svn merge -r 21301:21372 https://svn.blender.org/svnroot/bf-blender/branches/blender2...
authorAndre Susano Pinto <andresusanopinto@gmail.com>
Sun, 5 Jul 2009 15:20:19 +0000 (15:20 +0000)
committerAndre Susano Pinto <andresusanopinto@gmail.com>
Sun, 5 Jul 2009 15:20:19 +0000 (15:20 +0000)
20 files changed:
release/ui/buttons_scene.py
source/blender/blenlib/intern/BLI_kdopbvh.c
source/blender/editors/armature/meshlaplacian.c
source/blender/makesdna/DNA_scene_types.h
source/blender/makesrna/intern/rna_scene.c
source/blender/render/extern/include/RE_raytrace.h
source/blender/render/intern/include/rayobject.h [new file with mode: 0644]
source/blender/render/intern/include/rayobject_rtbuild.h [new file with mode: 0644]
source/blender/render/intern/include/render_types.h
source/blender/render/intern/source/rayobject.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_bih.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_blibvh.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_bvh.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_instance.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_mesh.c [new file with mode: 0644]
source/blender/render/intern/source/rayobject_octree.c [moved from source/blender/render/intern/source/raytrace.c with 59% similarity]
source/blender/render/intern/source/rayobject_rtbuild.c [new file with mode: 0644]
source/blender/render/intern/source/rayshade.c
source/blender/render/intern/source/rendercore.c
source/blender/render/intern/source/renderdatabase.c

index df172ea8298ea7823ddd40fe852a70fed409e89e..25ff12de30620cf06fe9623604714542f434e09f 100644 (file)
@@ -25,6 +25,7 @@ class RENDER_PT_shading(RenderButtonsPanel):
                col.itemR(rd, "render_raytracing", text="Ray Tracing")
                colsub = col.column()
                colsub.active = rd.render_raytracing
+               colsub.itemR(rd, "raytrace_structure", text="Structure")
                colsub.itemR(rd, "octree_resolution", text="Octree")
                col.itemR(rd, "dither_intensity", text="Dither", slider=True)
                
index 0f8194362c99a0a2eff726c0be399f758d321f26..3a5da8dd8aa76b38a077ad990823679d2aaf2160 100644 (file)
@@ -52,6 +52,7 @@ typedef struct BVHNode
 {
        struct BVHNode **children;
        struct BVHNode *parent; // some user defined traversed need that
+       struct BVHNode *skip[2];
        float *bv;              // Bounding volume of all nodes, max 13 axis
        int index;              // face, edge, vertex index
        char totnode;   // how many nodes are used, used for speedup
@@ -101,6 +102,8 @@ typedef struct BVHRayCastData
 
        BVHTreeRay    ray;
        float ray_dot_axis[13];
+       float idot_axis[13];
+       int index[6];
 
        BVHTreeRayHit hit;
 } BVHRayCastData;
@@ -353,6 +356,23 @@ int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
 }
 
 //////////////////////////////////////////////////////////////////////////////////////////////////////
+static void build_skip_links(BVHTree *tree, BVHNode *node, BVHNode *left, BVHNode *right)
+{
+       int i;
+       
+       node->skip[0] = left;
+       node->skip[1] = right;
+       
+       for (i = 0; i < node->totnode; i++)
+       {
+               if(i+1 < node->totnode)
+                       build_skip_links(tree, node->children[i], left, node->children[i+1] );
+               else
+                       build_skip_links(tree, node->children[i], left, right );
+
+               left = node->children[i];
+       }
+}
 
 /*
  * BVHTree bounding volumes functions
@@ -939,6 +959,7 @@ void BLI_bvhtree_balance(BVHTree *tree)
        for(i = 0; i < tree->totbranch; i++)
                tree->nodes[tree->totleaf + i] = branches_array + i;
 
+       build_skip_links(tree, tree->nodes[tree->totleaf], NULL, NULL);
        //bvhtree_info(tree);
 }
 
@@ -1404,6 +1425,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nea
  * raycast is done by performing a DFS on the BVHTree and saving the closest hit
  */
 
+
 //Determines the distance that the ray must travel to hit the bounding volume of the given node
 static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
 {
@@ -1443,13 +1465,40 @@ static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
        return low;
 }
 
+//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]
+//
+//TODO this doens't has data->ray.radius in consideration
+static float fast_ray_nearest_hit(const BVHRayCastData *data, const BVHNode *node)
+{
+       const float *bv = node->bv;
+       float dist;
+       
+       float t1x = (bv[data->index[0]] - data->ray.origin[0]) * data->idot_axis[0];
+       float t2x = (bv[data->index[1]] - data->ray.origin[0]) * data->idot_axis[0];
+       float t1y = (bv[data->index[2]] - data->ray.origin[1]) * data->idot_axis[1];
+       float t2y = (bv[data->index[3]] - data->ray.origin[1]) * data->idot_axis[1];
+       float t1z = (bv[data->index[4]] - data->ray.origin[2]) * data->idot_axis[2];
+       float t2z = (bv[data->index[5]] - data->ray.origin[2]) * data->idot_axis[2];
+
+       if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return FLT_MAX;
+       if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return FLT_MAX;
+       if(t1x > data->hit.dist || t1y > data->hit.dist || t1z > data->hit.dist) return FLT_MAX;
+
+       dist = t1x;
+       if (t1y > dist) dist = t1y;
+    if (t1z > dist) dist = t1z;
+       return dist;
+}
+
 static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
 {
        int i;
 
        //ray-bv is really fast.. and simple tests revealed its worth to test it
        //before calling the ray-primitive functions
-       float dist = ray_nearest_hit(data, node);
+       float dist = fast_ray_nearest_hit(data, node);
        if(dist >= data->hit.dist) return;
 
        if(node->totnode == 0)
@@ -1483,6 +1532,37 @@ static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
        }
 }
 
+static void iterative_raycast(BVHRayCastData *data, BVHNode *node)
+{
+       while(node)
+       {
+               float dist = fast_ray_nearest_hit(data, node);
+               if(dist >= data->hit.dist)
+               {
+                       node = node->skip[1];
+                       continue;
+               }
+
+               if(node->totnode == 0)
+               {
+                       if(data->callback)
+                               data->callback(data->userdata, node->index, &data->ray, &data->hit);
+                       else
+                       {
+                               data->hit.index = node->index;
+                               data->hit.dist  = dist;
+                               VECADDFAC(data->hit.co, data->ray.origin, data->ray.direction, dist);
+                       }
+                       
+                       node = node->skip[1];
+               }
+               else
+               {
+                       node = node->children[0];
+               }       
+       }
+}
+
 int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
 {
        int i;
@@ -1503,9 +1583,16 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float
        for(i=0; i<3; i++)
        {
                data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]);
+               data.idot_axis[i] = 1.0f / data.ray_dot_axis[i];
 
                if(fabs(data.ray_dot_axis[i]) < FLT_EPSILON)
+               {
                        data.ray_dot_axis[i] = 0.0;
+               }
+               data.index[2*i] = data.idot_axis[i] < 0.0 ? 1 : 0;
+               data.index[2*i+1] = 1 - data.index[2*i];
+               data.index[2*i]   += 2*i;
+               data.index[2*i+1] += 2*i;
        }
 
 
@@ -1518,7 +1605,10 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float
        }
 
        if(root)
+       {
                dfs_raycast(&data, root);
+//             iterative_raycast(&data, root);
+       }
 
 
        if(hit)
index 8807b21e65323e7f855099a8aac9256fc8331142..d74c8dbd0e1af1320f3b90acda24d069dabdd3cd 100644 (file)
@@ -30,6 +30,7 @@
 
 #include <math.h>
 #include <string.h>
+#include <assert.h>
 
 #include "MEM_guardedalloc.h"
 
@@ -105,7 +106,7 @@ struct LaplacianSystem {
                float *p;                       /* values from all p vectors */
                float *mindist;         /* minimum distance to a bone for all vertices */
                
-               RayTree *raytree;       /* ray tracing acceleration structure */
+               RayObject *raytree;     /* ray tracing acceleration structure */
                MFace **vface;          /* a face that the vertex belongs to */
        } heat;
 
