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/*
* 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.
*/
#ifndef __BVH_H__
#define __BVH_H__
#include "bvh/params.h"
#include "util/array.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class BoundBox;
class BVHNode;
class BVHParams;
class Device;
class DeviceScene;
class Geometry;
class LeafNode;
class Object;
class Progress;
class Stats;
#define BVH_ALIGN 4096
#define TRI_NODE_SIZE 3
/* Packed BVH
*
* BVH stored as it will be used for traversal on the rendering device. */
struct PackedBVH {
/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
* and child, triangle or object indexes depending on the node type */
array<int4> nodes;
/* BVH leaf nodes storage. */
array<int4> leaf_nodes;
/* object index to BVH node index mapping for instances */
array<int> object_node;
/* primitive type - triangle or strand */
array<int> prim_type;
/* Visibility visibilities for primitives. */
array<uint> prim_visibility;
/* mapping from BVH primitive index to true primitive index, as primitives
* may be duplicated due to spatial splits. -1 for instances. */
array<int> prim_index;
/* mapping from BVH primitive index, to the object id of that primitive. */
array<int> prim_object;
/* Time range of BVH primitive. */
array<float2> prim_time;
/* index of the root node. */
int root_index;
PackedBVH()
{
root_index = 0;
}
};
/* BVH */
class BVH {
public:
BVHParams params;
vector<Geometry *> geometry;
vector<Object *> objects;
static BVH *create(const BVHParams ¶ms,
const vector<Geometry *> &geometry,
const vector<Object *> &objects,
Device *device);
virtual ~BVH()
{
}
protected:
BVH(const BVHParams ¶ms,
const vector<Geometry *> &geometry,
const vector<Object *> &objects);
};
CCL_NAMESPACE_END
#endif /* __BVH_H__ */
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