/* * ***** 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 ***** */ /** \file blender/render/intern/raytrace/rayobject.cpp * \ingroup render */ #include #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "DNA_material_types.h" #include "rayintersection.h" #include "rayobject.h" #include "raycounter.h" #include "render_types.h" #include "renderdatabase.h" /* RayFace * * note we force always inline here, because compiler refuses to otherwise * because function is too long. Since this is code that is called billions * of times we really do want to inline. */ MALWAYS_INLINE RayObject *rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4) { rayface->ob = ob; rayface->face = face; copy_v3_v3(rayface->v1, v1); copy_v3_v3(rayface->v2, v2); copy_v3_v3(rayface->v3, v3); if (v4) { copy_v3_v3(rayface->v4, v4); rayface->quad = 1; } else { rayface->quad = 0; } return RE_rayobject_unalignRayFace(rayface); } MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr) { rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL); if (obi->transform_primitives) { mul_m4_v3(obi->mat, rayface->v1); mul_m4_v3(obi->mat, rayface->v2); mul_m4_v3(obi->mat, rayface->v3); if (RE_rayface_isQuad(rayface)) mul_m4_v3(obi->mat, rayface->v4); } } RayObject *RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr) { return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL); } RayObject *RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4) { return rayface_from_coords(rayface, ob, face, v1, v2, v3, v4); } /* VlakPrimitive */ RayObject *RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr) { face->ob = obi; face->face = vlr; return RE_rayobject_unalignVlakPrimitive(face); } /* Checks for ignoring faces or materials */ MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr) { /* for baking selected to active non-traceable materials might still * be in the raytree */ if (!(vlr->flag & R_TRACEBLE)) return 0; /* I know... cpu cycle waste, might do smarter once */ if (is->mode == RE_RAY_MIRROR) return !(vlr->mat->mode & MA_ONLYCAST); else return (vlr->mat->mode2 & MA_CASTSHADOW) && (is->lay & obi->lay); } MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen *UNUSED(obi), VlakRen *vlr) { /* solid material types only */ if (vlr->mat->material_type == MA_TYPE_SURFACE) return 1; else return 0; } MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UNUSED(vlr)) { return (obi->obr->ob != is->userdata) && (obi->obr->ob->flag & SELECT); } /* Ray Triangle/Quad Intersection */ static bool isect_ray_tri_watertight_no_sign_check_v3( const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc, const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]) { const int kx = isect_precalc->kx; const int ky = isect_precalc->ky; const int kz = isect_precalc->kz; const float sx = isect_precalc->sx; const float sy = isect_precalc->sy; const float sz = isect_precalc->sz; /* Calculate vertices relative to ray origin. */ const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]}; const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]}; const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]}; const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz]; const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz]; const float c_kx = c[kx], c_ky = c[ky], c_kz = c[kz]; /* Perform shear and scale of vertices. */ const float ax = a_kx - sx * a_kz; const float ay = a_ky - sy * a_kz; const float bx = b_kx - sx * b_kz; const float by = b_ky - sy * b_kz; const float cx = c_kx - sx * c_kz; const float cy = c_ky - sy * c_kz; /* Calculate scaled barycentric coordinates. */ const float u = cx * by - cy * bx; const float v = ax * cy - ay * cx; const float w = bx * ay - by * ax; float det; if ((u < 0.0f || v < 0.0f || w < 0.0f) && (u > 0.0f || v > 0.0f || w > 0.0f)) { return false; } /* Calculate determinant. */ det = u + v + w; if (UNLIKELY(det == 0.0f)) { return false; } else { /* Calculate scaled z-coordinates of vertices and use them to calculate * the hit distance. */ const float t = (u * a_kz + v * b_kz + w * c_kz) * sz; /* Normalize u, v and t. */ const float inv_det = 1.0f / det; if (r_uv) { r_uv[0] = u * inv_det; r_uv[1] = v * inv_det; } *r_lambda = t * inv_det; return true; } } MALWAYS_INLINE int isec_tri_quad(const float start[3], const struct IsectRayPrecalc *isect_precalc, const RayFace *face, float r_uv[2], float *r_lambda) { float uv[2], l; if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { /* check if intersection is within ray length */ if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) { r_uv[0] = -uv[0]; r_uv[1] = -uv[1]; *r_lambda = l; return 1; } } /* intersect second triangle in quad */ if (RE_rayface_isQuad(face)) { if (isect_ray_tri_watertight_v3(start, isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { /* check if intersection is within ray length */ if (l > -RE_RAYTRACE_EPSILON && l < *r_lambda) { r_uv[0] = -uv[0]; r_uv[1] = -uv[1]; *r_lambda = l; return 2; } } } return 0; } /* Simpler yes/no Ray Triangle/Quad Intersection */ MALWAYS_INLINE int isec_tri_quad_neighbour(const float start[3], const float dir[3], const RayFace *face) { float r[3]; struct IsectRayPrecalc isect_precalc; float uv[2], l; negate_v3_v3(r, dir); /* note, different than above function */ isect_ray_tri_watertight_v3_precalc(&isect_precalc, r); if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { return 1; } /* intersect second triangle in quad */ if (RE_rayface_isQuad(face)) { if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { return 2; } } return 0; } /* RayFace intersection with checks and neighbor verifaction included, * Isect is modified if the face is hit. */ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is) { float dist, uv[2]; int ok = 0; /* avoid self-intersection */ if (is->orig.ob == face->ob && is->orig.face == face->face) return 0; /* check if we should