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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject.cpp')
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp534
1 files changed, 534 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
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+++ b/source/blender/render/intern/raytrace/rayobject.cpp
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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/rayobject.cpp
+ * \ingroup render
+ */
+
+
+#include <assert.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_material_types.h"
+
+#include "rayintersection.h"
+#include "rayobject.h"
+#include "raycounter.h"
+#include "render_types.h"
+#include "renderdatabase.h"
+
+/* RayFace
+ *
+ * note we force always inline here, because compiler refuses to otherwise
+ * because function is too long. Since this is code that is called billions
+ * of times we really do want to inline. */
+
+MALWAYS_INLINE RayObject *rayface_from_coords(RayFace *rayface, void *ob, void *face,
+ float *v1, float *v2, float *v3, float *v4)
+{
+ rayface->ob = ob;
+ rayface->face = face;
+
+ copy_v3_v3(rayface->v1, v1);
+ copy_v3_v3(rayface->v2, v2);
+ copy_v3_v3(rayface->v3, v3);
+
+ if (v4) {
+ copy_v3_v3(rayface->v4, v4);
+ rayface->quad = 1;
+ }
+ else {
+ rayface->quad = 0;
+ }
+
+ return RE_rayobject_unalignRayFace(rayface);
+}
+
+MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL);
+
+ if (obi->transform_primitives) {
+ mul_m4_v3(obi->mat, rayface->v1);
+ mul_m4_v3(obi->mat, rayface->v2);
+ mul_m4_v3(obi->mat, rayface->v3);
+
+ if (RE_rayface_isQuad(rayface))
+ mul_m4_v3(obi->mat, rayface->v4);
+ }
+}
+
+RayObject *RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL);
+}
+
+RayObject *RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
+{
+ return rayface_from_coords(rayface, ob, face, v1, v2, v3, v4);
+}
+
+/* VlakPrimitive */
+
+RayObject *RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
+{
+ face->ob = obi;
+ face->face = vlr;
+
+ return RE_rayobject_unalignVlakPrimitive(face);
+}
+
+/* Checks for ignoring faces or materials */
+
+MALWAYS_INLINE 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->flag & R_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 (vlr->mat->mode2 & MA_CASTSHADOW) && (is->lay & obi->lay);
+}
+
+MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen *UNUSED(obi), VlakRen *vlr)
+{
+ /* solid material types only */
+ if (vlr->mat->material_type == MA_TYPE_SURFACE)
+ return 1;
+ else
+ return 0;
+}
+
+MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UNUSED(vlr))
+{
+ return (obi->obr->ob != is->userdata) && (obi->obr->ob->flag & SELECT);
+}
+
+/* Ray Triangle/Quad Intersection */
+
+static bool isect_ray_tri_watertight_no_sign_check_v3(
+ const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc,
+ const float v0[3], const float v1[3], const float v2[3],
+ float *r_lambda, float r_uv[2])
+{
+ const int kx = isect_precalc->kx;
+ const int ky = isect_precalc->ky;
+ const int kz = isect_precalc->kz;
+ const float sx = isect_precalc->sx;
+ const float sy = isect_precalc->sy;
+ const float sz = isect_precalc->sz;
+
+ /* Calculate vertices relative to ray origin. */
+ const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]};
+ const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]};
+ const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]};
+
+ const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz];
+ const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz];
+ const float c_kx = c[kx], c_ky = c[ky], c_kz = c[kz];
+
+ /* Perform shear and scale of vertices. */
+ const float ax = a_kx - sx * a_kz;
+ const float ay = a_ky - sy * a_kz;
+ const float bx = b_kx - sx * b_kz;
+ const float by = b_ky - sy * b_kz;
+ const float cx = c_kx - sx * c_kz;
+ const float cy = c_ky - sy * c_kz;
+
+ /* Calculate scaled barycentric coordinates. */
+ const float u = cx * by - cy * bx;
+ const float v = ax * cy - ay * cx;
+ const float w = bx * ay - by * ax;
+ float det;
+
+ if ((u < 0.0f || v < 0.0f || w < 0.0f) &&
+ (u > 0.0f || v > 0.0f || w > 0.0f))
+ {
+ return false;
+ }
+
+ /* Calculate determinant. */
+ det = u + v + w;
+ if (UNLIKELY(det == 0.0f)) {
+ return false;
+ }
+ else {
+ /* Calculate scaled z-coordinates of vertices and use them to calculate
+ * the hit distance.
