/* * Adapted from code copyright 2009-2010 NVIDIA Corporation * Modifications Copyright 2011, Blender Foundation. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __BVH_H__ #define __BVH_H__ #include "bvh/params.h" #include "util/array.h" #include "util/types.h" #include "util/vector.h" CCL_NAMESPACE_BEGIN class BoundBox; class BVHNode; class BVHParams; class Device; class DeviceScene; class Geometry; class LeafNode; class Object; class Progress; class Stats; #define BVH_ALIGN 4096 #define TRI_NODE_SIZE 3 /* Packed BVH * * BVH stored as it will be used for traversal on the rendering device. */ struct PackedBVH { /* BVH nodes storage, one node is 4x int4, and contains two bounding boxes, * and child, triangle or object indexes depending on the node type */ array nodes; /* BVH leaf nodes storage. */ array leaf_nodes; /* object index to BVH node index mapping for instances */ array object_node; /* primitive type - triangle or strand */ array prim_type; /* Visibility visibilities for primitives. */ array prim_visibility; /* mapping from BVH primitive index to true primitive index, as primitives * may be duplicated due to spatial splits. -1 for instances. */ array prim_index; /* mapping from BVH primitive index, to the object id of that primitive. */ array prim_object; /* Time range of BVH primitive. */ array prim_time; /* index of the root node. */ int root_index; PackedBVH() { root_index = 0; } }; /* BVH */ class BVH { public: BVHParams params; vector geometry; vector objects; static BVH *create(const BVHParams ¶ms, const vector &geometry, const vector &objects, Device *device); virtual ~BVH() { } protected: BVH(const BVHParams ¶ms, const vector &geometry, const vector &objects); }; CCL_NAMESPACE_END #endif /* __BVH_H__ */