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/*
* ***** 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) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
*/
/** \file blender/render/intern/include/rayintersection.h
* \ingroup render
*/
#ifndef __RENDER_RAYINTERSECTION_H__
#define __RENDER_RAYINTERSECTION_H__
#ifdef __cplusplus
extern "C" {
#endif
struct RayObject;
/* Ray Hints */
#define RE_RAY_LCTS_MAX_SIZE 256
#define RT_USE_LAST_HIT /* last shadow hit is reused before raycasting on whole tree */
//#define RT_USE_HINT /* last hit object is reused before raycasting on whole tree */
typedef struct LCTSHint {
int size;
struct RayObject *stack[RE_RAY_LCTS_MAX_SIZE];
} LCTSHint;
typedef struct RayHint {
union { LCTSHint lcts; } data;
} RayHint;
/* Ray Intersection */
typedef struct Isect {
/* ray start, direction (normalized vector), and max distance. on hit,
the distance is modified to be the distance to the hit point. */
float start[3];
float dir[3];
float dist;
/* precomputed values to accelerate bounding box intersection */
int bv_index[6];
float idot_axis[3];
/* intersection options */
int mode; /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
int lay; /* -1 default, set for layer lamps */
int skip; /* skip flags */
int check; /* check flags */
void *userdata; /* used by bake check */
/* hit information */
float u, v;
int isect; /* which half of quad */
struct {
void *ob;
void *face;
} hit, orig;
/* last hit optimization */
struct RayObject *last_hit;
/* hints */
#ifdef RT_USE_HINT
RayTraceHint *hint, *hit_hint;
#endif
RayHint *hint;
/* ray counter */
#ifdef RE_RAYCOUNTER
RayCounter *raycounter;
#endif
} Isect;
/* ray types */
#define RE_RAY_SHADOW 0
#define RE_RAY_MIRROR 1
#define RE_RAY_SHADOW_TRA 2
/* skip options */
#define RE_SKIP_CULLFACE (1 << 0)
/* if using this flag then *face should be a pointer to a VlakRen */
#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
/* check options */
#define RE_CHECK_VLR_NONE 0
#define RE_CHECK_VLR_RENDER 1
#define RE_CHECK_VLR_NON_SOLID_MATERIAL 2
#define RE_CHECK_VLR_BAKE 3
/* arbitrary, but can't use e.g. FLT_MAX because of precision issues */
#define RE_RAYTRACE_MAXDIST 1e15f
#define RE_RAYTRACE_EPSILON 0.0f
#ifdef __cplusplus
}
#endif
#endif /* __RENDER_RAYINTERSECTION_H__ */
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