/** * $Id$ * * ***** 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) 2009 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): André Pinto. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef RE_RAYOBJECT_H #define RE_RAYOBJECT_H #ifdef __cplusplus extern "C" { #endif #include "RE_raytrace.h" #include "render_types.h" #include #include /* 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) You actually don't need to care about this if you are only using the API described on RE_raytrace.h */ /* 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)) /* 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) /* * 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 RayObjectControl; struct RayObjectControl { void *data; RE_rayobjectcontrol_test_break_callback test_break; }; /* * 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 *, 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 *, 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; /* * 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, Isect *i); /* * Returns distance ray must travel to hit the given bounding box * BB should be in format [2][3] */ /* float RE_rayobject_bb_intersect(const Isect *i, const float *bb); */ int RE_rayobject_bb_intersect_test(const Isect *i, const float *bb); /* same as bb_intersect but doens't calculates distance */ /* * Returns the expected cost of raycast on this node, primitives have a cost of 1 */ float RE_rayobject_cost(RayObject *r); /* * 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); #define ISECT_EPSILON ((float)FLT_EPSILON) #if !defined(_WIN32) && !defined(_WIN64) #include #include #define BENCH(a,name) \ { \ double _t1, _t2; \ struct timeval _tstart, _tend; \ clock_t _clock_init = clock(); \ gettimeofday ( &_tstart, NULL); \ (a); \ gettimeofday ( &_tend, NULL); \ _t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 ); \ _t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 ); \ printf("BENCH:%s: %fs (real) %fs (cpu)\n", #name, _t2-_t1, (float)(clock()-_clock_init)/CLOCKS_PER_SEC);\ } #else #define BENCH(a,name) (a) #endif #ifdef __cplusplus } #endif #endif