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Diffstat (limited to 'source/blender/render/intern/raytrace/bvh.h')
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1 files changed, 407 insertions, 0 deletions
diff --git a/source/blender/render/intern/raytrace/bvh.h b/source/blender/render/intern/raytrace/bvh.h
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+/*
+ * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
+ */
+
+/** \file blender/render/intern/raytrace/bvh.h
+ * \ingroup render
+ */
+
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+
+#include "raycounter.h"
+#include "rayintersection.h"
+#include "rayobject.h"
+#include "rayobject_hint.h"
+#include "rayobject_rtbuild.h"
+
+#include <assert.h>
+
+#ifdef __SSE__
+#include <xmmintrin.h>
+#endif
+
+#ifndef __BVH_H__
+#define __BVH_H__
+
+#ifdef __SSE__
+inline int test_bb_group4(__m128 *bb_group, const Isect *isec)
+{
+ const __m128 tmin0 = _mm_setzero_ps();
+ const __m128 tmax0 = _mm_set_ps1(isec->dist);
+
+ float start[3], idot_axis[3];
+ copy_v3_v3(start, isec->start);
+ copy_v3_v3(idot_axis, isec->idot_axis);
+
+ const __m128 tmin1 = _mm_max_ps(tmin0, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[0]], _mm_set_ps1(start[0]) ), _mm_set_ps1(idot_axis[0])) );
+ const __m128 tmax1 = _mm_min_ps(tmax0, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[1]], _mm_set_ps1(start[0]) ), _mm_set_ps1(idot_axis[0])) );
+ const __m128 tmin2 = _mm_max_ps(tmin1, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[2]], _mm_set_ps1(start[1]) ), _mm_set_ps1(idot_axis[1])) );
+ const __m128 tmax2 = _mm_min_ps(tmax1, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[3]], _mm_set_ps1(start[1]) ), _mm_set_ps1(idot_axis[1])) );
+ const __m128 tmin3 = _mm_max_ps(tmin2, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[4]], _mm_set_ps1(start[2]) ), _mm_set_ps1(idot_axis[2])) );
+ const __m128 tmax3 = _mm_min_ps(tmax2, _mm_mul_ps(_mm_sub_ps(bb_group[isec->bv_index[5]], _mm_set_ps1(start[2]) ), _mm_set_ps1(idot_axis[2])) );
+
+ return _mm_movemask_ps(_mm_cmpge_ps(tmax3, tmin3));
+}
+#endif
+
+/*
+ * 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]
+ */
+static inline int 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 < 0.0f || t2y < 0.0f || t2z < 0.0f) return 0;
+ if (t1x > isec->dist || t1y > isec->dist || t1z > isec->dist) return 0;
+ RE_RC_COUNT(isec->raycounter->bb.hit);
+
+ return 1;
+}
+
+/* bvh tree generics */
+template<class Tree> static void bvh_add(Tree *obj, RayObject *ob)
+{
+ rtbuild_add(obj->builder, ob);
+}
+
+template<class Node>
+inline bool is_leaf(Node *node)
+{
+ return !RE_rayobject_isAligned(node);
+}
+
+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)
+{
+ if (obj->root)
+ bvh_node_merge_bb(obj->root, min, max);
+}
+
+
+template<class Tree>
+static float bvh_cost(Tree *obj)
+{
+ assert(obj->cost >= 0.0f);
+ return obj->cost;
+}
+
+
+
+/* bvh tree nodes generics */
+template<class Node> static inline int bvh_node_hit_test(Node *node, Isect *isec)
+{
+ return rayobject_bb_intersect_test(isec, (const float *)node->bb);