intersect this face */ if (is->check == RE_CHECK_VLR_RENDER) { if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) return 0; } else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) { if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) return 0; if (vlr_check_intersect_solid(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) return 0; } else if (is->check == RE_CHECK_VLR_BAKE) { if (vlr_check_bake(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0) return 0; } /* ray counter */ RE_RC_COUNT(is->raycounter->faces.test); dist = is->dist; ok = isec_tri_quad(is->start, &is->isect_precalc, face, uv, &dist); if (ok) { /* when a shadow ray leaves a face, it can be little outside the edges * of it, causing intersection to be detected in its neighbor face */ if (is->skip & RE_SKIP_VLR_NEIGHBOUR) { if (dist < 0.1f && is->orig.ob == face->ob) { VlakRen *a = (VlakRen *)is->orig.face; VlakRen *b = (VlakRen *)face->face; ObjectRen *obr = ((ObjectInstanceRen *)face->ob)->obr; VertRen **va, **vb; int *org_idx_a, *org_idx_b; int i, j; bool is_neighbor = false; /* "same" vertex means either the actual same VertRen, or the same 'final org index', if available * (autosmooth only, currently). */ for (i = 0, va = &a->v1; !is_neighbor && i < 4 && *va; ++i, ++va) { org_idx_a = RE_vertren_get_origindex(obr, *va, false); for (j = 0, vb = &b->v1; !is_neighbor && j < 4 && *vb; ++j, ++vb) { if (*va == *vb) { is_neighbor = true; } else if (org_idx_a) { org_idx_b = RE_vertren_get_origindex(obr, *vb, 0); if (org_idx_b && *org_idx_a == *org_idx_b) { is_neighbor = true; } } } } /* So there's a shared edge or vertex, let's intersect ray with self, if that's true * we can safely return 1, otherwise we assume the intersection is invalid, 0 */ if (is_neighbor) { /* create RayFace from original face, transformed if necessary */ RayFace origface; ObjectInstanceRen *ob = (ObjectInstanceRen *)is->orig.ob; rayface_from_vlak(&origface, ob, (VlakRen *)is->orig.face); if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) { return 0; } } } } RE_RC_COUNT(is->raycounter->faces.hit); is->isect = ok; // which half of the quad is->dist = dist; is->u = uv[0]; is->v = uv[1]; is->hit.ob = face->ob; is->hit.face = face->face; #ifdef RT_USE_LAST_HIT is->last_hit = hit_obj; #endif return 1; } return 0; } /* Intersection */ int RE_rayobject_raycast(RayObject *r, Isect *isec) { int i; /* Pre-calculate orientation for watertight intersection checks. */ isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir); RE_RC_COUNT(isec->raycounter->raycast.test); /* setup vars used on raycast */ for (i = 0; i < 3; i++) { isec->idot_axis[i] = 1.0f / isec->dir[i]; isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0; isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i]; isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i]; isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1]; } #ifdef RT_USE_LAST_HIT /* last hit heuristic */ if (isec->mode == RE_RAY_SHADOW && isec->last_hit) { RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test); if (RE_rayobject_intersect(isec->last_hit, isec)) { RE_RC_COUNT(isec->raycounter->raycast.hit); RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit); return 1; } } #endif #ifdef RT_USE_HINT isec->hit_hint = 0; #endif if (RE_rayobject_intersect(r, isec)) { RE_RC_COUNT(isec->raycounter->raycast.hit); #ifdef RT_USE_HINT isec->hint = isec->hit_hint; #endif return 1; } return 0; } int RE_rayobject_intersect(RayObject *r, Isect *i) { if (RE_rayobject_isRayFace(r)) { return intersect_rayface(r, (RayFace *) RE_rayobject_align(r), i); } else if (RE_rayobject_isVlakPrimitive(r)) { //TODO optimize (useless copy to RayFace to avoid duplicate code) VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r); RayFace nface; rayface_from_vlak(&nface, face->ob, face->face); return intersect_rayface(r, &nface, i); } else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->raycast(r, i); } else { assert(0); return 0; } } /* Building */ void RE_rayobject_add(RayObject *r, RayObject *o) { r = RE_rayobject_align(r); return r->api->add(r, o); } void RE_rayobject_done(RayObject *r) { r = RE_rayobject_align(r); r->api->done(r); } void RE_rayobject_free(RayObject *r) { r = RE_rayobject_align(r); r->api->free(r); } float RE_rayobject_cost(RayObject *r) { if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { return 1.0f; } else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->cost(r); } else { assert(0); return 1.0f; } } /* Bounding Boxes */ void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3]) { if (RE_rayobject_isRayFace(r)) { RayFace *face = (RayFace *) RE_rayobject_align(r); DO_MINMAX(face->v1, min, max); DO_MINMAX(face->v2, min, max); DO_MINMAX(face->v3, min, max); if (RE_rayface_isQuad(face)) DO_MINMAX(face->v4, min, max); } else if (RE_rayobject_isVlakPrimitive(r)) { VlakPrimitive *face = (VlakPrimitive *) RE_rayobject_align(r); RayFace nface; rayface_from_vlak(&nface, face->ob, face->face); DO_MINMAX(nface.v1, min, max); DO_MINMAX(nface.v2, min, max); DO_MINMAX(nface.v3, min, max); if (RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max); } else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); r->api->bb(r, min, max); } else assert(0); } /* Hints */ void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max) { if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { return; } else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->hint_bb(r, hint, min, max); } else assert(0); } /* RayObjectControl */ int RE_rayobjectcontrol_test_break(RayObjectControl *control) { if (control->test_break) return control->test_break(control->data); return 0; } void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break) { if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); r->control.data = data; r->control.test_break = test_break; } }