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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) 2009 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/raytrace/rayobject.cpp
* \ingroup render
*/
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_material_types.h"
#include "rayintersection.h"
#include "rayobject.h"
#include "raycounter.h"
#include "render_types.h"
/* RayFace
note we force always inline here, because compiler refuses to otherwise
because function is too long. Since this is code that is called billions
of times we really do want to inline. */
MALWAYS_INLINE RayObject* rayface_from_coords(RayFace *rayface, void *ob, void *face,
float *v1, float *v2, float *v3, float *v4)
{
rayface->ob = ob;
rayface->face = face;
copy_v3_v3(rayface->v1, v1);
copy_v3_v3(rayface->v2, v2);
copy_v3_v3(rayface->v3, v3);
if(v4)
{
copy_v3_v3(rayface->v4, v4);
rayface->quad = 1;
}
else
{
rayface->quad = 0;
}
return RE_rayobject_unalignRayFace(rayface);
}
MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
{
rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
if(obi->transform_primitives)
{
mul_m4_v3(obi->mat, rayface->v1);
mul_m4_v3(obi->mat, rayface->v2);
mul_m4_v3(obi->mat, rayface->v3);
if(RE_rayface_isQuad(rayface))
mul_m4_v3(obi->mat, rayface->v4);
}
}
RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
{
return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
}
/* VlakPrimitive */
RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
{
face->ob = obi;
face->face = vlr;
return RE_rayobject_unalignVlakPrimitive(face);
}
/* Checks for ignoring faces or materials */
MALWAYS_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->flag & R_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);
}
MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen* UNUSED(obi), VlakRen *vlr)
{
/* solid material types only */
if (vlr->mat->material_type == MA_TYPE_SURFACE)
return 1;
else
return 0;
}
MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen* obi, VlakRen *UNUSED(vlr))
{
return (obi->obr->ob != is->userdata);
}
/* Ray Triangle/Quad Intersection */
MALWAYS_INLINE int isec_tri_quad(float start[3], float dir[3], RayFace *face, float uv[2], float *lambda)
{
float co1[3], co2[3], co3[3], co4[3];
float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1, l;
int quad;
quad= RE_rayface_isQuad(face);
copy_v3_v3(co1, face->v1);
copy_v3_v3(co2, face->v2);
copy_v3_v3(co3, face->v3);
copy_v3_v3(r, dir);
/* intersect triangle */
sub_v3_v3v3(t0, co3, co2);
sub_v3_v3v3(t1, co3, co1);
cross_v3_v3v3(x, r, t1);
divdet= dot_v3v3(t0, x);
sub_v3_v3v3(m, start, co3);
det1= dot_v3v3(m, x);
if(divdet != 0.0f) {
divdet= 1.0f/divdet;
v= det1*divdet;
if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u= divdet*dot_v3v3(cros, r);
if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
l= divdet*dot_v3v3(cros, t1);
/* check if intersection is within ray length */
if(l > -RE_RAYTRACE_EPSILON && l < *lambda) {
uv[0]= u;
uv[1]= v;
*lambda= l;
return 1;
}
}
}
}
/* intersect second triangle in quad */
if(quad) {
copy_v3_v3(co4, face->v4);
sub_v3_v3v3(t0, co3, co4);
divdet= dot_v3v3(t0, x);
if(divdet != 0.0f) {
divdet= 1.0f/divdet;
v = det1*divdet;
if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u= divdet*dot_v3v3(cros, r);
if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
l= divdet*dot_v3v3(cros, t1);
if(l >- RE_RAYTRACE_EPSILON && l < *lambda) {
uv[0]= u;
uv[1]= -(1.0f + v + u);
*lambda= l;
return 2;
}
}
}
}
}
return 0;
}
/* Simpler yes/no Ray Triangle/Quad Intersection */
MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace *face)
{
float co1[3], co2[3], co3[3], co4[3];
float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1;
int quad;
quad= RE_rayface_isQuad(face);
copy_v3_v3(co1, face->v1);
copy_v3_v3(co2, face->v2);
copy_v3_v3(co3, face->v3);