+}
+
+
+template<class Node>
+static inline void bvh_node_merge_bb(Node *node, float min[3], float max[3])
+{
+ if (is_leaf(node)) {
+ RE_rayobject_merge_bb((RayObject *)node, min, max);
+ }
+ else {
+ DO_MIN(node->bb, min);
+ DO_MAX(node->bb + 3, max);
+ }
+}
+
+
+
+/*
+ * recursively 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, bool TEST_ROOT, bool SHADOW>
+static int bvh_node_stack_raycast(Node *root, Isect *isec)
+{
+ Node *stack[MAX_STACK_SIZE];
+ int hit = 0, stack_pos = 0;
+
+ if (!TEST_ROOT && !is_leaf(root))
+ bvh_node_push_childs(root, isec, stack, stack_pos);
+ else
+ stack[stack_pos++] = root;
+
+ while (stack_pos) {
+ Node *node = stack[--stack_pos];
+ if (!is_leaf(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 (SHADOW && hit) return hit;
+ }
+ }
+ return hit;
+}
+
+
+#ifdef __SSE__
+/*
+ * Generic SIMD bvh recursion
+ * this was created to be able to use any simd (with the cost of some memmoves)
+ * it can take advantage of any SIMD width and doens't needs any special tree care
+ */
+template<class Node, int MAX_STACK_SIZE, bool TEST_ROOT>
+static int bvh_node_stack_raycast_simd(Node *root, Isect *isec)
+{
+ Node *stack[MAX_STACK_SIZE];
+
+ int hit = 0, stack_pos = 0;
+
+ if (!TEST_ROOT) {
+ if (!is_leaf(root)) {
+ if (!is_leaf(root->child))
+ bvh_node_push_childs(root, isec, stack, stack_pos);
+ else
+ return RE_rayobject_intersect( (RayObject *)root->child, isec);
+ }
+ else
+ return RE_rayobject_intersect( (RayObject *)root, isec);
+ }
+ else {
+ if (!is_leaf(root))
+ stack[stack_pos++] = root;
+ else
+ return RE_rayobject_intersect( (RayObject *)root, isec);
+ }
+
+ while (true) {
+ //Use SIMD 4
+ if (stack_pos >= 4) {
+ __m128 t_bb[6];
+ Node *t_node[4];
+
+ stack_pos -= 4;
+
+ /* prepare the 4BB for SIMD */
+ t_node[0] = stack[stack_pos + 0]->child;
+ t_node[1] = stack[stack_pos + 1]->child;
+ t_node[2] = stack[stack_pos + 2]->child;
+ t_node[3] = stack[stack_pos + 3]->child;
+
+ const float *bb0 = stack[stack_pos + 0]->bb;
+ const float *bb1 = stack[stack_pos + 1]->bb;
+ const float *bb2 = stack[stack_pos + 2]->bb;
+ const float *bb3 = stack[stack_pos + 3]->bb;
+
+ const __m128 x0y0x1y1 = _mm_shuffle_ps(_mm_load_ps(bb0), _mm_load_ps(bb1), _MM_SHUFFLE(1, 0, 1, 0) );
+ const __m128 x2y2x3y3 = _mm_shuffle_ps(_mm_load_ps(bb2), _mm_load_ps(bb3), _MM_SHUFFLE(1, 0, 1, 0) );
+ t_bb[0] = _mm_shuffle_ps(x0y0x1y1, x2y2x3y3, _MM_SHUFFLE(2, 0, 2, 0) );
+ t_bb[1] = _mm_shuffle_ps(x0y0x1y1, x2y2x3y3, _MM_SHUFFLE(3, 1, 3, 1) );
+
+ const __m128 z0X0z1X1 = _mm_shuffle_ps(_mm_load_ps(bb0), _mm_load_ps(bb1), _MM_SHUFFLE(3, 2, 3, 2) );
+ const __m128 z2X2z3X3 = _mm_shuffle_ps(_mm_load_ps(bb2), _mm_load_ps(bb3), _MM_SHUFFLE(3, 2, 3, 2) );
+ t_bb[2] = _mm_shuffle_ps(z0X0z1X1, z2X2z3X3, _MM_SHUFFLE(2, 0, 2, 0) );
+ t_bb[3] = _mm_shuffle_ps(z0X0z1X1, z2X2z3X3, _MM_SHUFFLE(3, 1, 3, 1) );
+
+ const __m128 Y0Z0Y1Z1 = _mm_shuffle_ps(_mm_load_ps(bb0 + 4), _mm_load_ps(bb1 + 4), _MM_SHUFFLE(1, 0, 1, 0) );
+ const __m128 Y2Z2Y3Z3 = _mm_shuffle_ps(_mm_load_ps(bb2 + 4), _mm_load_ps(bb3 + 4), _MM_SHUFFLE(1, 0, 1, 0) );