@@ -394,77 +395,31 @@ float laplacian_system_get_solution(int v)
 #define DISTANCE_EPSILON       1e-4f
 
 /* Raytracing for vertex to bone visibility */
-
-static LaplacianSystem *HeatSys = NULL;
-
-static void heat_ray_coords_func(RayFace *face, float **v1, float **v2, float **v3, float **v4)
-{
-       MFace *mface= (MFace*)face;
-       float (*verts)[3]= HeatSys->heat.verts;
-
-       *v1= verts[mface->v1];
-       *v2= verts[mface->v2];
-       *v3= verts[mface->v3];
-       *v4= (mface->v4)? verts[mface->v4]: NULL;
-}
-
-static int heat_ray_check_func(Isect *is, int ob, RayFace *face)
-{
-       float *v1, *v2, *v3, *v4, nor[3];
-
-       /* don't intersect if the ray faces along the face normal */
-       heat_ray_coords_func(face, &v1, &v2, &v3, &v4);
-
-       if(v4) CalcNormFloat4(v1, v2, v3, v4, nor);
-       else CalcNormFloat(v1, v2, v3, nor);
-
-       return (INPR(nor, is->vec) < 0);
-}
-
 static void heat_ray_tree_create(LaplacianSystem *sys)
 {
        Mesh *me = sys->heat.mesh;
-       RayTree *tree;
        MFace *mface;
-       float min[3], max[3];
        int a;
 
-       /* create a raytrace tree from the mesh */
-       INIT_MINMAX(min, max);
-
-       for(a=0; a<me->totvert; a++)
-               DO_MINMAX(sys->heat.verts[a], min, max);
-
-       tree= RE_ray_tree_create(64, me->totface, min, max,
-               heat_ray_coords_func, heat_ray_check_func, NULL, NULL);
-       
-       sys->heat.vface= MEM_callocN(sizeof(MFace*)*me->totvert, "HeatVFaces");
-
-       HeatSys= sys;
+       sys->heat.raytree = RE_rayobject_mesh_create(me, me);
 
+       sys->heat.vface = MEM_callocN(sizeof(MFace*)*me->totvert, "HeatVFaces");
        for(a=0, mface=me->mface; a<me->totface; a++, mface++) {
-               RE_ray_tree_add_face(tree, 0, mface);
-
                sys->heat.vface[mface->v1]= mface;
                sys->heat.vface[mface->v2]= mface;
                sys->heat.vface[mface->v3]= mface;
                if(mface->v4) sys->heat.vface[mface->v4]= mface;
        }
-
-       HeatSys= NULL;
-       
-       RE_ray_tree_done(tree);
-
-       sys->heat.raytree= tree;
 }
 
 static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone)
 {
        Isect isec;
        MFace *mface;
-       float dir[3];
+       float end[3];
        int visible;
 
+       assert( 0 );
        mface= sys->heat.vface[vertex];
        if(!mface)
                return 1;
@@ -473,22 +428,24 @@ static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone)
        memset(&isec, 0, sizeof(isec));
        isec.mode= RE_RAY_SHADOW;
        isec.lay= -1;
-       isec.face_last= NULL;
-       isec.faceorig= mface;
+       isec.orig.face = mface;
+       isec.skip = RE_SKIP_CULLFACE;
 
        VECCOPY(isec.start, sys->heat.verts[vertex]);
-       PclosestVL3Dfl(isec.end, isec.start,
-               sys->heat.root[bone], sys->heat.tip[bone]);
+       PclosestVL3Dfl(end, isec.start, sys->heat.root[bone], sys->heat.tip[bone]);
+
+       VECSUB(isec.vec, end, isec.start);
+       isec.labda = 1.0f;
 
+#if 0
+       TODO
        /* add an extra offset to the start position to avoid self intersection */
-       VECSUB(dir, isec.end, isec.start);
+       VECCOPY(dir, isec.vec);
        Normalize(dir);
        VecMulf(dir, 1e-5);
        VecAddf(isec.start, isec.start, dir);
-       
-       HeatSys= sys;
-       visible= !RE_ray_tree_intersect(sys->heat.raytree, &isec);
-       HeatSys= NULL;
+#endif 
+       visible= !RE_rayobject_raycast(sys->heat.raytree, &isec);
 
        return visible;
 }
@@ -752,7 +709,7 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numbones,
        /* free */
        if(vertsflipped) MEM_freeN(vertsflipped);
 
-       RE_ray_tree_free(sys->heat.raytree);
+       RE_rayobject_free(sys->heat.raytree);
        MEM_freeN(sys->heat.vface);
 
        MEM_freeN(sys->heat.mindist);
@@ -1049,7 +1006,7 @@ typedef struct MeshDeformBind {
        int *varidx;
 
        /* raytrace */
-       RayTree *raytree;
+       RayObject *raytree;
 } MeshDeformBind;
 
 /* ray intersection */
@@ -1173,7 +1130,7 @@ static void meshdeform_ray_tree_free(MeshDeformBind *mdb)
 static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
 {
        MFace *mface;
-       float face[4][3], co[3], uvw[3], len, nor[3];
+       float face[4][3], co[3], uvw[3], len, nor[3], end[3];
        int f, hit, is= 0, totface;
 
        isec->labda= 1e10;
@@ -1181,6 +1138,8 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
        mface= mdb->cagedm->getFaceArray(mdb->cagedm);
        totface= mdb->cagedm->getNumFaces(mdb->cagedm);
 
+       VECADDFAC( end, isec->start, isec->vec, isec->labda );
+
        for(f=0; f<totface; f++, mface++) {
                VECCOPY(face[0], mdb->cagecos[mface->v1]);
                VECCOPY(face[1], mdb->cagecos[mface->v2]);
@@ -1188,26 +1147,26 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
 
                if(mface->v4) {
                        VECCOPY(face[3], mdb->cagecos[mface->v4]);
-                       hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[1], face[2], co, uvw);
+                       hit = meshdeform_tri_intersect(isec->start, end, face[0], face[1], face[2], co, uvw);
 
                        if(hit) {
                                CalcNormFloat(face[0], face[1], face[2], nor);
                        }
                        else {
-                               hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[2], face[3], co, uvw);
+                               hit= meshdeform_tri_intersect(isec->start, end, face[0], face[2], face[3], co, uvw);
                                CalcNormFloat(face[0], face[2], face[3], nor);
                        }
                }
                else {
-                       hit= meshdeform_tri_intersect(isec->start, isec->end, face[0], face[1], face[2], co, uvw);
+                       hit= meshdeform_tri_intersect(isec->start, end, face[0], face[1], face[2], co, uvw);
                        CalcNormFloat(face[0], face[1], face[2], nor);
                }
 
                if(hit) {
-                       len= VecLenf(isec->start, co)/VecLenf(isec->start, isec->end);
+                       len= VecLenf(isec->start, co)/VecLenf(isec->start, end);
                        if(len < isec->labda) {
                                isec->labda= len;
-                               isec->face= mface;
+                               isec->hit.face = mface;
                                isec->isect= (INPR(isec->vec, nor) <= 0.0f);
                                is= 1;
                        }
@@ -1223,20 +1182,18 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float
        Isect isec;
        float (*cagecos)[3];
        MFace *mface;
-       float vert[4][3], len;
+       float vert[4][3], len, end[3];
        static float epsilon[3]= {0, 0, 0}; //1e-4, 1e-4, 1e-4};
 
        /* setup isec */
        memset(&isec, 0, sizeof(isec));
        isec.mode= RE_RAY_MIRROR; /* we want the closest intersection */
        isec.lay= -1;
-       isec.face_last= NULL;
-       isec.faceorig= NULL;
        isec.labda= 1e10f;
 
        VECADD(isec.start, co1, epsilon);
-       VECADD(isec.end, co2, epsilon);
-       VECSUB(isec.vec, isec.end, isec.start);
+       VECADD(end, co2, epsilon);
+       VECSUB(isec.vec, end, isec.start);
 
 #if 0
        /*if(RE_ray_tree_intersect(mdb->raytree, &isec)) {*/
@@ -1244,7 +1201,7 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float
 
        if(meshdeform_intersect(mdb, &isec)) {
                len= isec.labda;
-               mface= isec.face;
+               mface=(MFace*)isec.hit.face;
 