negate_v3_v3(r, dir); /* note, different than above function */
/* intersect triangle */
sub_v3_v3v3(t0, co3, co2);
sub_v3_v3v3(t1, co3, co1);
cross_v3_v3v3(x, r, t1);
divdet= dot_v3v3(t0, x);
sub_v3_v3v3(m, start, co3);
det1= dot_v3v3(m, x);
if(divdet != 0.0f) {
divdet= 1.0f/divdet;
v= det1*divdet;
if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u= divdet*dot_v3v3(cros, r);
if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
return 1;
}
}
/* intersect second triangle in quad */
if(quad) {
copy_v3_v3(co4, face->v4);
sub_v3_v3v3(t0, co3, co4);
divdet= dot_v3v3(t0, x);
if(divdet != 0.0f) {
divdet= 1.0f/divdet;
v = det1*divdet;
if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
float cros[3];
cross_v3_v3v3(cros, m, t0);
u= divdet*dot_v3v3(cros, r);
if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
return 2;
}
}
}
return 0;
}
/* RayFace intersection with checks and neighbour verifaction included,
Isect is modified if the face is hit. */
MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
{
float dist, uv[2];
int ok= 0;
/* avoid self-intersection */
if(is->orig.ob == face->ob && is->orig.face == face->face)
return 0;
/* check if we should intersect this face */
if(is->check == RE_CHECK_VLR_RENDER)
{
if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
}
else if(is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL)
{
if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
}
else if(is->check == RE_CHECK_VLR_BAKE) {
if(vlr_check_bake(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
return 0;
}
/* ray counter */
RE_RC_COUNT(is->raycounter->faces.test);
dist= is->dist;
ok= isec_tri_quad(is->start, is->dir, face, uv, &dist);
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(dist < 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))) {
/* create RayFace from original face, transformed if necessary */
RayFace origface;
ObjectInstanceRen *ob= (ObjectInstanceRen*)is->orig.ob;
rayface_from_vlak(&origface, ob, (VlakRen*)is->orig.face);
if(!isec_tri_quad_neighbour(is->start, is->dir, &origface))
{
return 0;
}
}
}
}
RE_RC_COUNT(is->raycounter->faces.hit);
is->isect= ok; // which half of the quad
is->dist= dist;
is->u= uv[0]; is->v= uv[1];
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;
}
/* Intersection */
int RE_rayobject_raycast(RayObject *r, Isect *isec)
{
int i;
RE_RC_COUNT(isec->raycounter->raycast.test);
/* setup vars used on raycast */
for(i=0; i<3; i++)
{
isec->idot_axis[i] = 1.0f / isec->dir[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;
rayface_from_vlak(&nface, face->ob, face->face);
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);
return 0;
}
}
/* Building */
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);
}
float RE_rayobject_cost(RayObject *r)
{
if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
{
return 1.0f;
}
else if(RE_rayobject_isRayAPI(r))
{
r = RE_rayobject_align(r);
return r->api->cost(r);
}
else {
assert(0);
return 1.0f;
}
}
/* Bounding Boxes */
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);
RayFace nface;
rayface_from_vlak(&nface, face->ob, face->face);
DO_MINMAX(nface.v1, min, max);
DO_MINMAX(nface.v2, min, max);
DO_MINMAX(nface.v3, min, max);
if(RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max);
}
else if(RE_rayobject_isRayAPI(r))
{
r = RE_rayobject_align(r);
r->api->bb(r, min, max);
}
else
assert(0);
}
/* Hints */
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);
}
/* RayObjectControl */
int RE_rayobjectcontrol_test_break(RayObjectControl *control)
{
if(control->test_break)
return control->test_break(control->data);
return 0;
}
void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break)
{
if(RE_rayobject_isRayAPI(r))
{
r = RE_rayobject_align(r);
r->control.data = data;
r->control.test_break = test_break;
}
}
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