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#ifndef RE_RAYOBJECT_INTERNAL_H
#define RE_RAYOBJECT_INTERNAL_H
#ifdef __cplusplus
extern "C" {
#endif
/* RayObjectControl
*
* This class is intended as a place holder for control, configuration of the
* rayobject like:
* - stop building (TODO maybe when porting build to threads this could be
* implemented with some thread_cancel function)
* - max number of threads and threads callback to use during build
* ...
*/
typedef int (*RE_rayobjectcontrol_test_break_callback)(void *data);
typedef struct RayObjectControl {
void *data;
RE_rayobjectcontrol_test_break_callback test_break;
} RayObjectControl;
/* Returns true if for some reason a heavy processing function should stop
* (eg.: user asked to stop during a tree a build)
*/
int RE_rayobjectcontrol_test_break(RayObjectControl *c);
/* RayObject
A ray object is everything where we can cast rays like:
* a face/triangle
* an octree
* a bvh tree
* an octree of bvh's
* a bvh of bvh's
All types of RayObjects can be created by implementing the
callbacks of the RayObject.
Due to high computing time evolved with casting on faces
there is a special type of RayObject (named RayFace)
which won't use callbacks like other generic nodes.
In order to allow a mixture of RayFace+RayObjects,
all RayObjects must be 4byte aligned, allowing us to use the
2 least significant bits (with the mask 0x03) to define the
type of RayObject.
This leads to 4 possible types of RayObject:
addr&3 - type of object
0 Self (reserved for each structure)
1 RayFace (tri/quad primitive)
2 RayObject (generic with API callbacks)
3 VlakPrimitive
(vlak primitive - to be used when we have a vlak describing the data
eg.: on render code)
0 means it's reserved and has it own meaning inside each ray acceleration structure
(this way each structure can use the allign offset to determine if a node represents a
RayObject primitive, which can be used to save memory)
*/
/* used to test the type of ray object */
#define RE_rayobject_isAligned(o) ((((intptr_t)o)&3) == 0)
#define RE_rayobject_isRayFace(o) ((((intptr_t)o)&3) == 1)
#define RE_rayobject_isRayAPI(o) ((((intptr_t)o)&3) == 2)
#define RE_rayobject_isVlakPrimitive(o) ((((intptr_t)o)&3) == 3)
/* used to align a given ray object */
#define RE_rayobject_align(o) ((RayObject*)(((intptr_t)o)&(~3)))
/* used to unalign a given ray object */
#define RE_rayobject_unalignRayFace(o) ((RayObject*)(((intptr_t)o)|1))
#define RE_rayobject_unalignRayAPI(o) ((RayObject*)(((intptr_t)o)|2))
#define RE_rayobject_unalignVlakPrimitive(o) ((RayObject*)(((intptr_t)o)|3))
/*
* This rayobject represents a generic object. With it's own callbacks for raytrace operations.
* It's suitable to implement things like LOD.
*/
struct RayObject {
struct RayObjectAPI *api;
struct RayObjectControl control;
};
typedef int (*RE_rayobject_raycast_callback)(RayObject *, struct Isect *);
typedef void (*RE_rayobject_add_callback)(RayObject *raytree, RayObject *rayobject);
typedef void (*RE_rayobject_done_callback)(RayObject *);
typedef void (*RE_rayobject_free_callback)(RayObject *);
typedef void (*RE_rayobject_merge_bb_callback)(RayObject *, float *min, float *max);
typedef float (*RE_rayobject_cost_callback)(RayObject *);
typedef void (*RE_rayobject_hint_bb_callback)(RayObject *, struct RayHint *, float *, float *);
typedef struct RayObjectAPI {
RE_rayobject_raycast_callback raycast;
RE_rayobject_add_callback add;
RE_rayobject_done_callback done;
RE_rayobject_free_callback free;
RE_rayobject_merge_bb_callback bb;
RE_rayobject_cost_callback cost;
RE_rayobject_hint_bb_callback hint_bb;
} RayObjectAPI;
/*
* Returns the expected cost of raycast on this node, primitives have a cost of 1
*/
float RE_rayobject_cost(RayObject *r);
/*
* This function differs from RE_rayobject_raycast
* RE_rayobject_intersect does NOT perform last-hit optimization
* So this is probably a function to call inside raytrace structures
*/
int RE_rayobject_intersect(RayObject *r, struct Isect *i);
#ifdef __cplusplus
}
#endif
#endif
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