                /* create MDefBoundIsect */
                isect= BLI_memarena_alloc(mdb->memarena, sizeof(*isect));
index 31724bb5665fde1b38b1cf54c766460def86b600..1199bd1e2b1a22d52d8b7610965e9f4171169d89 100644 (file)
@@ -232,6 +232,8 @@ typedef struct RenderData {
 
        /* render engine, octree resolution */
        short renderer, ocres;
+       short raystructure;
+       short pad4[3];
 
        /**
         * What to do with the sky/background. Picks sky/premul/key
@@ -667,6 +669,12 @@ typedef struct Scene {
 #define R_INTERN       0
 #define R_YAFRAY       1
 
+/* raytrace structure */
+#define R_RAYSTRUCTURE_HIER_BVH_BVH            0
+#define R_RAYSTRUCTURE_HIER_BVH_OCTREE 1
+#define R_RAYSTRUCTURE_SINGLE_OCTREE   2
+#define R_RAYSTRUCTURE_SINGLE_BVH              3
+
 /* scemode (int now) */
 #define R_DOSEQ                                0x0001
 #define R_BG_RENDER                    0x0002
index 5f03b7167f44cf8965f51146604624b88c515240..59d036a84dce2374a6abe9a93f80a216ea0031e5 100644 (file)
@@ -286,6 +286,13 @@ void rna_def_scene_render_data(BlenderRNA *brna)
                {256, "OCTREE_RES_256", 0, "256", ""},
                {512, "OCTREE_RES_512", 0, "512", ""},
                {0, NULL, 0, NULL, NULL}};
+
+       static EnumPropertyItem raytrace_structure_items[] = {
+               {R_RAYSTRUCTURE_HIER_BVH_BVH, "{R_RAYSTRUCTURE_HIER_BVH_BVH", 0, "BVH of BVH's", "Create a BVH of objects (each object has it own BVH)"},
+               {R_RAYSTRUCTURE_HIER_BVH_OCTREE, "{R_RAYSTRUCTURE_HIER_BVH_OCTREE", 0, "BVH of octree", "Create a BVH of objects (each object has it own octree)"},
+               {R_RAYSTRUCTURE_SINGLE_BVH, "{R_RAYSTRUCTURE_SINGLE_BVH", 0, "Single BVH", "BVH of all primitives (no instance support)"},
+               {R_RAYSTRUCTURE_SINGLE_OCTREE, "{R_RAYSTRUCTURE_SINGLE_OCTREE", 0, "Octree", "Octree of all primitives (no instance support)"},
+               {0, NULL, 0, NULL, NULL}};
                
        static EnumPropertyItem fixed_oversample_items[] = {
                {5, "OVERSAMPLE_5", 0, "5", ""},
@@ -681,6 +688,12 @@ void rna_def_scene_render_data(BlenderRNA *brna)
        RNA_def_property_enum_items(prop, octree_resolution_items);
        RNA_def_property_ui_text(prop, "Octree Resolution", "Resolution of raytrace accelerator. Use higher resolutions for larger scenes.");
        RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+
+       prop= RNA_def_property(srna, "raytrace_structure", PROP_ENUM, PROP_NONE);
+       RNA_def_property_enum_sdna(prop, NULL, "raystructure");
+       RNA_def_property_enum_items(prop, raytrace_structure_items);
+       RNA_def_property_ui_text(prop, "Raytrace Acceleration Structure", "Type of raytrace accelerator structure.");
+       RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
        
        prop= RNA_def_property(srna, "antialiasing", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "mode", R_OSA);
index 8f429f7dd906f9a0eae9be6b5dbf74f981e7f83d..f2fb8c5277a0381c4c08929d9ce642636ce16a7e 100644 (file)
@@ -22,7 +22,7 @@
  *
  * The Original Code is: all of this file.
  *
- * Contributor(s): none yet.
+ * Contributor(s): André Pinto.
  *
  * ***** END GPL LICENSE BLOCK *****
  * RE_raytrace.h: ray tracing api, can be used independently from the renderer. 
 #ifndef RE_RAYTRACE_H
 #define RE_RAYTRACE_H
 
-/* ray types */
-#define RE_RAY_SHADOW 0
-#define RE_RAY_MIRROR 1
-#define RE_RAY_SHADOW_TRA 2
+#define RE_RAY_COUNTER
 
-/* spatial tree for raytracing acceleration */
-typedef void RayTree;
-/* abstraction of face type */
-typedef void RayFace;
+/* Internals about raycasting structures can be found on intern/raytree.h */
+typedef struct RayObject RayObject;
+typedef struct Isect Isect;
+typedef struct RayCounter RayCounter;
+struct DerivedMesh;
+struct Mesh;
 
-/* object numbers above this are transformed */
-#define RE_RAY_TRANSFORM_OFFS 0x8000000
+int  RE_rayobject_raycast(RayObject *r, Isect *i);
+void RE_rayobject_add    (RayObject *r, RayObject *);
+void RE_rayobject_done(RayObject *r);
+void RE_rayobject_free(RayObject *r);
 
-/* convert from pointer to index in array and back, with offset if the
- * instance is transformed */
-#define RAY_OBJECT_SET(re, obi) \
-       ((obi == NULL)? 0: \
-       ((obi - (re)->objectinstance) + ((obi->flag & R_TRANSFORMED)? RE_RAY_TRANSFORM_OFFS: 0)))
+/* RayObject constructors */
 
-#define RAY_OBJECT_GET(re, i) \
-       ((re)->objectinstance + ((i >= RE_RAY_TRANSFORM_OFFS)? i-RE_RAY_TRANSFORM_OFFS: i))
-
-
-/* struct for intersection data */
-typedef struct Isect {
-       float start[3];                 /* start+vec = end, in ray_tree_intersect */
-       float vec[3];
-       float end[3];                   
+RayObject* RE_rayobject_octree_create(int ocres, int size);
+RayObject* RE_rayobject_instance_create(RayObject *target, float transform[][4], void *ob, void *target_ob);
 
-       float labda, u, v;              /* distance to hitpoint, uv weights */
+#define RE_rayobject_tree_create RE_rayobject_blibvh_create
+RayObject* RE_rayobject_blibvh_create(int size);       /* BLI_kdopbvh.c   */
+RayObject* RE_rayobject_bvh_create(int size);          /* rayobject_bvh.c */
+RayObject* RE_rayobject_bih_create(int size);          /* rayobject_bih.c */
 
-       RayFace *face;                  /* face is where to intersect with */
-       int ob;
-       RayFace *faceorig;              /* start face */
-       int oborig;
-       RayFace *face_last;             /* for shadow optimize, last intersected face */
-       int ob_last;
 
+/* Ray Intersection */
+struct Isect
+{
+       float start[3];
+       float vec[3];
+       float labda;
+
+       /* length of vec, configured by RE_rayobject_raycast */
+       int   bv_index[6];
+       float idot_axis[3];
+       float dist;
+       
+
+/*     float end[3];                    - not used */
+
+       float u, v;
+       
+       struct
+       {
+               void *ob;
+               void *face;
+/*             RayObject *obj; */
+       }
+       hit, orig;
+       
+       RayObject *last_hit;    /* last hit optimization */
+       
        short isect;                    /* which half of quad */
        short mode;                             /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
        int lay;                                /* -1 default, set for layer lamps */
+       
+       int skip;                               /* RE_SKIP_CULLFACE */
 
-       /* only used externally */
        float col[4];                   /* RGBA for shadow_tra */
 
