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authorAndre Susano Pinto <andresusanopinto@gmail.com>2009-09-25 02:55:57 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2009-09-25 02:55:57 +0400
commit1305715d2d84f67027b870f263cef3a7f009c056 (patch)
tree50076f8e30adb6f12735fc486abfa11e138511ec /source/blender/render/intern/raytrace
parentd3e88cb3e0d4117ab845a7c77254a5ab05ce1657 (diff)
*Added VlakPrimitive (this rayobject rimitive only stores ObjectRenderInstance and VlakRen pointers)
- it difers from RayFace that localy stored the vertex coordinates. - basicaly this reduces memory usage
Diffstat (limited to 'source/blender/render/intern/raytrace')
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp529
1 files changed, 529 insertions, 0 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp
new file mode 100644
index 00000000000..dc5128b2d1f
--- /dev/null
+++ b/source/blender/render/intern/raytrace/rayobject.cpp
@@ -0,0 +1,529 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "BLI_arithb.h"
+#include "DNA_material_types.h"
+
+#include "RE_raytrace.h"
+#include "render_types.h"
+#include "rayobject.h"
+#include "raycounter.h"
+
+/*
+ * Determines the distance that the ray must travel to hit the bounding volume of the given node
+ * Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
+ * [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
+ */
+int RE_rayobject_bb_intersect_test(const Isect *isec, const float *_bb)
+{
+ const float *bb = _bb;
+
+ float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0];
+ float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0];
+ float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1];
+ float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1];
+ float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2];
+ float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2];
+
+ RE_RC_COUNT(isec->raycounter->bb.test);
+
+ if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0;
+ if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return 0;
+ if(t1x > isec->labda || t1y > isec->labda || t1z > isec->labda) return 0;
+ RE_RC_COUNT(isec->raycounter->bb.hit);
+
+ return 1;
+}
+
+
+/* only for self-intersecting test with current render face (where ray left) */
+static int intersection2(VlakRen *face, float r0, float r1, float r2, float rx1, float ry1, float rz1)
+{
+ float 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;
+
+ VECCOPY(co1, face->v1->co);
+ VECCOPY(co2, face->v2->co);
+ if(face->v4)
+ {
+ VECCOPY(co3, face->v4->co);
+ VECCOPY(co4, face->v3->co);
+ }
+ else
+ {
+ VECCOPY(co3, face->v3->co);
+ }
+
+ 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];
+
+ 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(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) {
+ u2= det1/divdet;
+
+ 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;
+}
+
+static int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ /* for baking selected to active non-traceable materials might still
+ * be in the raytree */
+ if(!(vlr->mat->mode & MA_TRACEBLE))
+ return 0;
+
+ /* I know... cpu cycle waste, might do smarter once */
+ if(is->mode==RE_RAY_MIRROR)
+ return !(vlr->mat->mode & MA_ONLYCAST);
+ else
+ return (is->lay & obi->lay);
+}
+
+static int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
+{
+ /* solid material types only */
+ if (vlr->mat->material_type == MA_TYPE_SURFACE)
+ return 1;
+ else
+ return 0;
+}
+
+static int rayface_check_cullface(RayFace *face, Isect *is)
+{
+ float nor[3];
+
+ /* don't intersect if the ray faces along the face normal */
+ if(face->quad) CalcNormFloat4(face->v1, face->v2, face->v3, face->v4, nor);
+ else CalcNormFloat(face->v1, face->v2, face->v3, nor);
+
+ return (INPR(nor, is->vec) < 0);
+}
+
+/* ray - triangle or quad intersection */
+/* this function shall only modify Isect if it detects an hit */
+static int intersect_rayface(RayObject *hit_obj, 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;
+ float labda, u, v;
+ short ok=0;
+
+ if(is->orig.ob == face->ob && is->orig.face == face->face)
+ return 0;
+
+ if(is->skip & RE_SKIP_VLR_RENDER_CHECK)
+ {
+ if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
+ return 0;
+ }
+ if(is->skip & RE_SKIP_VLR_NON_SOLID_MATERIAL)
+ {
+ if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
+ return 0;
+ }
+ if(is->skip & RE_SKIP_CULLFACE)
+ {
+ if(rayface_check_cullface(face, is) == 0)
+ return 0;
+ }
+
+ RE_RC_COUNT(is->raycounter->faces.test);
+
+ //Load coords
+ VECCOPY(co1, face->v1);
+ VECCOPY(co2, face->v2);
+ if(RE_rayface_isQuad(face))
+ {
+ 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) {
+
+ divdet= 1.0f/divdet;
+ u= det1*divdet;
+ if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
+ float 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)) {
+ labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+
+ if(labda>-ISECT_EPSILON && labda<is->labda) {
+ ok= 1;
+ }
+ }
+ }
+ }
+
+ if(ok==0 && RE_rayface_isQuad(face)) {
+
+ 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) {
+ divdet= 1.0f/divdet;
+ u = det1*divdet;
+
+ if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
+ float 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)) {
+ labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+
+ if(labda>-ISECT_EPSILON && labda<is->labda) {
+ ok= 2;
+ }
+ }
+ }
+ }
+ }
+
+ if(ok) {
+
+ /* 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->skip & RE_SKIP_VLR_NEIGHBOUR)
+ {
+ if(labda < 0.1f && is->orig.ob == face->ob)
+ {
+ VlakRen * a = (VlakRen*)is->orig.face;
+ VlakRen * b = (VlakRen*)face->face;
+
+ /* 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(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
+ || a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
+ || a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
+ || (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4)))
+ if(!intersection2((VlakRen*)a, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
+ {
+ return 0;
+ }
+ }
+ }
+
+ RE_RC_COUNT(is->raycounter->faces.hit);
+
+ is->isect= ok; // wich half of the quad
+ is->labda= labda;
+ is->u= u; is->v= v;
+
+ is->hit.ob = face->ob;
+ is->hit.face = face->face;
+#ifdef RT_USE_LAST_HIT
+ is->last_hit = hit_obj;
+#endif
+ return 1;
+ }
+
+ return 0;
+}
+
+RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ return RE_rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0 );
+}
+
+RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
+{
+ rayface->ob = ob;
+ rayface->face = face;
+
+ VECCOPY(rayface->v1, v1);
+ VECCOPY(rayface->v2, v2);
+ VECCOPY(rayface->v3, v3);
+ if(v4)
+ {
+ VECCOPY(rayface->v4, v4);
+ rayface->quad = 1;
+ }
+ else
+ {
+ rayface->quad = 0;
+ }
+
+ return RE_rayobject_unalignRayFace(rayface);
+}
+
+RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
+{
+ face->ob = obi;
+ face->face = vlr;
+ return RE_rayobject_unalignVlakPrimitive(face);
+}
+
+
+int RE_rayobject_raycast(RayObject *r, Isect *isec)
+{
+ int i;
+ RE_RC_COUNT(isec->raycounter->raycast.test);
+
+ /* Setup vars used on raycast */
+ isec->labda *= Normalize(isec->vec);
+ isec->dist = VecLength(isec->vec);
+
+ for(i=0; i<3; i++)
+ {
+ isec->idot_axis[i] = 1.0f / isec->vec[i];
+
+ isec->bv_index[2*i] = isec->idot_axis[i] < 0.0 ? 1 : 0;
+ isec->bv_index[2*i+1] = 1 - isec->bv_index[2*i];
+
+ isec->bv_index[2*i] = i+3*isec->bv_index[2*i];
+ isec->bv_index[2*i+1] = i+3*isec->bv_index[2*i+1];
+ }
+
+#ifdef RT_USE_LAST_HIT
+ /* Last hit heuristic */
+ if(isec->mode==RE_RAY_SHADOW && isec->last_hit)
+ {
+ RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test);
+
+ if(RE_rayobject_intersect(isec->last_hit, isec))
+ {
+ RE_RC_COUNT(isec->raycounter->raycast.hit);
+ RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit);
+ return 1;
+ }
+ }
+#endif
+
+#ifdef RT_USE_HINT
+ isec->hit_hint = 0;
+#endif
+
+ if(RE_rayobject_intersect(r, isec))
+ {
+ RE_RC_COUNT(isec->raycounter->raycast.hit);
+
+#ifdef RT_USE_HINT
+ isec->hint = isec->hit_hint;
+#endif
+ return 1;
+ }
+ return 0;
+}
+
+int RE_rayobject_intersect(RayObject *r, Isect *i)
+{
+ if(RE_rayobject_isRayFace(r))
+ {
+ return intersect_rayface(r, (RayFace*) RE_rayobject_align(r), i);
+ }
+ else if(RE_rayobject_isVlakPrimitive(r))
+ {
+ //TODO optimize (useless copy to RayFace to avoid duplicate code)
+ VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r);
+ RayFace nface;
+ RE_rayface_from_vlak(&nface, face->ob, face->face);
+
+ if(face->ob->transform_primitives)
+ {
+ Mat4MulVecfl(face->ob->mat, nface.v1);
+ Mat4MulVecfl(face->ob->mat, nface.v2);
+ Mat4MulVecfl(face->ob->mat, nface.v3);
+ if(RE_rayface_isQuad(&nface))
+ Mat4MulVecfl(face->ob->mat, nface.v4);
+ }
+
+ return intersect_rayface(r, &nface, i);
+ }
+ else if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align( r );
+ return r->api->raycast( r, i );
+ }
+ else assert(0);
+}
+
+void RE_rayobject_add(RayObject *r, RayObject *o)
+{
+ r = RE_rayobject_align( r );
+ return r->api->add( r, o );
+}
+
+void RE_rayobject_done(RayObject *r)
+{
+ r = RE_rayobject_align( r );
+ r->api->done( r );
+}
+
+void RE_rayobject_free(RayObject *r)
+{
+ r = RE_rayobject_align( r );
+ r->api->free( r );
+}
+
+void RE_rayobject_merge_bb(RayObject *r, float *min, float *max)
+{
+ if(RE_rayobject_isRayFace(r))
+ {
+ RayFace *face = (RayFace*) RE_rayobject_align(r);
+
+ DO_MINMAX( face->v1, min, max );
+ DO_MINMAX( face->v2, min, max );
+ DO_MINMAX( face->v3, min, max );
+ if(RE_rayface_isQuad(face)) DO_MINMAX( face->v4, min, max );
+ }
+ else if(RE_rayobject_isVlakPrimitive(r))
+ {
+ VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r);
+ VlakRen *vlr = face->face;
+
+ DO_MINMAX( vlr->v1->co, min, max );
+ DO_MINMAX( vlr->v2->co, min, max );
+ DO_MINMAX( vlr->v3->co, min, max );
+ if(vlr->v4) DO_MINMAX( vlr->v4->co, min, max );
+ }
+ else if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align( r );
+ r->api->bb( r, min, max );
+ }
+ else assert(0);
+}
+
+float RE_rayobject_cost(RayObject *r)
+{
+ if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
+ {
+ return 1.0;
+ }
+ else if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align( r );
+ return r->api->cost( r );
+ }
+ else assert(0);
+}
+
+void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max)
+{
+ if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
+ {
+ return;
+ }
+ else if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align( r );
+ return r->api->hint_bb( r, hint, min, max );
+ }
+ else assert(0);
+}
+