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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include <assert.h>
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "DNA_material_types.h"
#include "RE_raytrace.h"
#include "render_types.h"
#include "rayobject.h"
#include "raycounter.h"
/*
* Determines the distance that the ray must travel to hit the bounding volume of the given node
* Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
* [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
*/
int RE_rayobject_bb_intersect_test(const Isect *isec, const float *_bb)
{
const float *bb = _bb;
float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0];
float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0];
float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1];
float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1];
float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2];
float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2];
RE_RC_COUNT(isec->raycounter->bb.test);
if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0;
if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return 0;
if(t1x > isec->labda || t1y > isec->labda || t1z > isec->labda) return 0;
RE_RC_COUNT(isec->raycounter->bb.hit);
return 1;
}
/* only for self-intersecting test with current render face (where ray left) */
static int intersection2(VlakRen *face, float r0, float r1, float r2, float rx1, float ry1, float rz1)
{
float co1[3], co2[3], co3[3], co4[3];
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
float m0, m1, m2, divdet, det, det1;
float u1, v, u2;
VECCOPY(co1, face->v1->co);
VECCOPY(co2, face->v2->co);
if(face->v4)
{
VECCOPY(co3, face->v4->co);
VECCOPY(co4, face->v3->co);
}
else
{
VECCOPY(co3, face->v3->co);
}
t00= co3[0]-co1[0];
t01= co3[1]-co1[1];
t02= co3[2]-co1[2];
t10= co3[0]-co2[0];
t11= co3[1]-co2[1];
t12= co3[2]-co2[2];
x0= t11*r2-t12*r1;
x1= t12*r0-t10*r2;
x2= t10*r1-t11*r0;
divdet= t00*x0+t01*x1+t02*x2;
m0= rx1-co3[0];
m1= ry1-co3[1];
m2= rz1-co3[2];
det1= m0*x0+m1*x1+m2*x2;
if(divdet!=0.0f) {
u1= det1/divdet;
if(u1<ISECT_EPSILON) {
det= t00*(m1*r2-m2*r1);
det+= t01*(m2*r0-m0*r2);
det+= t02*(m0*r1-m1*r0);
v= det/divdet;
if(v<ISECT_EPSILON && (u1 + v) > -(1.0f+ISECT_EPSILON)) {
return 1;
}
}
}
if(face->v4) {
t20= co3[0]-co4[0];
t21= co3[1]-co4[1];
t22= co3[2]-co4[2];
divdet= t20*x0+t21*x1+t22*x2;
if(divdet!=0.0f) {
u2= det1/divdet;
if(u2<ISECT_EPSILON) {
det= t20*(m1*r2-m2*r1);
det+= t21*(m2*r0-m0*r2);
det+= t22*(m0*r1-m1*r0);
v= det/divdet;
if(v<ISECT_EPSILON && (u2 + v) >= -(1.0f+ISECT_EPSILON)) {
return 2;
}
}
}
}
return 0;
}
static 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->mat->mode & MA_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 (is->lay & obi->lay);
}
static inline int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
{
/* solid material types only */
if (vlr->mat->material_type == MA_TYPE_SURFACE)
return 1;
else
return 0;
}
static inline int rayface_check_cullface(RayFace *face, Isect *is)
{
float nor[3];
/* don't intersect if the ray faces along the face normal */
if(face->quad) CalcNormFloat4(face->v1, face->v2, face->v3, face->v4, nor);
else CalcNormFloat(face->v1, face->v2, face->v3, nor);
return (INPR(nor, is->vec) < 0);
}
/* ray - triangle or quad intersection */
/* this function shall only modify Isect if it detects an hit */
static int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
{
float co1[3],co2[3],co3[3],co4[3];
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
float m0, m1, m2, divdet, det1;
float labda, u, v;
short ok=0;
if(is->orig.ob == face->ob && is->orig.face == face->face)
return 0;
if(is->skip & RE_SKIP_VLR_RENDER_CHECK)
{
if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
return 0;
}
if(is->skip & RE_SKIP_VLR_NON_SOLID_MATERIAL)
{
if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
}
if(is->skip & RE_SKIP_CULLFACE)
{
if(rayface_check_cullface(face, is) == 0)
return 0;
}
RE_RC_COUNT(is->raycounter->faces.test);
//Load coords
VECCOPY(co1, face->v1);
VECCOPY(co2, face->v2);
if(RE_rayface_isQuad(face))
{
VECCOPY(co3, face->v4);
VECCOPY(co4, face->v3);
}
else
{
VECCOPY(co3, face->v3);
}
t00= co3[0]-co1[0];
t01= co3[1]-co1[1];
t02= co3[2]-co1[2];
t10= co3[0]-co2[0];
t11= co3[1]-co2[1];
t12= co3[2]-co2[2];
r0= is->vec[0];
r1= is->vec[1];
r2= is->vec[2];
x0= t12*r1-t11*r2;
x1= t10*r2-t12*r0;
x2= t11*r0-t10*r1;
divdet= t00*x0+t01*x1+t02*x2;
m0= is->start[0]-co3[0];
m1= is->start[1]-co3[1];
m2= is->start[2]-co3[2];
det1= m0*x0+m1*x1+m2*x2;
if(divdet!=0.0f) {
divdet= 1.0f/divdet;
u= det1*divdet;
if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