-       /* octree only */
-       RayFace *facecontr;
-       int obcontr;
-       float ddalabda;
-       short faceisect;                /* flag if facecontr was done or not */
-
-       /* custom pointer to be used in the RayCheckFunc */
        void *userdata;
-} Isect;
-
-/* function callbacks for face type abstraction */
-typedef void (*RayCoordsFunc)(RayFace *face,
-       float **v1, float **v2, float **v3, float **v4);
-typedef int (*RayCheckFunc)(Isect *is, int ob, RayFace *face);
-typedef float *(*RayObjectTransformFunc)(void *userdata, int ob);
-
-/* tree building and freeing */
-RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
-       RayCoordsFunc coordfunc, RayCheckFunc checkfunc,
-       RayObjectTransformFunc transformfunc, void *userdata);
-void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face);
-void RE_ray_tree_done(RayTree *tree);
-void RE_ray_tree_free(RayTree *tree);
-
-/* intersection with full tree and single face */
-int RE_ray_tree_intersect(RayTree *tree, Isect *is);
-int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc check);
-int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc,
-       RayCoordsFunc coordsfunc);
-
-/* retrieve the diameter of the tree structure, for setting intersection
-   end distance */
-float RE_ray_tree_max_size(RayTree *tree);
+       
+#ifdef RE_RAY_COUNTER
+       RayCounter *count;
+#endif
+       
+};
 
-#endif /*__RE_RAYTRACE_H__*/
+#ifdef RE_RAYCOUNTER
+
+struct RayCounter
+{
+
+       struct
+       {
+               unsigned long long test, hit;
+               
+       } intersect_rayface, raycast;
+       
+       unsigned long long rayshadow_last_hit_optimization;
+};
+
+void RE_RC_INIT (RayCounter *rc);
+void RE_RC_MERGE(RayCounter *rc, RayCounter *tmp);
+#define RE_RC_COUNT(var) (var)++
 
+#else
+
+#define RE_RC_INIT(rc)
+#define RE_RC_MERGE(dest,src)
+#define        RE_RC_COUNT(var)
+       
+#endif
+
+
+/* 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)
+
+/* TODO use: FLT_MAX? */
+#define RE_RAYTRACE_MAXDIST    1e33
+
+
+#endif /*__RE_RAYTRACE_H__*/
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
new file mode 100644 (file)
index 0000000..c611e2c
--- /dev/null
@@ -0,0 +1,160 @@
+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+#ifndef RE_RAYOBJECT_H
+#define RE_RAYOBJECT_H
+
+#include "RE_raytrace.h"
+#include <float.h>
+
+/* 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 0x02) to define the
+       type of RayObject.
+       
+       This leads to 4 possible types of RayObject, but at the moment
+       only 2 are used:
+
+        addr&2  - type of object
+               0               Self (reserved for each structure)
+               1       RayFace
+               2               RayObject (generic with API callbacks)
+               3               unused
+
+       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)
+
+       You actually don't need to care about this if you are only using the API
+       described on RE_raytrace.h
+ */
+typedef struct RayFace
+{
+       float *v1, *v2, *v3, *v4;
+       
+       void *ob;
+       void *face;
+       
+} RayFace;
+
+struct RayObject
+{
+       struct RayObjectAPI *api;
+       
+};
+
+typedef int  (*RE_rayobject_raycast_callback)(RayObject *, Isect *);
+typedef void (*RE_rayobject_add_callback)(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 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;
+       
+} RayObjectAPI;
+
+#define RayObject_align(o)                             ((RayObject*)(((intptr_t)o)&(~3)))
+#define RayObject_unalignRayFace(o)            ((RayObject*)(((intptr_t)o)|1))
+#define RayObject_unalignRayAPI(o)             ((RayObject*)(((intptr_t)o)|2))
+
+#define RayObject_isAligned(o) ((((intptr_t)o)&3) == 0)
+#define RayObject_isRayFace(o) ((((intptr_t)o)&3) == 1)
+#define RayObject_isRayAPI(o)  ((((intptr_t)o)&3) == 2)
+
+/*
+ * Extend min/max coords so that the rayobject is inside them
+ */
+void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
+
+/*
+ * 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, Isect *i);
+
+/*
+ * Returns distance ray must travel to hit the given bounding box
+ * BB should be in format [2][3]
+ */
+float RE_rayobject_bb_intersect(const Isect *i, const float *bb);
+
+#define ISECT_EPSILON ((float)FLT_EPSILON)
+
+
+
+#if !defined(_WIN32)
+
+#include <sys/time.h>
+#include <time.h>
+#include <stdio.h>
+
+#define BENCH(a,name)  \
+       do {                    \
+               double _t1, _t2;                                \
+               struct timeval _tstart, _tend;  \
+               clock_t _clock_init = clock();  \
+               gettimeofday ( &_tstart, NULL); \
+               (a);                                                    \
+               gettimeofday ( &_tend, NULL);   \
+               _t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 );    \
+               _t2 = ( double )   _tend.tv_sec + ( double )   _tend.tv_usec/ ( 1000*1000 );    \
+               printf("BENCH:%s: %fs (real) %fs (cpu)\n", #name, _t2-_t1, (float)(clock()-_clock_init)/CLOCKS_PER_SEC);\
+       } while(0)
+#else
+
+#define BENCH(a)       (a)
+
+#endif
+
+
+#endif
diff --git a/source/blender/render/intern/include/rayobject_rtbuild.h b/source/blender/render/intern/include/rayobject_rtbuild.h
new file mode 100644 (file)
index 0000000..af0a115
--- /dev/null
@@ -0,0 +1,72 @@
+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+#ifndef RE_RAYOBJECT_RTBUILD_H
+#define RE_RAYOBJECT_RTBUILD_H
+
+#include "rayobject.h"
+
+/*
+ * Ray Tree Builder
+ *     this structs helps building any type of tree
+ *     it contains several methods to organiza/split nodes
+ *     allowing to create a given tree on the fly.
+ *
+ * Idea is that other trees BVH, BIH can use this code to
+ * generate with simple calls, and then convert to the theirs
+ * specific structure on the fly.
+ */
+#define RTBUILD_MAX_CHILDS 32
+typedef struct RTBuilder
+{
+       /* list to all primitives in this tree */
+       RayObject **begin, **end;
+       
+       /* axis used (if any) on the split method */
+       int split_axis;
+       
+       /* child partitions calculated during splitting */
+       int child_offset[RTBUILD_MAX_CHILDS+1];
+
+} RTBuilder;
+
+/* used during creation */
+RTBuilder* rtbuild_create(int size);
+void rtbuild_free(RTBuilder *b);
+void rtbuild_add(RTBuilder *b, RayObject *o);
+int rtbuild_size(RTBuilder *b);
+
+/* used during tree reorganization */
+RTBuilder* rtbuild_get_child(RTBuilder *b, int child, RTBuilder *tmp);
+
+/* Calculates child partitions and returns number of efectively needed partitions */
+int rtbuild_mean_split(RTBuilder *b, int nchilds, int axis);
+int rtbuild_mean_split_largest_axis(RTBuilder *b, int nchilds);
+int rtbuild_get_largest_axis(RTBuilder *b);
+
+#endif
index ab3758781cee82de1bf2e3453bcd4ff998b7637f..88bf30bd9efe1f77dc2d1c8c223f3dd4626f1fa3 100644 (file)
@@ -53,6 +53,8 @@ struct VlakTableNode;
 struct GHash;
 struct RenderBuckets;
 struct ObjectInstanceRen;
+struct RayObject;
+struct RayFace;
 
 #define TABLEINITSIZE 1024
 #define LAMPINITSIZE 256
@@ -168,7 +170,8 @@ struct Render
        ListBase parts;
        
        /* octree tables and variables for raytrace */
-       void *raytree;
+       struct RayObject *raytree;
+       struct RayFace *rayfaces;
 
        /* occlusion tree */
        void *occlusiontree;
@@ -278,6 +281,12 @@ typedef struct ObjectRen {
        int  actmtface, actmcol, bakemtface;
 
        float obmat[4][4];      /* only used in convertblender.c, for instancing */
+
+       /* used on makeraytree */
+       struct RayObject *raytree;
+       struct RayFace *rayfaces;
+       struct ObjectInstanceRen *rayobi;
+       
 } ObjectRen;
 
 typedef struct ObjectInstanceRen {
@@ -295,6 +304,10 @@ typedef struct ObjectInstanceRen {
 
        float *vectors;
        int totvector;
+       
+       /* used on makeraytree */
+       struct RayObject *raytree;
+
 } ObjectInstanceRen;
 
 /* ------------------------------------------------------------------------- */
@@ -491,8 +504,7 @@ typedef struct LampRen {
        short YF_glowtype;
        
