/* * 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. */ #include "bvh/bvh4.h" #include "render/mesh.h" #include "render/object.h" #include "bvh/bvh_node.h" #include "bvh/bvh_unaligned.h" CCL_NAMESPACE_BEGIN /* Can we avoid this somehow or make more generic? * * Perhaps we can merge nodes in actual tree and make our * life easier all over the place. */ static bool node_qbvh_is_unaligned(const BVHNode *node) { const BVHNode *node0 = node->get_child(0), *node1 = node->get_child(1); bool has_unaligned = false; if(node0->is_leaf()) { has_unaligned |= node0->is_unaligned; } else { has_unaligned |= node0->get_child(0)->is_unaligned; has_unaligned |= node0->get_child(1)->is_unaligned; } if(node1->is_leaf()) { has_unaligned |= node1->is_unaligned; } else { has_unaligned |= node1->get_child(0)->is_unaligned; has_unaligned |= node1->get_child(1)->is_unaligned; } return has_unaligned; } BVH4::BVH4(const BVHParams& params_, const vector& objects_) : BVH(params_, objects_) { params.use_qbvh = true; } void BVH4::pack_leaf(const BVHStackEntry& e, const LeafNode *leaf) { float4 data[BVH_QNODE_LEAF_SIZE]; memset(data, 0, sizeof(data)); if(leaf->num_triangles() == 1 && pack.prim_index[leaf->lo] == -1) { /* object */ data[0].x = __int_as_float(~(leaf->lo)); data[0].y = __int_as_float(0); } else { /* triangle */ data[0].x = __int_as_float(leaf->lo); data[0].y = __int_as_float(leaf->hi); } data[0].z = __uint_as_float(leaf->visibility); if(leaf->num_triangles() != 0) { data[0].w = __uint_as_float(pack.prim_type[leaf->lo]); } memcpy(&pack.leaf_nodes[e.idx], data, sizeof(float4)*BVH_QNODE_LEAF_SIZE); } void BVH4::pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num) { bool has_unaligned = false; /* Check whether we have to create unaligned node or all nodes are aligned * and we can cut some corner here. */ if(params.use_unaligned_nodes) { for(int i = 0; i < num; i++) { if(en[i].node->is_unaligned) { has_unaligned = true; break; } } } if(has_unaligned) { /* There's no unaligned children, pack into AABB node. */ pack_unaligned_inner(e, en, num); } else { /* Create unaligned node with orientation transform for each of the * children. */ pack_aligned_inner(e, en, num); } } void BVH4::pack_aligned_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num) { BoundBox bounds[4]; int child[4]; for(int i = 0; i < num; ++i) { bounds[i] = en[i].node->bounds; child[i] = en[i].encodeIdx(); } pack_aligned_node(e.idx, bounds, child, e.node->visibility, e.node->time_from, e.node->time_to, num); } void BVH4::pack_aligned_node(int idx, const BoundBox *bounds, const int *child, const uint visibility, const float time_from, const float time_to, const int num) { float4 data[BVH_QNODE_SIZE]; memset(data, 0, sizeof(data)); data[0].x = __uint_as_float(visibility & ~PATH_RAY_NODE_UNALIGNED); data[0].y = time_from; data[0].z = time_to; for(int i = 0; i < num; i++) { float3 bb_min = bounds[i].min; float3 bb_max = bounds[i].max; data[1][i] = bb_min.x; data[2][i] = bb_max.x; data[3][i] = bb_min.y; data[4][i] = bb_max.y; data[5][i] = bb_min.z; data[6][i] = bb_max.z; data[7][i] = __int_as_float(child[i]); } for(int i = num; i < 4; i++) { /* We store BB which would never be recorded as intersection * so kernel might safely assume there are always 4 child nodes. */ data[1][i] = FLT_MAX; data[2][i] = -FLT_MAX; data[3][i] = FLT_MAX; data[4][i] = -FLT_MAX; data[5][i] = FLT_MAX; data[6][i] = -FLT_MAX; data[7][i] = __int_as_float(0); } memcpy(&pack.nodes[idx], data, sizeof(float4)*BVH_QNODE_SIZE); } void BVH4::pack_unaligned_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num) { Transform aligned_space[4]; BoundBox bounds[4]; int child[4]; for(int i = 0; i < num; ++i) { aligned_space[i] = en[i].node->get_aligned_space(); bounds[i] = en[i].node->bounds; child[i] = en[i].encodeIdx(); } pack_unaligned_node(e.idx, aligned_space, bounds, child, e.node->visibility, e.node->time_from, e.node->time_to, num); } void BVH4::pack_unaligned_node(int idx, const Transform *aligned_space, const BoundBox *bounds, const int *child, const uint visibility, const float time_from, const float time_to, const int num) { float4 data[BVH_UNALIGNED_QNODE_SIZE]; memset(data, 0, sizeof(data)); data[0].x = __uint_as_float(visibility | PATH_RAY_NODE_UNALIGNED); data[0].y = time_from; data[0].z = time_to; for(int i = 0; i < num; i++) { Transform space = BVHUnaligned::compute_node_transform( bounds[i], aligned_space[i]); data[1][i] = space.x.x; data[2][i] = space.x.y; data[3][i] = space.x.z; data[4][i] = space.y.x; data[5][i] = space.y.y; data[6][i] = space.y.z; data[7][i] = space.z.x; data[8][i] = space.z.y; data[9][i] = space.z.z; data[10][i] = space.x.w; data[11][i] = space.y.w; data[12][i] = space.z.w; data[13][i] = __int_as_float(child[i]); } for(int i = num; i < 4; i++) { /* We store BB which would never be recorded as intersection * so kernel might safely assume there are always 4 child nodes. */ data[1][i] = NAN; data[2][i] = NAN; data[3][i] = NAN; data[4][i] = NAN; data[5][i] = NAN; data[6][i] = NAN; data[7][i] = NAN; data[8][i] = NAN; data[9][i] = NAN; data[10][i] = NAN; data[11][i] = NAN; data[12][i] = NAN; data[13][i] = __int_as_float(0); } memcpy(&pack.nodes[idx], data, sizeof(float4)*BVH_UNALIGNED_QNODE_SIZE); } /* Quad SIMD Nodes */ void BVH4::pack_nodes(const BVHNode *root) { /* Calculate size of the arrays required. */ const size_t num_nodes = root->getSubtreeSize(BVH_STAT_QNODE_COUNT); const size_t num_leaf_nodes = root->getSubtreeSize(BVH_STAT_LEAF_COUNT); assert(num_leaf_nodes <= num_nodes); const size_t num_inner_nodes = num_nodes - num_leaf_nodes; size_t node_size; if(params.use_unaligned_nodes) { const size_t num_unaligned_nodes = root->getSubtreeSize(BVH_STAT_UNALIGNED_INNER_QNODE_COUNT); node_size = (num_unaligned_nodes * BVH_UNALIGNED_QNODE_SIZE) + (num_inner_nodes - num_unaligned_nodes) * BVH_QNODE_SIZE; } else { node_size = num_inner_nodes * BVH_QNODE_SIZE; } /* Resize arrays. */ pack.nodes.clear(); pack.leaf_nodes.clear(); /* For top level BVH, first merge existing BVH's so we know the offsets. */ if(params.top_level) { pack_instances(node_size, num_leaf_nodes*BVH_QNODE_LEAF_SIZE); } else { pack.nodes.resize(node_size); pack.leaf_nodes.resize(num_leaf_nodes*BVH_QNODE_LEAF_SIZE); } int nextNodeIdx = 0, nextLeafNodeIdx = 0; vector stack; stack.reserve(BVHParams::MAX_DEPTH*2); if(root->is_leaf()) { stack.push_back(BVHStackEntry(root, nextLeafNodeIdx++)); } else { stack.push_back(BVHStackEntry(root, nextNodeIdx)); nextNodeIdx += node_qbvh_is_unaligned(root) ? BVH_UNALIGNED_QNODE_SIZE : BVH_QNODE_SIZE; } while(stack.size()) { BVHStackEntry e = stack.back(); stack.pop_back(); if(e.node->is_leaf()) { /* leaf node */ const LeafNode *leaf = reinterpret_cast(e.node); pack_leaf(e, leaf); } else { /* Inner node. */ const BVHNode *node = e.node; const BVHNode *node0 = node->get_child(0); const BVHNode *node1 = node->get_child(1); /* Collect nodes. */ const BVHNode *nodes[4]; int numnodes = 0; if(node0->is_leaf()) { nodes[numnodes++] = node0; } else { nodes[numnodes++] = node0->get_child(0); nodes[numnodes++] = node0->get_child(1); } if(node1->is_leaf()) { nodes[numnodes++] = node1; } else { nodes[numnodes++] = node1->get_child(0); nodes[numnodes++] = node1->get_child(1); } /* Push entries on the stack. */ for(int i = 0; i < numnodes; ++i) { int idx; if(nodes[i]->is_leaf()) { idx = nextLeafNodeIdx++; } else { idx = nextNodeIdx; nextNodeIdx += node_qbvh_is_unaligned(nodes[i]) ? BVH_UNALIGNED_QNODE_SIZE : BVH_QNODE_SIZE; } stack.push_back(BVHStackEntry(nodes[i], idx)); } /* Set node. */ pack_inner(e, &stack[stack.size()-numnodes], numnodes); } } assert(node_size == nextNodeIdx); /* Root index to start traversal at, to handle case of single leaf node. */ pack.root_index = (root->is_leaf())? -1: 0; } void BVH4::refit_nodes() { assert(!params.top_level); BoundBox bbox = BoundBox::empty; uint visibility = 0; refit_node(0, (pack.root_index == -1)? true: false, bbox, visibility); } void BVH4::refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility) { if(leaf) { int4 *data = &pack.leaf_nodes[idx]; int4 c = data[0]; /* Refit leaf node. */ for(int prim = c.x; prim < c.y; prim++) { int pidx = pack.prim_index[prim]; int tob = pack.prim_object[prim]; Object *ob = objects[tob]; if(pidx == -1) { /* Object instance. */ bbox.grow(ob->bounds); } else { /* Primitives. */ const Mesh *mesh = ob->mesh; if(pack.prim_type[prim] & PRIMITIVE_ALL_CURVE) { /* Curves. */ int str_offset = (params.top_level)? mesh->curve_offset: 0; Mesh::Curve curve = mesh->get_curve(pidx - str_offset); int k = PRIMITIVE_UNPACK_SEGMENT(pack.prim_type[prim]); curve.bounds_grow(k, &mesh->curve_keys[0], &mesh->curve_radius[0], bbox); visibility |= PATH_RAY_CURVE; /* Motion curves. */ if(mesh->use_motion_blur) { Attribute *attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if(attr) { size_t mesh_size = mesh->curve_keys.size(); size_t steps = mesh->motion_steps - 1; float3 *key_steps = attr->data_float3(); for(size_t i = 0; i < steps; i++) curve.bounds_grow(k, key_steps + i*mesh_size, &mesh->curve_radius[0], bbox); } } } else { /* Triangles. */ int tri_offset = (params.top_level)? mesh->tri_offset: 0; Mesh::Triangle triangle = mesh->get_triangle(pidx - tri_offset); const float3 *vpos = &mesh->verts[0]; triangle.bounds_grow(vpos, bbox); /* Motion triangles. */ if(mesh->use_motion_blur) { Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if(attr) { size_t mesh_size = mesh->verts.size(); size_t steps = mesh->motion_steps - 1; float3 *vert_steps = attr->data_float3(); for(size_t i = 0; i < steps; i++) triangle.bounds_grow(vert_steps + i*mesh_size, bbox); } } } } visibility |= ob->visibility_for_tracing(); } /* TODO(sergey): This is actually a copy of pack_leaf(), * but this chunk of code only knows actual data and has * no idea about BVHNode. * * Would be nice to de-duplicate code, but trying to make * making code more general ends up in much nastier code * in my opinion so far. * * Same applies to the inner nodes case below. */ float4 leaf_data[BVH_QNODE_LEAF_SIZE]; leaf_data[0].x = __int_as_float(c.x); leaf_data[0].y = __int_as_float(c.y); leaf_data[0].z = __uint_as_float(visibility); leaf_data[0].w = __uint_as_float(c.w); memcpy(&pack.leaf_nodes[idx], leaf_data, sizeof(float4)*BVH_QNODE_LEAF_SIZE); } else { int4 *data = &pack.nodes[idx]; bool is_unaligned = (data[0].x & PATH_RAY_NODE_UNALIGNED) != 0; int4 c; if(is_unaligned) { c = data[13]; } else { c = data[7]; } /* Refit inner node, set bbox from children. */ BoundBox child_bbox[4] = {BoundBox::empty, BoundBox::empty, BoundBox::empty, BoundBox::empty}; uint child_visibility[4] = {0}; int num_nodes = 0; for(int i = 0; i < 4; ++i) { if(c[i] != 0) { refit_node((c[i] < 0)? -c[i]-1: c[i], (c[i] < 0), child_bbox[i], child_visibility[i]); ++num_nodes; bbox.grow(child_bbox[i]); visibility |= child_visibility[i]; } } if(is_unaligned) { Transform aligned_space[4] = {transform_identity(), transform_identity(), transform_identity(), transform_identity()}; pack_unaligned_node(idx, aligned_space, child_bbox, &c[0], visibility, 0.0f, 1.0f, 4); } else { pack_aligned_node(idx, child_bbox, &c[0], visibility, 0.0f, 1.0f, 4); } } } CCL_NAMESPACE_END