+ */
+ const float t = (u * a_kz + v * b_kz + w * c_kz) * sz;
+ /* Normalize u, v and t. */
+ const float inv_det = 1.0f / det;
+ if (r_uv) {
+ r_uv[0] = u * inv_det;
+ r_uv[1] = v * inv_det;
+ }
+ *r_lambda = t * inv_det;
+ return true;
+ }
+}
+
+MALWAYS_INLINE int isec_tri_quad(const float start[3],
+ const struct IsectRayPrecalc *isect_precalc,
+ const RayFace *face,
+ float r_uv[2], float *r_lambda)
+{
+ float uv[2], l;
+
+ if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v2, face->v3, &l, uv)) {
+ /* check if intersection is within ray length */
+ if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) {
+ r_uv[0] = -uv[0];
+ r_uv[1] = -uv[1];
+ *r_lambda = l;
+ return 1;
+ }
+ }
+
+ /* intersect second triangle in quad */
+ if (RE_rayface_isQuad(face)) {
+ if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v3, face->v4, &l, uv)) {
+ /* check if intersection is within ray length */
+ if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) {
+ r_uv[0] = -uv[0];
+ r_uv[1] = -uv[1];
+ *r_lambda = l;
+ return 2;
+ }
+ }
+ }
+
+ return 0;
+}
+
+/* Simpler yes/no Ray Triangle/Quad Intersection */
+
+MALWAYS_INLINE int isec_tri_quad_neighbour(const float start[3],
+ const float dir[3],
+ const RayFace *face)
+{
+ float r[3];
+ struct IsectRayPrecalc isect_precalc;
+ float uv[2], l;
+
+ negate_v3_v3(r, dir); /* note, different than above function */
+
+ isect_ray_tri_watertight_v3_precalc(&isect_precalc, r);
+
+ if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) {
+ return 1;
+ }
+
+ /* intersect second triangle in quad */
+ if (RE_rayface_isQuad(face)) {
+ if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) {
+ return 2;
+ }
+ }
+
+ return 0;
+}
+
+/* RayFace intersection with checks and neighbor verifaction included,
+ * Isect is modified if the face is hit. */
+
+MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
+{
+ float dist, uv[2];
+ int ok = 0;
+
+ /* avoid self-intersection */
+ if (is->orig.ob == face->ob && is->orig.face == face->face)
+ return 0;
+
+ /* check if we should intersect this face */
+ if (is->check == RE_CHECK_VLR_RENDER) {
+ if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
+ return 0;
+ }
+ else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) {
+ if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
+ return 0;
+ if (vlr_check_intersect_solid(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
+ return 0;
+ }
+ else if (is->check == RE_CHECK_VLR_BAKE) {
+ if (vlr_check_bake(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
+ return 0;
+ }
+
+ /* ray counter */
+ RE_RC_COUNT(is->raycounter->faces.test);
+
+ dist = is->dist;
+ ok = isec_tri_quad(is->start, &is->isect_precalc, face, uv, &dist);
+
+ 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 neighbor face */
+ if (is->skip & RE_SKIP_VLR_NEIGHBOUR) {
+ if (dist < 0.1f && is->orig.ob == face->ob) {
+ VlakRen *a = (VlakRen *)is->orig.face;
+ VlakRen *b = (VlakRen *)face->face;
+ ObjectRen *obr = ((ObjectInstanceRen *)face->ob)->obr;
+
+ VertRen **va, **vb;
+ int *org_idx_a, *org_idx_b;
+ int i, j;
+ bool is_neighbor = false;
+
+ /* "same" vertex means either the actual same VertRen, or the same 'final org index', if available
+ * (autosmooth only, currently). */
+ for (i = 0, va = &a->v1; !is_neighbor && i < 4 && *va; ++i, ++va) {
+ org_idx_a = RE_vertren_get_origindex(obr, *va, false);
+ for (j = 0, vb = &b->v1; !is_neighbor && j < 4 && *vb; ++j, ++vb) {
+ if (*va == *vb) {
+ is_neighbor = true;
+ }
+ else if (org_idx_a) {
+ org_idx_b = RE_vertren_get_origindex(obr, *vb, 0);
+ if (org_idx_b && *org_idx_a == *org_idx_b) {
+ is_neighbor = true;
+ }
+ }
+ }
+ }
+
+ /* So there's a shared edge or vertex, let's intersect ray with self, if that's true
+ * we can safely return 1, otherwise we assume the intersection is invalid, 0 */
+ if (is_neighbor) {
+ /* create RayFace from original face, transformed if necessary */
+ RayFace origface;
+ ObjectInstanceRen *ob = (ObjectInstanceRen *)is->orig.ob;
+ rayface_from_vlak(&origface, ob, (VlakRen *)is->orig.face);
+
+ if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) {
+ return 0;
+ }
+ }
+ }
+ }
+
+ RE_RC_COUNT(is->raycounter->faces.hit);
+
+ is->isect = ok; // which half of the quad
+ is->dist = dist;
+ is->u = uv[0]; is->v = uv[1];
+
+ 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;
+}
+
+/* Intersection */
+
+int RE_rayobject_raycast(RayObject *r, Isect *isec)
+{
+ int i;
+
+ /* Pre-calculate orientation for watertight intersection checks. */
+ isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir);
+
+ RE_RC_COUNT(isec->raycounter->raycast.test);
+
+ /* setup vars used on raycast */
+ for (i = 0; i < 3; i++) {
+ isec->idot_axis[i] = 1.0f / isec->dir[i];
+
+ isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 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;
+ rayface_from_vlak(&nface, face->ob, face->face);
+
+ 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);
+ return 0;
+ }
+}
+
+/* Building */
+
+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);
+}
+
+float RE_rayobject_cost(RayObject *r)
+{
+ if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) {
+ return 1.0f;
+ }
+ else if (RE_rayobject_isRayAPI(r)) {
+ r = RE_rayobject_align(r);
+ return r->api->cost(r);
+ }
+ else {
+ assert(0);
+ return 1.0f;
+ }
+}
+
+/* Bounding Boxes */
+
+void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3])
+{
+ 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);
+ RayFace nface;
+ rayface_from_vlak(&nface, face->ob, face->face);
+
+ DO_MINMAX(nface.v1, min, max);
+ DO_MINMAX(nface.v2, min, max);
+ DO_MINMAX(nface.v3, min, max);
+ if (RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max);
+ }
+ else if (RE_rayobject_isRayAPI(r)) {
+ r = RE_rayobject_align(r);
+ r->api->bb(r, min, max);
+ }
+ else
+ assert(0);
+}
+
+/* Hints */
+
+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);
+}
+
+/* RayObjectControl */
+
+int RE_rayobjectcontrol_test_break(RayObjectControl *control)
+{
+ if (control->test_break)
+ return control->test_break(control->data);
+
+ return 0;
+}
+
+void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break)
+{
+ if (RE_rayobject_isRayAPI(r)) {
+ r = RE_rayobject_align(r);
+ r->control.data = data;
+ r->control.test_break = test_break;
+ }
+}
+