        /* ray optim */
-       VlakRen *vlr_last[BLENDER_MAX_THREADS];
-       ObjectInstanceRen *obi_last[BLENDER_MAX_THREADS];
+       struct RayObject *last_hit[BLENDER_MAX_THREADS];
        
        struct MTex *mtex[MAX_MTEX];
 
diff --git a/source/blender/render/intern/source/rayobject.c b/source/blender/render/intern/source/rayobject.c
new file mode 100644 (file)
index 0000000..ffe1bba
--- /dev/null
@@ -0,0 +1,398 @@
+/**
+ * $Id$
+ *
+ * ***** 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 <stdio.h>
+
+#include "BKE_utildefines.h"
+#include "BLI_arithb.h"
+
+#include "RE_raytrace.h"
+#include "render_types.h"
+#include "rayobject.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]
+ */
+float RE_rayobject_bb_intersect(const Isect *isec, const float *_bb)
+{
+       const float *bb = _bb;
+       float dist;
+       
+       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];
+
+       if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return FLT_MAX;
+       if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return FLT_MAX;
+       if(t1x > isec->labda || t1y > isec->labda || t1z > isec->labda) return FLT_MAX;
+
+       dist = t1x;
+       if (t1y > dist) dist = t1y;
+    if (t1z > dist) dist = t1z;
+       return dist;
+}
+
+
+/* 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;
+}
+
+
+/* ray - triangle or quad intersection */
+/* this function shall only modify Isect if it detects an hit */
+static int intersect_rayface(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;
+
+       RE_RC_COUNT(is->count->intersect_rayface.test);
+
+       VECCOPY(co1, face->v1);
+       VECCOPY(co2, face->v2);
+       if(face->v4)
+       {
+               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 && 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) {
+                       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 = is->orig.face;
+                               VlakRen * b = 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*)b, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
+                               {
+                                       return 0;
+                               }
+                       }
+               }
+#if 0
+               else if(labda < ISECT_EPSILON)
+               {
+                       /* too close to origin */
+                       return 0;
+               }
+#endif
+
+               RE_RC_COUNT(is->count->intersect_rayface.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;
+               is->last_hit = (RayObject*) RayObject_unalignRayFace(face);
+               return 1;
+       }
+
+       return 0;
+}
+
+int RE_rayobject_raycast(RayObject *r, Isect *isec)
+{
+       int i;
+       RE_RC_COUNT(isec->count->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];
+       }
+
+       
+       /* Last hit heuristic */
+       if(isec->mode==RE_RAY_SHADOW && isec->last_hit && RE_rayobject_intersect(isec->last_hit, isec))
+       {
+               RE_RC_COUNT(isec->count->raycast.hit);
+               RE_RC_COUNT(isec->count->rayshadow_last_hit_optimization );
+               return 1;
+       }
+
+#ifdef RE_RAYCOUNTER
+       if(RE_rayobject_intersect(r, isec))
+       {
+               RE_RC_COUNT(isec->count->raycast.hit);
+               return 1;
+       }
+       return 0;
+#else
+       return RE_rayobject_intersect(r, isec);
+#endif
+}
+
+int RE_rayobject_intersect(RayObject *r, Isect *i)
+{
+       if(RayObject_isRayFace(r))
+       {
+               return intersect_rayface( (RayFace*) RayObject_align(r), i);
+       }
+       else if(RayObject_isRayAPI(r))
+       {
+               r = RayObject_align( r );
+               return r->api->raycast( r, i );
+       }
+       else assert(0);
+}
+
+void RE_rayobject_add(RayObject *r, RayObject *o)
+{
+       r = RayObject_align( r );
+       return r->api->add( r, o );
+}
+
+void RE_rayobject_done(RayObject *r)
+{
+       r = RayObject_align( r );
+       r->api->done( r );
+}
+
+void RE_rayobject_free(RayObject *r)
+{
+       r = RayObject_align( r );
+       r->api->free( r );
+}
+
+void RE_rayobject_merge_bb(RayObject *r, float *min, float *max)
+{
+       if(RayObject_isRayFace(r))
+       {
+               RayFace *face = (RayFace*) RayObject_align(r);
+               DO_MINMAX( face->v1, min, max );
+               DO_MINMAX( face->v2, min, max );
+               DO_MINMAX( face->v3, min, max );
+               if(face->v4) DO_MINMAX( face->v4, min, max );
+       }
+       else if(RayObject_isRayAPI(r))
+       {
+               r = RayObject_align( r );
+               r->api->bb( r, min, max );
+       }
+       else assert(0);
+}
+
+#ifdef RE_RAYCOUNTER
+void RE_merge_raycounter(RayCounter *dest, RayCounter *tmp)
+{
+       int i;
+       for(i=0; i<3; i++) dest->casted[i] += tmp->casted[i];
+       for(i=0; i<3; i++) dest->hit   [i] += tmp->hit   [i];
+       
+       dest->test_primitives += tmp->test_primitives;
+       dest->hit_primitives  += tmp->hit_primitives;
+       
+       dest->test_bb += tmp->test_bb;
+       dest->hit_bb  += tmp->hit_bb;
+}
+#endif
\ No newline at end of file
diff --git a/source/blender/render/intern/source/rayobject_bih.c b/source/blender/render/intern/source/rayobject_bih.c
new file mode 100644 (file)
index 0000000..fb755e2
--- /dev/null
@@ -0,0 +1,254 @@
+/**
+ * $Id$
+ *
+ * ***** 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 <stdio.h>
+
+#include "MEM_guardedalloc.h"
+#include "BKE_utildefines.h"
+#include "BLI_arithb.h"
+#include "RE_raytrace.h"
+#include "rayobject_rtbuild.h"
+#include "rayobject.h"
+
+#define BIH_NCHILDS    4
+typedef struct BIHTree BIHTree;
+
+static int  bih_intersect(BIHTree *obj, Isect *isec);
+static void bih_add(BIHTree *o, RayObject *ob);
+static void bih_done(BIHTree *o);
+static void bih_free(BIHTree *o);
+static void bih_bb(BIHTree *o, float *min, float *max);
+
+static RayObjectAPI bih_api =
+{
+       (RE_rayobject_raycast_callback) bih_intersect,
+       (RE_rayobject_add_callback)     bih_add,
+       (RE_rayobject_done_callback)    bih_done,
+       (RE_rayobject_free_callback)    bih_free,
+       (RE_rayobject_merge_bb_callback)bih_bb
+};
+
+typedef struct BIHNode BIHNode;
+struct BIHNode
+{
+       BIHNode *child[BIH_NCHILDS];
+       float bi[BIH_NCHILDS][2];
+       int split_axis;
+};
+
+struct BIHTree
+{
+       RayObject rayobj;
+
+       BIHNode *root;
+
+       BIHNode *node_alloc, *node_next;
+       RTBuilder *builder;
+
+       float bb[2][3];
+};
+
+
+RayObject *RE_rayobject_bih_create(int size)
+{
+       BIHTree *obj= (BIHTree*)MEM_callocN(sizeof(BIHTree), "BIHTree");
+       assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */  
+       
+       obj->rayobj.api = &bih_api;
+       obj->root = NULL;
+       
+       obj->node_alloc = obj->node_next = NULL;
+       obj->builder    = rtbuild_create( size );
+       
+       return RayObject_unalignRayAPI((RayObject*) obj);
+}
+
+static void bih_free(BIHTree *obj)
+{
+       if(obj->builder)
+               rtbuild_free(obj->builder);
+
+       if(obj->node_alloc)
+               MEM_freeN(obj->node_alloc);
+
+       MEM_freeN(obj);
+}
+
+static void bih_bb(BIHTree *obj, float *min, float *max)
+{
+       //TODO only half operations needed
+       DO_MINMAX(obj->bb[0], min, max);
+       DO_MINMAX(obj->bb[1], min, max);
+}
+
+/*
+ * Tree transverse
+ */
+static int dfs_raycast(const BIHNode *const node, Isect *isec, float tmin, float tmax)
+{
+       int i;
+       int hit = 0;
+
+       const int *const offset = isec->bv_index + node->split_axis*2;
+
+       //TODO diving heuristic
