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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject_internal.h')
-rw-r--r-- | source/blender/render/intern/raytrace/rayobject_internal.h | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h new file mode 100644 index 00000000000..6067be07c50 --- /dev/null +++ b/source/blender/render/intern/raytrace/rayobject_internal.h @@ -0,0 +1,128 @@ + +#ifndef RE_RAYOBJECT_INTERNAL_H +#define RE_RAYOBJECT_INTERNAL_H + +#ifdef __cplusplus +extern "C" { +#endif + +/* RayObjectControl + * + * 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 { + void *data; + RE_rayobjectcontrol_test_break_callback test_break; +} RayObjectControl; + +/* 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); + +/* 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) + */ + +/* 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) + +/* 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)) + +/* + * 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; +}; + +typedef int (*RE_rayobject_raycast_callback)(RayObject *, struct 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 *, struct RayHint *, float *, float *); + +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; + +/* + * Returns the expected cost of raycast on this node, primitives have a cost of 1 + */ +float RE_rayobject_cost(RayObject *r); + +/* + * 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, struct Isect *i); + +#ifdef __cplusplus +} +#endif + +#endif + |