float cros0, cros1, cros2;
cros0= m1*t02-m2*t01;
cros1= m2*t00-m0*t02;
cros2= m0*t01-m1*t00;
v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
if(labda>-ISECT_EPSILON && labda<is->labda) {
ok= 1;
}
}
}
}
if(ok==0 && RE_rayface_isQuad(face)) {
t20= co3[0]-co4[0];
t21= co3[1]-co4[1];
t22= co3[2]-co4[2];
divdet= t20*x0+t21*x1+t22*x2;
if(divdet!=0.0f) {
divdet= 1.0f/divdet;
u = det1*divdet;
if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
float cros0, cros1, cros2;
cros0= m1*t22-m2*t21;
cros1= m2*t20-m0*t22;
cros2= m0*t21-m1*t20;
v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
if(labda>-ISECT_EPSILON && labda<is->labda) {
ok= 2;
}
}
}
}
}
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 neighbour face */
if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
{
if(labda < 0.1f && is->orig.ob == face->ob)
{
VlakRen * a = (VlakRen*)is->orig.face;
VlakRen * b = (VlakRen*)face->face;
/* so there's a shared edge or vertex, let's intersect ray with face
itself, if that's true we can safely return 1, otherwise we assume
the intersection is invalid, 0 */
if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
|| (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4)))
if(!intersection2((VlakRen*)a, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
{
return 0;
}
}
}
RE_RC_COUNT(is->raycounter->faces.hit);
is->isect= ok; // wich half of the quad
is->labda= labda;
is->u= u; is->v= v;
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;
}
RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
{
return RE_rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0 );
}
RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
{
rayface->ob = ob;
rayface->face = face;
VECCOPY(rayface->v1, v1);
VECCOPY(rayface->v2, v2);
VECCOPY(rayface->v3, v3);
if(v4)
{
VECCOPY(rayface->v4, v4);
rayface->quad = 1;
}
else
{
rayface->quad = 0;
}
return RE_rayobject_unalignRayFace(rayface);
}
RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
{
face->ob = obi;
face->face = vlr;
return RE_rayobject_unalignVlakPrimitive(face);
}
int RE_rayobject_raycast(RayObject *r, Isect *isec)
{
int i;
RE_RC_COUNT(isec->raycounter->raycast.test);
/* Setup vars used on raycast */
isec->labda *= Normalize(isec->vec);
isec->dist = VecLength(isec->vec);
for(i=0; i<3; i++)
{
isec->idot_axis[i] = 1.0f / isec->vec[i];
isec->bv_index[2*i] = isec->idot_axis[i] < 0.0 ? 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;
RE_rayface_from_vlak(&nface, face->ob, face->face);
if(face->ob->transform_primitives)
{
Mat4MulVecfl(face->ob->mat, nface.v1);
Mat4MulVecfl(face->ob->mat, nface.v2);
Mat4MulVecfl(face->ob->mat, nface.v3);
if(RE_rayface_isQuad(&nface))
Mat4MulVecfl(face->ob->mat, nface.v4);
}
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);
}
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 );
}
void RE_rayobject_merge_bb(RayObject *r, float *min, float *max)
{
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);
VlakRen *vlr = face->face;
DO_MINMAX( vlr->v1->co, min, max );
DO_MINMAX( vlr->v2->co, min, max );
DO_MINMAX( vlr->v3->co, min, max );
if(vlr->v4) DO_MINMAX( vlr->v4->co, min, max );
}
else if(RE_rayobject_isRayAPI(r))
{
r = RE_rayobject_align( r );
r->api->bb( r, min, max );
}
else assert(0);
}
float RE_rayobject_cost(RayObject *r)
{
if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
{
return 1.0;
}
else if(RE_rayobject_isRayAPI(r))
{
r = RE_rayobject_align( r );
return r->api->cost( r );
}
else assert(0);
}
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);
}
int RE_rayobjectcontrol_test_break(RayObjectControl *control)
{
if(control->test_break)
return control->test_break( control->data );
return 0;
}
/*
* Empty raytree
*/
static int RE_rayobject_empty_intersect(RayObject *o, Isect *is)
{
return 0;
}
static void RE_rayobject_empty_free(RayObject *o)
{
}
static void RE_rayobject_empty_bb(RayObject *o, float *min, float *max)
{
return;
}
static float RE_rayobject_empty_cost(RayObject *o)
{
return 0.0;
}
static void RE_rayobject_empty_hint_bb(RayObject *o, RayHint *hint, float *min, float *max)
{}
static RayObjectAPI empty_api =
{
RE_rayobject_empty_intersect,
NULL, //static void RE_rayobject_instance_add(RayObject *o, RayObject *ob);
NULL, //static void RE_rayobject_instance_done(RayObject *o);
RE_rayobject_empty_free,
RE_rayobject_empty_bb,
RE_rayobject_empty_cost,
RE_rayobject_empty_hint_bb
};
static RayObject empty_raytree = { &empty_api, {0, 0} };
RayObject *RE_rayobject_empty_create()
{
return RE_rayobject_unalignRayAPI( &empty_raytree );
}
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