+       for(i=0; i<BIH_NCHILDS; i++)
+       {
+
+               float t1 = (node->bi[i][offset[0]] - isec->start[node->split_axis]) * isec->idot_axis[node->split_axis];
+               float t2 = (node->bi[i][offset[1]] - isec->start[node->split_axis]) * isec->idot_axis[node->split_axis];
+
+               if(t1 < tmin) t1 = tmin; //t1 = MAX2(t1, tmin);
+               if(t2 > tmax) t2 = tmax; //t2 = MIN2(t2, tmax);
+
+               if(t1 <= t2)
+               {
+                               if(RayObject_isAligned(node->child[i]))
+                               {
+                                       if(node->child[i] == 0) break;
+                                       
+                                       hit |= dfs_raycast(node->child[i], isec, t1, t2);
+                                       if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                               }
+                               else
+                               {
+                                       hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec);
+                                       if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                               }
+
+                               if(tmax > isec->labda)
+                                       tmax = isec->labda;
+               }
+       }
+
+       return hit;
+}
+
+static int bih_intersect(BIHTree *obj, Isect *isec)
+{
+       if(RayObject_isAligned(obj->root))
+               return dfs_raycast(obj->root, isec, 0, isec->labda);
+       else
+               return RE_rayobject_intersect( (RayObject*)obj->root, isec);
+}
+
+
+/*
+ * Builds a BIH tree from builder object
+ */
+static void bih_add(BIHTree *obj, RayObject *ob)
+{
+       rtbuild_add( obj->builder, ob );
+}
+
+static BIHNode *bih_new_node(BIHTree *tree, int nid)
+{
+       BIHNode *node = tree->node_alloc + nid - 1;
+       assert(RayObject_isAligned(node));
+       if(node+1 > tree->node_next)
+               tree->node_next = node+1;
+               
+       return node;
+}
+
+static int child_id(int pid, int nchild)
+{
+       //N child of node A = A * K + (2 - K) + N, (0 <= N < K)
+       return pid*BIH_NCHILDS+(2-BIH_NCHILDS)+nchild;
+}
+
+static BIHNode *bih_rearrange(BIHTree *tree, RTBuilder *builder, int nid, float *bb)
+{
+       if(rtbuild_size(builder) == 1)
+       {
+               RayObject *child = builder->begin[0];
+               assert(!RayObject_isAligned(child));
+
+               INIT_MINMAX(bb, bb+3);
+               RE_rayobject_merge_bb( (RayObject*)child, bb, bb+3);
+
+               return (BIHNode*)child;
+       }
+       else
+       {
+               int i;
+               int nc = rtbuild_mean_split_largest_axis(builder, BIH_NCHILDS);
+               RTBuilder tmp;
+       
+               BIHNode *parent = bih_new_node(tree, nid);
+
+               INIT_MINMAX(bb, bb+3);
+               parent->split_axis = builder->split_axis;
+               for(i=0; i<nc; i++)
+               {
+                       float cbb[6];
+                       parent->child[i] = bih_rearrange( tree, rtbuild_get_child(builder, i, &tmp), child_id(nid,i), cbb );
+
+                       parent->bi[i][0] = cbb[parent->split_axis];
+                       parent->bi[i][1] = cbb[parent->split_axis+3];
+
+                       DO_MINMAX(cbb  , bb, bb+3);
+                       DO_MINMAX(cbb+3, bb, bb+3);
+               }
+               for(; i<BIH_NCHILDS; i++)
+               {
+                       parent->bi[i][0] =  1.0;
+                       parent->bi[i][1] = -1.0;
+                       parent->child[i] = 0;
+               }
+
+               return parent;
+       }
+}
+
+static void bih_info(BIHTree *obj)
+{
+       printf("BIH: Used %d nodes\n", obj->node_next - obj->node_alloc);
+}
+       
+static void bih_done(BIHTree *obj)
+{
+       int needed_nodes;
+       assert(obj->root == NULL && obj->node_alloc == NULL && obj->builder);
+
+       //TODO exact calculate needed nodes
+       needed_nodes = (rtbuild_size(obj->builder)+1)*2;
+       assert(needed_nodes > 0);
+
+       obj->node_alloc = (BIHNode*)MEM_mallocN( sizeof(BIHNode)*needed_nodes, "BIHTree.Nodes");
+       obj->node_next  = obj->node_alloc;
+
+       obj->root = bih_rearrange( obj, obj->builder, 1, (float*)obj->bb );
+
+       rtbuild_free( obj->builder );
+       obj->builder = NULL;
+       
+       assert(obj->node_alloc+needed_nodes >= obj->node_next);
+}
+
diff --git a/source/blender/render/intern/source/rayobject_blibvh.c b/source/blender/render/intern/source/rayobject_blibvh.c
new file mode 100644 (file)
index 0000000..41da467
--- /dev/null
@@ -0,0 +1,140 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "MEM_guardedalloc.h"
+#include "BKE_utildefines.h"
+#include "BLI_kdopbvh.h"
+#include "BLI_arithb.h"
+#include "RE_raytrace.h"
+#include "render_types.h"
+#include "rayobject.h"
+
+static int  RayObject_blibvh_intersect(RayObject *o, Isect *isec);
+static void RayObject_blibvh_add(RayObject *o, RayObject *ob);
+static void RayObject_blibvh_done(RayObject *o);
+static void RayObject_blibvh_free(RayObject *o);
+static void RayObject_blibvh_bb(RayObject *o, float *min, float *max);
+
+static RayObjectAPI bvh_api =
+{
+       RayObject_blibvh_intersect,
+       RayObject_blibvh_add,
+       RayObject_blibvh_done,
+       RayObject_blibvh_free,
+       RayObject_blibvh_bb
+};
+
+typedef struct BVHObject
+{
+       RayObject rayobj;
+       BVHTree *bvh;
+       float bb[2][3];
+
+} BVHObject;
+
+
+RayObject *RE_rayobject_blibvh_create(int size)
+{
+       BVHObject *obj= (BVHObject*)MEM_callocN(sizeof(BVHObject), "BVHObject");
+       assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */  
+       
+       obj->rayobj.api = &bvh_api;
+       obj->bvh = BLI_bvhtree_new(size, FLT_EPSILON, 4, 6);
+       
+       INIT_MINMAX(obj->bb[0], obj->bb[1]);
+       return RayObject_unalignRayAPI((RayObject*) obj);
+}
+
+static void bvh_callback(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
+{
+       Isect *isec = (Isect*)userdata;
+       RayObject *face = (RayObject*)index;
+       
+       if(RE_rayobject_intersect(face,isec))
+       {
+               hit->index = index;
+
+               if(isec->mode == RE_RAY_SHADOW)
+                       hit->dist = 0;
+               else
+                       hit->dist = isec->labda*isec->dist;
+       }
+}
+
+static int  RayObject_blibvh_intersect(RayObject *o, Isect *isec)
+{
+       BVHObject *obj = (BVHObject*)o;
+       BVHTreeRayHit hit;
+       float dir[3];
+
+       VECCOPY(dir, isec->vec);
+       Normalize(dir);
+
+       hit.index = 0;
+       hit.dist = isec->labda*isec->dist;
+       
+       return BLI_bvhtree_ray_cast(obj->bvh, isec->start, dir, 0.0, &hit, bvh_callback, isec);
+}
+
+static void RayObject_blibvh_add(RayObject *o, RayObject *ob)
+{
+       BVHObject *obj = (BVHObject*)o;
+       float min_max[6];
+       INIT_MINMAX(min_max, min_max+3);
+       RE_rayobject_merge_bb(ob, min_max, min_max+3);
+
+       DO_MINMAX(min_max  , obj->bb[0], obj->bb[1]);
+       DO_MINMAX(min_max+3, obj->bb[0], obj->bb[1]);
+       
+       BLI_bvhtree_insert(obj->bvh, (int)ob, min_max, 2 );     
+}
+
+static void RayObject_blibvh_done(RayObject *o)
+{
+       BVHObject *obj = (BVHObject*)o;
+       BLI_bvhtree_balance(obj->bvh);
+}
+
+static void RayObject_blibvh_free(RayObject *o)
+{
+       BVHObject *obj = (BVHObject*)o;
+
+       if(obj->bvh)
+               BLI_bvhtree_free(obj->bvh);
+
+       MEM_freeN(obj);
+}
+
+static void RayObject_blibvh_bb(RayObject *o, float *min, float *max)
+{
+       BVHObject *obj = (BVHObject*)o;
