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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_BUILD_H__
#define __BVH_BUILD_H__
#include <float.h>
#include "bvh.h"
#include "bvh_binning.h"
#include "util_boundbox.h"
#include "util_task.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVHBuildTask;
class BVHParams;
class InnerNode;
class Mesh;
class Object;
class Progress;
/* BVH Builder */
class BVHBuild
{
public:
/* Constructor/Destructor */
BVHBuild(
const vector<Object*>& objects,
vector<int>& prim_index,
vector<int>& prim_object,
const BVHParams& params,
Progress& progress);
~BVHBuild();
BVHNode *run();
protected:
friend class BVHMixedSplit;
friend class BVHObjectSplit;
friend class BVHSpatialSplit;
friend class BVHBuildTask;
/* adding references */
void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
void add_references(BVHRange& root);
/* building */
BVHNode *build_node(const BVHRange& range, int level);
BVHNode *build_node(const BVHObjectBinning& range, int level);
BVHNode *create_leaf_node(const BVHRange& range);
BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
/* threads */
enum { THREAD_TASK_SIZE = 4096 };
void thread_build_node(InnerNode *node, int child, BVHObjectBinning *range, int level);
thread_mutex build_mutex;
/* progress */
void progress_update();
/* tree rotations */
void rotate(BVHNode *node, int max_depth);
void rotate(BVHNode *node, int max_depth, int iterations);
/* objects and primitive references */
vector<Object*> objects;
vector<BVHReference> references;
int num_original_references;
/* output primitive indexes and objects */
vector<int>& prim_index;
vector<int>& prim_object;
/* build parameters */
BVHParams params;
/* progress reporting */
Progress& progress;
double progress_start_time;
size_t progress_count;
size_t progress_total;
size_t progress_original_total;
/* spatial splitting */
float spatial_min_overlap;
vector<BoundBox> spatial_right_bounds;
BVHSpatialBin spatial_bins[3][BVHParams::NUM_SPATIAL_BINS];
/* threads */
TaskPool task_pool;
};
CCL_NAMESPACE_END
#endif /* __BVH_BUILD_H__ */
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