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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject_internal.h')
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diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h
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+
+#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
+