+       DO_MINMAX( obj->bb[0], min, max );
+       DO_MINMAX( obj->bb[1], min, max );
+}
diff --git a/source/blender/render/intern/source/rayobject_bvh.c b/source/blender/render/intern/source/rayobject_bvh.c
new file mode 100644 (file)
index 0000000..d9d3832
--- /dev/null
@@ -0,0 +1,291 @@
+/**
+ * $Id$
+ *
+ * ***** 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 <stdio.h>
+
+#include "MEM_guardedalloc.h"
+#include "BKE_utildefines.h"
+#include "BLI_arithb.h"
+#include "RE_raytrace.h"
+#include "rayobject_rtbuild.h"
+#include "rayobject.h"
+
+#define BVH_NCHILDS    4
+typedef struct BVHTree BVHTree;
+
+static int  bvh_intersect(BVHTree *obj, Isect *isec);
+static void bvh_add(BVHTree *o, RayObject *ob);
+static void bvh_done(BVHTree *o);
+static void bvh_free(BVHTree *o);
+static void bvh_bb(BVHTree *o, float *min, float *max);
+
+static RayObjectAPI bvh_api =
+{
+       (RE_rayobject_raycast_callback) bvh_intersect,
+       (RE_rayobject_add_callback)     bvh_add,
+       (RE_rayobject_done_callback)    bvh_done,
+       (RE_rayobject_free_callback)    bvh_free,
+       (RE_rayobject_merge_bb_callback)bvh_bb
+};
+
+typedef struct BVHNode BVHNode;
+struct BVHNode
+{
+       BVHNode *child[BVH_NCHILDS];
+       float   *bb; //[6]; //[2][3];
+       int split_axis;
+};
+
+struct BVHTree
+{
+       RayObject rayobj;
+
+       BVHNode *root;
+
+       BVHNode *node_alloc, *node_next;
+       float *bb_alloc, *bb_next;
+       RTBuilder *builder;
+
+};
+
+
+RayObject *RE_rayobject_bvh_create(int size)
+{
+       BVHTree *obj= (BVHTree*)MEM_callocN(sizeof(BVHTree), "BVHTree");
+       assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */  
+       
+       obj->rayobj.api = &bvh_api;
+       obj->root = NULL;
+       
+       obj->node_alloc = obj->node_next = NULL;
+       obj->bb_alloc   = obj->bb_next = NULL;
+       obj->builder    = rtbuild_create( size );
+       
+       return RayObject_unalignRayAPI((RayObject*) obj);
+}
+
+static void bvh_free(BVHTree *obj)
+{
+       if(obj->builder)
+               rtbuild_free(obj->builder);
+
+       if(obj->node_alloc)
+               MEM_freeN(obj->node_alloc);
+
+       if(obj->bb_alloc)
+               MEM_freeN(obj->bb_alloc);
+
+       MEM_freeN(obj);
+}
+
+
+static void bvh_merge_bb(BVHNode *node, float *min, float *max)
+{
+       if(RayObject_isAligned(node))
+       {
+               //TODO only half operations needed
+               DO_MINMAX(node->bb  , min, max);
+               DO_MINMAX(node->bb+3, min, max);
+       }
+       else
+       {
+               RE_rayobject_merge_bb( (RayObject*)node, min, max);
+       }
+}
+
+static void bvh_bb(BVHTree *obj, float *min, float *max)
+{
+       bvh_merge_bb(obj->root, min, max);
+}
+
+/*
+ * Tree transverse
+ */
+static int dfs_raycast(BVHNode *node, Isect *isec)
+{
+       int hit = 0;
+       if(RE_rayobject_bb_intersect(isec, (const float*)node->bb) != FLT_MAX)
+       {
+               if(isec->idot_axis[node->split_axis] > 0.0f)
+               {
+                       int i;
+                       for(i=0; i<BVH_NCHILDS; i++)
+                               if(RayObject_isAligned(node->child[i]))
+                               {
+                                       if(node->child[i] == 0) break;
+                                       
+                                       hit |= dfs_raycast(node->child[i], isec);
+                                       if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                               }
+                               else
+                               {
+                                       hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec);
+                                       if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                               }
+               }
+               else
+               {
+                       int i;
+                       for(i=BVH_NCHILDS-1; i>=0; i--)
+                               if(RayObject_isAligned(node->child[i]))
+                               {
+                                       if(node->child[i])
+                                       {
+                                               hit |= dfs_raycast(node->child[i], isec);
+                                               if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                                       }
+                               }
+                               else
+                               {
+                                       hit |= RE_rayobject_intersect( (RayObject*)node->child[i], isec);
+                                       if(hit && isec->mode == RE_RAY_SHADOW) return hit;
+                               }
+               }
+       }
+       return hit;
+}
+
+static int bvh_intersect(BVHTree *obj, Isect *isec)
+{
+       if(RayObject_isAligned(obj->root))
+               return dfs_raycast(obj->root, isec);
+       else
+               return RE_rayobject_intersect( (RayObject*)obj->root, isec);
+}
+
+
+/*
+ * Builds a BVH tree from builder object
+ */
+static void bvh_add(BVHTree *obj, RayObject *ob)
+{
+       rtbuild_add( obj->builder, ob );
+}
+
+static BVHNode *bvh_new_node(BVHTree *tree, int nid)
+{
+       BVHNode *node = tree->node_alloc + nid - 1;
+       assert(RayObject_isAligned(node));
+       if(node+1 > tree->node_next)
+               tree->node_next = node+1;
+               
+       node->bb = tree->bb_next;
+       tree->bb_next += 6;
+       
+       return node;
+}
+
+static int child_id(int pid, int nchild)
+{
+       //N child of node A = A * K + (2 - K) + N, (0 <= N < K)
+       return pid*BVH_NCHILDS+(2-BVH_NCHILDS)+nchild;
+}
+
+static BVHNode *bvh_rearrange(BVHTree *tree, RTBuilder *builder, int nid)
+{
+       if(rtbuild_size(builder) == 1)
+       {
+               RayObject *child = builder->begin[0];
+
+               if(RayObject_isRayFace(child))
+               {
+                       int i;
+                       BVHNode *parent = bvh_new_node(tree, nid);
+                       parent->split_axis = 0;
+
+                       INIT_MINMAX(parent->bb, parent->bb+3);
+
+                       for(i=0; i<1; i++)
+                       {
+                               parent->child[i] = (BVHNode*)builder->begin[i];
+                               bvh_merge_bb(parent->child[i], parent->bb, parent->bb+3);
+                       }
+                       for(; i<BVH_NCHILDS; i++)
+                               parent->child[i] = 0;
+
+                       return parent;
+               }
+               else
+               {
+                       assert(!RayObject_isAligned(child));
+                       //Its a sub-raytrace structure, assume it has it own raycast
+                       //methods and adding a Bounding Box arround is unnecessary
+                       return (BVHNode*)child;
+               }
+       }
+       else
+       {
+               int i;
+               int nc = rtbuild_mean_split_largest_axis(builder, BVH_NCHILDS);
+               RTBuilder tmp;
+       
+               BVHNode *parent = bvh_new_node(tree, nid);
+
+               INIT_MINMAX(parent->bb, parent->bb+3);
+               parent->split_axis = builder->split_axis;
+               for(i=0; i<nc; i++)
+               {
+                       parent->child[i] = bvh_rearrange( tree, rtbuild_get_child(builder, i, &tmp), child_id(nid,i) );
+                       bvh_merge_bb(parent->child[i], parent->bb, parent->bb+3);
+               }
+               for(; i<BVH_NCHILDS; i++)
+                       parent->child[i] = 0;
