject_cost(child); + return (BVHNode*)child; + } + } + else + { + int i; + RTBuilder tmp; + BVHNode *parent = bvh_new_node(tree, nid); + int nc = rtbuild_split(builder, BVH_NCHILDS); + + + INIT_MINMAX(parent->bb, parent->bb+3); + parent->split_axis = builder->split_axis; + for(i=0; i<nc; i++) + { + float cbb[6]; + float tcost; + parent->child[i] = bvh_rearrange( tree, rtbuild_get_child(builder, i, &tmp), child_id(nid,i), &tcost ); + + INIT_MINMAX(cbb, cbb+3); + bvh_node_merge_bb(parent->child[i], cbb, cbb+3); + DO_MIN(cbb, parent->bb); + DO_MAX(cbb+3, parent->bb+3); + + *cost += tcost*bb_area(cbb, cbb+3); + } + for(; i<BVH_NCHILDS; i++) + parent->child[i] = 0; + + *cost /= bb_area(parent->bb, parent->bb+3); + *cost += nc*RAY_BB_TEST_COST; + return parent; + } +} + +template<> +void bvh_done<BVHTree>(BVHTree *obj) +{ + int needed_nodes = (rtbuild_size(obj->builder)+1)*2; + if(needed_nodes > BLI_MEMARENA_STD_BUFSIZE) + needed_nodes = BLI_MEMARENA_STD_BUFSIZE; + + obj->node_arena = BLI_memarena_new(needed_nodes); + BLI_memarena_use_malloc(obj->node_arena); + + + obj->root = bvh_rearrange( obj, obj->builder, 1, &obj->cost ); + + rtbuild_free( obj->builder ); + obj->builder = NULL; +} + +template<> +int bvh_intersect<BVHTree>(BVHTree *obj, Isect* isec) +{ + if(RayObject_isAligned(obj->root)) + return bvh_node_stack_raycast<BVHNode,64>(obj->root, isec); + else + return RE_rayobject_intersect( (RayObject*) obj->root, isec ); +} + + +/* the cast to pointer function is needed to workarround gcc bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=11407 */ +static RayObjectAPI bvh_api = +{ + (RE_rayobject_raycast_callback) ((int(*)(BVHTree*,Isect*)) &bvh_intersect<BVHTree>), + (RE_rayobject_add_callback) ((void(*)(BVHTree*,RayObject*)) &bvh_add<BVHTree>), + (RE_rayobject_done_callback) ((void(*)(BVHTree*)) &bvh_done<BVHTree>), + (RE_rayobject_free_callback) ((void(*)(BVHTree*)) &bvh_free<BVHTree>), + (RE_rayobject_merge_bb_callback)((void(*)(BVHTree*,float*,float*)) &bvh_bb<BVHTree>), + (RE_rayobject_cost_callback) ((float(*)(BVHTree*)) &bvh_cost<BVHTree>) +}; + + +RayObject *RE_rayobject_bvh_create(int size) +{ + BVHTree *obj= (BVHTree*)MEM_callocN(sizeof(BVHTree), "BVHTree"); + assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */ + + obj->rayobj.api = &bvh_api; + obj->root = NULL; + + obj->node_arena = NULL; + obj->builder = rtbuild_create( size ); + + return RayObject_unalignRayAPI((RayObject*) obj); +} +/** + * $Id$ + * + * ***** 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 ***** + */ +extern "C" +{ +#include <assert.h> +#include "MEM_guardedalloc.h" +#include "BKE_utildefines.h" +#include "BLI_arithb.h" +#include "BLI_memarena.h" +#include "RE_raytrace.h" +#include "rayobject_rtbuild.h" +#include "rayobject.h" +}; + +#include "bvh.h" + +#define BVH_NCHILDS 2 +#define RAY_BB_TEST_COST (0.2f) +#define DFS_STACK_SIZE 64 +#define DYNAMIC_ALLOC + +//#define rtbuild_split rtbuild_mean_split_largest_axis /* objects mean split on the longest axis, childs BB are allowed to overlap */ +//#define rtbuild_split rtbuild_median_split_largest_axis /* space median split on the longest axis, childs BB are allowed to overlap */ +#define rtbuild_split rtbuild_heuristic_object_split /* split objects using heuristic */ + +struct BVHNode +{ + BVHNode *child[BVH_NCHILDS]; + float bb[6]; + int split_axis; +}; + +struct BVHTree +{ + RayObject rayobj; + + BVHNode *root; + + MemArena *node_arena; + + float cost; + RTBuilder *builder; +}; + + +/* + * Push nodes (used on dfs) + */ +template<class Node> +inline static void bvh_node_push_childs(Node *node, Isect *isec, Node **stack, int &stack_pos) +{ + //push nodes in reverse visit order + if(isec->idot_axis[node->split_axis] < 0.0f) + { + int i; + for(i=0; i<BVH_NCHILDS; i++) + if(node->child[i] == 0) + break; + else + stack[stack_pos++] = node->child[i]; + } + else + { + int i; + for(i=BVH_NCHILDS-1; i>=0; i--) + if(node->child[i] != 0) + stack[stack_pos++] = node->child[i]; + } +} + +/* + * BVH done + */ +static BVHNode *bvh_new_node(BVHTree *tree, int nid) +{ + BVHNode *node = (BVHNode*)BLI_memarena_alloc(tree->node_arena, sizeof(BVHNode)); + return node; +} + +static int child_id(int pid, int nchild) +{ + //N child of node A = A * K + (2 - K) + N, (0 <= N < K) + return pid*BVH_NCHILDS+(2-BVH_NCHILDS)+nchild; +} + + +static BVHNode *bvh_rearrange(BVHTree *tree, RTBuilder *builder, int nid, float *cost) +{ + *cost = 0; + if(rtbuild_size(builder) == 0) + return 0; + + if(rtbuild_size(builder) == 1) + { + RayObject *child = builder->begin[0]; + + if(RayObject_isRayFace(child)) + { + int i; + BVHNode *parent = bvh_new_node(tree, nid); + parent->split_axis = 0; + + INIT_MINMAX(parent->bb, parent->bb+3); + + for(i=0; i<1; i++) + { + parent->child[i] = (BVHNode*)builder->begin[i]; + bvh_node_merge_bb(parent->child[i], parent->bb, parent->bb+3); + } + for(; i<BVH_NCHILDS; i++) + parent->child[i] = 0; + + *cost = RE_rayobject_cost(child)+RAY_BB_TEST_COST; + return parent; + } + else + { + assert(!RayObject_isAligned(child)); + //Its a sub-raytrace structure, assume it has it own raycast + //methods and adding a Bounding Box arround is unnecessary + + *cost = RE_rayobject_cost(child); + return (BVHNode*)child; + } + } + else + { + int i; + RTBuilder tmp; + BVHNode *parent = bvh_new_node(tree, nid); + int nc = rtbuild_split(builder, BVH_NCHILDS); + + + INIT_MINMAX(parent->bb, parent->bb+3); + parent->split_axis = builder->split_axis; + for(i=0; i<nc; i++) + { + float cbb[6]; + float tcost; + parent->child[i] = bvh_rearrange( tree, rtbuild_get_child(builder, i, &tmp), child_id(nid,i), &tcost ); + + INIT_MINMAX(cbb, cbb+3); + bvh_node_merge_bb(parent->child[i], cbb, cbb+3); + DO_MIN(cbb, parent->bb); + DO_MAX(cbb+3, parent->bb+3); + + *cost += tcost*bb_area(cbb, cbb+3); + } + for(; i<BVH_NCHILDS; i++) + parent->child[i] = 0; + + *cost /= bb_area(parent->bb, parent->bb+3); + *cost += nc*RAY_BB_TEST_COST; + return parent; + } +} + +template<> +void bvh_done<BVHTree>(BVHTree *obj) +{ + int needed_nodes = (rtbuild_size(obj->builder)+1)*2; + if(needed_nodes > BLI_MEMARENA_STD_BUFSIZE) + needed_nodes = BLI_MEMARENA_STD_BUFSIZE; + + obj->node_arena = BLI_memarena_new(needed_nodes); + BLI_memarena_use_malloc(obj->node_arena); + + + obj->root = bvh_rearrange( obj, obj->builder, 1, &obj->cost ); + + rtbuild_free( obj->builder ); + obj->builder = NULL; +} + +template<> +int bvh_intersect<BVHTree>(BVHTree *obj, Isect* isec) +{ + if(RayObject_isAligned(obj->root)) + return bvh_node_stack_raycast<BVHNode,64>(obj->root, isec); + else + return RE_rayobject_intersect( (RayObject*) obj->root, isec ); +} + + +/* the cast to pointer function is needed to workarround gcc bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=11407 */ +static RayObjectAPI bvh_api = +{ + (RE_rayobject_raycast_callback) ((int(*)(BVHTree*,Isect*)) &bvh_intersect<BVHTree>), + (RE_rayobject_add_callback) ((void(*)(BVHTree*,RayObject*)) &bvh_add<BVHTree>), + (RE_rayobject_done_callback) ((void(*)(BVHTree*)) &bvh_done<BVHTree>), + (RE_rayobject_free_callback) ((void(*)(BVHTree*)) &bvh_free<BVHTree>), + (RE_rayobject_merge_bb_callback)((void(*)(BVHTree*,float*,float*)) &bvh_bb<BVHTree>), + (RE_rayobject_cost_callback) ((float(*)(BVHTree*)) &bvh_cost<BVHTree>) +}; + + +RayObject *RE_rayobject_bvh_create(int size) +{ + BVHTree *obj= (BVHTree*)MEM_callocN(sizeof(BVHTree), "BVHTree"); + assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */ + + obj->rayobj.api = &bvh_api; + obj->root = NULL; + + obj->node_arena = NULL; + obj->builder = rtbuild_create( size ); + + return RayObject_unalignRayAPI((RayObject*) obj); +} |