/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2007 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): André Pinto. * * ***** END GPL LICENSE BLOCK ***** * RE_raytrace.h: ray tracing api, can be used independently from the renderer. */ /** \file blender/render/intern/include/rayintersection.h * \ingroup render */ #ifndef __RAYINTERSECTION_H__ #define __RAYINTERSECTION_H__ #ifdef __cplusplus extern "C" { #endif #include "BLI_math_geom.h" struct RayObject; /* Ray Hints */ #define RE_RAY_LCTS_MAX_SIZE 256 #define RT_USE_LAST_HIT /* last shadow hit is reused before raycasting on whole tree */ //#define RT_USE_HINT /* last hit object is reused before raycasting on whole tree */ typedef struct LCTSHint { int size; struct RayObject *stack[RE_RAY_LCTS_MAX_SIZE]; } LCTSHint; typedef struct RayHint { union { LCTSHint lcts; } data; } RayHint; /* Ray Intersection */ typedef struct Isect { /* ray start, direction (normalized vector), and max distance. on hit, * the distance is modified to be the distance to the hit point. */ float start[3]; float dir[3]; float dist; /* for envmap and incremental view update renders */ float origstart[3]; float origdir[3]; /* precomputed values to accelerate bounding box intersection */ int bv_index[6]; float idot_axis[3]; /* intersection options */ int mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */ int lay; /* -1 default, set for layer lamps */ int skip; /* skip flags */ int check; /* check flags */ void *userdata; /* used by bake check */ /* hit information */ float u, v; int isect; /* which half of quad */ struct { void *ob; void *face; } hit, orig; /* last hit optimization */ struct RayObject *last_hit; /* hints */ #ifdef RT_USE_HINT RayTraceHint *hint, *hit_hint; #endif RayHint *hint; /* ray counter */ #ifdef RE_RAYCOUNTER RayCounter *raycounter; #endif /* Precalculated coefficients for watertight intersection check. */ struct IsectRayPrecalc isect_precalc; } Isect; /* ray types */ #define RE_RAY_SHADOW 0 #define RE_RAY_MIRROR 1 #define RE_RAY_SHADOW_TRA 2 /* skip options */ #define RE_SKIP_CULLFACE (1 << 0) /* if using this flag then *face should be a pointer to a VlakRen */ #define RE_SKIP_VLR_NEIGHBOUR (1 << 1) /* check options */ #define RE_CHECK_VLR_NONE 0 #define RE_CHECK_VLR_RENDER 1 #define RE_CHECK_VLR_NON_SOLID_MATERIAL 2 #define RE_CHECK_VLR_BAKE 3 /* arbitrary, but can't use e.g. FLT_MAX because of precision issues */ #define RE_RAYTRACE_MAXDIST 1e15f #define RE_RAYTRACE_EPSILON 0.0f #ifdef __cplusplus } #endif #endif /* __RAYINTERSECTION_H__ */