+ t_bb[4] = _mm_shuffle_ps(Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(2, 0, 2, 0) );
+ t_bb[5] = _mm_shuffle_ps(Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(3, 1, 3, 1) );
+#if 0
+ for (int i = 0; i < 4; i++)
+ {
+ Node *t = stack[stack_pos + i];
+ assert(!is_leaf(t));
+
+ float *bb = ((float *)t_bb) + i;
+ bb[4 * 0] = t->bb[0];
+ bb[4 * 1] = t->bb[1];
+ bb[4 * 2] = t->bb[2];
+ bb[4 * 3] = t->bb[3];
+ bb[4 * 4] = t->bb[4];
+ bb[4 * 5] = t->bb[5];
+ t_node[i] = t->child;
+ }
+#endif
+ RE_RC_COUNT(isec->raycounter->simd_bb.test);
+ int res = test_bb_group4(t_bb, isec);
+
+ for (int i = 0; i < 4; i++)
+ if (res & (1 << i)) {
+ RE_RC_COUNT(isec->raycounter->simd_bb.hit);
+ if (!is_leaf(t_node[i])) {
+ for (Node *t = t_node[i]; t; t = t->sibling) {
+ assert(stack_pos < MAX_STACK_SIZE);
+ stack[stack_pos++] = t;
+ }
+ }
+ else {
+ hit |= RE_rayobject_intersect( (RayObject *)t_node[i], isec);
+ if (hit && isec->mode == RE_RAY_SHADOW) return hit;
+ }
+ }
+ }
+ else if (stack_pos > 0) {
+ Node *node = stack[--stack_pos];
+ assert(!is_leaf(node));
+
+ if (bvh_node_hit_test(node, isec)) {
+ if (!is_leaf(node->child)) {
+ bvh_node_push_childs(node, isec, stack, stack_pos);
+ assert(stack_pos <= MAX_STACK_SIZE);
+ }
+ else {
+ hit |= RE_rayobject_intersect( (RayObject *)node->child, isec);
+ if (hit && isec->mode == RE_RAY_SHADOW) return hit;
+ }
+ }
+ }
+ else break;
+ }
+ return hit;
+}
+#endif
+
+/*
+ * recursively transverse a BVH looking for a rayhit using system stack
+ */
+#if 0
+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 (!is_leaf(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 (!is_leaf(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;
+}
+#endif
+
+template<class Node, class HintObject>
+static void bvh_dfs_make_hint(Node *node, LCTSHint *hint, int reserve_space, HintObject *hintObject)
+{
+ assert(hint->size + reserve_space + 1 <= RE_RAY_LCTS_MAX_SIZE);
+
+ if (is_leaf(node)) {
+ hint->stack[hint->size++] = (RayObject *)node;
+ }
+ else {
+ int childs = count_childs(node);
+ if (hint->size + reserve_space + childs <= RE_RAY_LCTS_MAX_SIZE) {
+ int result = hint_test_bb(hintObject, node->bb, node->bb + 3);
+ if (result == HINT_RECURSE) {
+ /* We are 100% sure the ray will be pass inside this node */
+ bvh_dfs_make_hint_push_siblings(node->child, hint, reserve_space, hintObject);
+ }
+ else if (result == HINT_ACCEPT) {
+ hint->stack[hint->size++] = (RayObject *)node;
+ }
+ }
+ else {
+ hint->stack[hint->size++] = (RayObject *)node;
+ }
+ }
+}
+
+
+template<class Tree>
+static RayObjectAPI *bvh_get_api(int maxstacksize);
+
+
+template<class Tree, int DFS_STACK_SIZE>
+static inline RayObject *bvh_create_tree(int size)
+{
+ Tree *obj = (Tree *)MEM_callocN(sizeof(Tree), "BVHTree");
+ assert(RE_rayobject_isAligned(obj)); /* RayObject API assumes real data to be 4-byte aligned */
+
+ obj->rayobj.api = bvh_get_api<Tree>(DFS_STACK_SIZE);
+ obj->root = NULL;
+
+ obj->node_arena = NULL;
+ obj->builder = rtbuild_create(size);
+
+ return RE_rayobject_unalignRayAPI((RayObject *) obj);
+}
+
+#endif