/** \file blender/render/intern/raytrace/rayobject_internal.h * \ingroup render */ #ifndef RE_RAYOBJECT_INTERNAL_H #define RE_RAYOBJECT_INTERNAL_H #ifdef __cplusplus extern "C" { #endif /* RayObjectControl * * 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 { void *data; RE_rayobjectcontrol_test_break_callback test_break; } RayObjectControl; /* 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); /* 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) */ /* 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) /* 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)) /* * 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 *, struct 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 *, struct 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; /* * Returns the expected cost of raycast on this node, primitives have a cost of 1 */ float RE_rayobject_cost(RayObject *r); /* * 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, struct Isect *i); #ifdef __cplusplus } #endif #endif