/* * 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_string.h" #include "util_types.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN class BVHNode; struct BVHStackEntry; class BVHParams; class BoundBox; class CacheData; class LeafNode; class Object; class Progress; #define BVH_NODE_SIZE 4 #define BVH_QNODE_SIZE 7 #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; /* object index to BVH node index mapping for instances */ array object_node; /* precomputed triangle intersection data, one triangle is 4x float4 */ array tri_woop; /* primitive type - triangle or strand */ array prim_type; /* visibility visibilitys 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; /* quick array to lookup if a node is a leaf, not used for traversal, only * for instance BVH merging */ array is_leaf; /* index of the root node. */ int root_index; /* surface area heuristic, for building top level BVH */ float SAH; PackedBVH() { root_index = 0; SAH = 0.0f; } }; /* BVH */ class BVH { public: PackedBVH pack; BVHParams params; vector objects; string cache_filename; static BVH *create(const BVHParams& params, const vector& objects); virtual ~BVH() {} void build(Progress& progress); void refit(Progress& progress); void clear_cache_except(); protected: BVH(const BVHParams& params, const vector& objects); /* cache */ bool cache_read(CacheData& key); void cache_write(CacheData& key); /* triangles and strands*/ void pack_primitives(); void pack_triangle(int idx, float4 woop[3]); /* merge instance BVH's */ void pack_instances(size_t nodes_size); /* for subclasses to implement */ virtual void pack_nodes(const BVHNode *root) = 0; virtual void refit_nodes() = 0; }; /* Regular BVH * * Typical BVH with each node having two children. */ class RegularBVH : public BVH { protected: /* constructor */ friend class BVH; RegularBVH(const BVHParams& params, const vector& objects); /* pack */ void pack_nodes(const BVHNode *root); void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf); void pack_inner(const BVHStackEntry& e, const BVHStackEntry& e0, const BVHStackEntry& e1); void pack_node(int idx, const BoundBox& b0, const BoundBox& b1, int c0, int c1, uint visibility0, uint visibility1); /* refit */ void refit_nodes(); void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility); }; /* QBVH * * Quad BVH, with each node having four children, to use with SIMD instructions. */ class QBVH : public BVH { protected: /* constructor */ friend class BVH; QBVH(const BVHParams& params, const vector& objects); /* pack */ void pack_nodes(const BVHNode *root); void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf); void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num); /* refit */ void refit_nodes(); void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility); }; CCL_NAMESPACE_END #endif /* __BVH_H__ */