+
+               return parent;
+       }
+}
+
+static void bvh_info(BVHTree *obj)
+{
+       printf("BVH: Used %d nodes\n", obj->node_next - obj->node_alloc);
+}
+       
+static void bvh_done(BVHTree *obj)
+{
+       int needed_nodes;
+       assert(obj->root == NULL && obj->node_alloc == NULL && obj->bb_alloc == NULL && obj->builder);
+
+       //TODO exact calculate needed nodes
+       needed_nodes = (rtbuild_size(obj->builder)+1)*2;
+       assert(needed_nodes > 0);
+
+       obj->node_alloc = (BVHNode*)MEM_mallocN( sizeof(BVHNode)*needed_nodes, "BVHTree.Nodes");
+       obj->node_next  = obj->node_alloc;
+
+       obj->bb_alloc = (float*)MEM_mallocN( sizeof(float)*6*needed_nodes, "BVHTree.NodesBB");
+       obj->bb_next  = obj->bb_alloc;
+       
+       obj->root = bvh_rearrange( obj, obj->builder, 1 );
+
+       rtbuild_free( obj->builder );
+       obj->builder = NULL;
+       
+       assert(obj->node_alloc+needed_nodes >= obj->node_next);
+}
+
diff --git a/source/blender/render/intern/source/rayobject_instance.c b/source/blender/render/intern/source/rayobject_instance.c
new file mode 100644 (file)
index 0000000..4a67e81
--- /dev/null
@@ -0,0 +1,163 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "MEM_guardedalloc.h"
+#include "BKE_utildefines.h"
+#include "BLI_arithb.h"
+#include "RE_raytrace.h"
+#include "rayobject.h"
+
+static int  RayObject_instance_intersect(RayObject *o, Isect *isec);
+static void RayObject_instance_free(RayObject *o);
+static void RayObject_instance_bb(RayObject *o, float *min, float *max);
+
+static RayObjectAPI instance_api =
+{
+       RayObject_instance_intersect,
+       NULL, //static void RayObject_instance_add(RayObject *o, RayObject *ob);
+       NULL, //static void RayObject_instance_done(RayObject *o);
+       RayObject_instance_free,
+       RayObject_instance_bb
+};
+
+typedef struct InstanceRayObject
+{
+       RayObject rayobj;
+       RayObject *target;
+
+       void *ob; //Object represented by this instance
+       void *target_ob; //Object represented by the inner RayObject, needed to handle self-intersection
+       
+       float global2target[4][4];
+       float target2global[4][4];
+       
+} InstanceRayObject;
+
+
+RayObject *RE_rayobject_instance_create(RayObject *target, float transform[][4], void *ob, void *target_ob)
+{
+       InstanceRayObject *obj= (InstanceRayObject*)MEM_callocN(sizeof(InstanceRayObject), "InstanceRayObject");
+       assert( RayObject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */  
+       
+       obj->rayobj.api = &instance_api;
+       obj->target = target;
+       obj->ob = ob;
+       obj->target_ob = target_ob;
+       
+       Mat4CpyMat4(obj->target2global, transform);
+       Mat4Invert(obj->global2target, obj->target2global);
+       
+       return RayObject_unalignRayAPI((RayObject*) obj);
+}
+
+static int  RayObject_instance_intersect(RayObject *o, Isect *isec)
+{
+       //TODO
+       // *there is probably a faster way to convert between coordinates
+       
+       InstanceRayObject *obj = (InstanceRayObject*)o;
+       int res;
+       float start[3], vec[3], labda, dist;
+       int changed = 0;
+       
+       //TODO - this is disabling self intersection on instances
+       if(isec->orig.ob == obj->ob && obj->ob)
+       {
+               changed = 1;
+               isec->orig.ob = obj->target_ob;
+       }
+       
+       
+       VECCOPY( start, isec->start );
+       VECCOPY( vec  , isec->vec   );
+       labda = isec->labda;
+       dist  = isec->dist;
+
+       //Transform to target coordinates system
+       VECADD( isec->vec, isec->vec, isec->start );    
+
+       Mat4MulVecfl(obj->global2target, isec->start);
+       Mat4MulVecfl(obj->global2target, isec->vec  );
+
+       isec->dist = VecLenf( isec->start, isec->vec );
+       VECSUB( isec->vec, isec->vec, isec->start );
+       
+       isec->labda *= isec->dist / dist;
+       
+       //Raycast
+       res = RE_rayobject_intersect(obj->target, isec);
+
+       //Restore coordinate space coords
+       if(res == 0)
+       {
+               isec->labda = labda;
+               
+       }
+       else
+       {
+               isec->labda *= dist / isec->dist;
+               isec->hit.ob = obj->ob;
+       }
+       isec->dist = dist;
+       VECCOPY( isec->start, start );
+       VECCOPY( isec->vec,   vec );
+       
+       if(changed)
+               isec->orig.ob = obj->ob;
+               
+       return res;
+}
+
+static void RayObject_instance_free(RayObject *o)
+{
+       InstanceRayObject *obj = (InstanceRayObject*)o;
+       MEM_freeN(obj);
+}
+
+static void RayObject_instance_bb(RayObject *o, float *min, float *max)
+{
+       //TODO:
+       // *better bb.. calculated without rotations of bb
+       // *maybe cache that better-fitted-BB at the InstanceRayObject
+       InstanceRayObject *obj = (InstanceRayObject*)o;
+
+       float m[3], M[3], t[3];
+       int i, j;
+       INIT_MINMAX(m, M);
+       RE_rayobject_merge_bb(obj->target, m, M);
+
+       //There must be a faster way than rotating all the 8 vertexs of the BB
+       for(i=0; i<8; i++)
+       {
+               for(j=0; j<3; j++) t[j] = i&(1<<j) ? M[j] : m[j];
+               Mat4MulVecfl(obj->target2global, t);
+               DO_MINMAX(t, min, max);
+       }
+}
diff --git a/source/blender/render/intern/source/rayobject_mesh.c b/source/blender/render/intern/source/rayobject_mesh.c
new file mode 100644 (file)
index 0000000..538c245
--- /dev/null
@@ -0,0 +1,132 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "rayobject.h"
+
+#include "MEM_guardedalloc.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "BKE_utildefines.h"
+
+typedef struct RayMesh
+{
+       RayObject rayobj;
+       
+       Mesh *mesh;
+       void *ob;
+       
+       RayFace *faces;
+       int num_faces;
+       
+} RayMesh;
+
+static int  RayObject_mesh_intersect(RayObject *o, Isect *isec);
+static void RayObject_mesh_add(RayObject *o, RayObject *ob);
+static void RayObject_mesh_done(RayObject *o);
+static void RayObject_mesh_free(RayObject *o);
+static void RayObject_mesh_bb(RayObject *o, float *min, float *max);
+
+static RayObjectAPI mesh_api =
+{
+       RayObject_mesh_intersect,
+       RayObject_mesh_add,
+       RayObject_mesh_done,
+       RayObject_mesh_free,
+       RayObject_mesh_bb
+};
+
+
+static int  RayObject_mesh_intersect(RayObject *o, Isect *isec)
+{
+       RayMesh *rm= (RayMesh*)o;
+       int i, hit = 0;
+       for(i = 0; i<rm->num_faces; i++)
+               if(RE_rayobject_raycast( (RayObject*)rm->faces+i, isec ))
+               {
+                       hit = 1;
+                       if(isec->mode == RE_RAY_SHADOW)
+                               break;
+               }
+
+       return hit;
+}
+
+static void RayObject_mesh_add(RayObject *o, RayObject *ob)
+{
+}
+
+static void RayObject_mesh_done(RayObject *o)
+{
+}
+
+static void RayObject_mesh_free(RayObject *o)
+{
+       RayMesh *rm= (RayMesh*)o;
+       MEM_freeN( rm->faces );
+       MEM_freeN( rm );
+}
+
+static void RayObject_mesh_bb(RayObject *o, float *min, float *max)
+{
+       RayMesh *rm= (RayMesh*)o;
+       int i;
+       for(i = 0; i<rm->mesh->totvert; i++)
+               DO_MINMAX( rm->mesh->mvert[i].co, min, max);
+}
+
+RayObject* RE_rayobject_mesh_create(Mesh *mesh, void *ob)
+{
+       RayMesh *rm= MEM_callocN(sizeof(RayMesh), "Octree");
+       int i;
+       RayFace *face;
+       MFace *mface;
+       
+       assert( RayObject_isAligned(rm) ); /* RayObject API assumes real data to be 4-byte aligned */   
+       
+       rm->rayobj.api = &mesh_api;
+       rm->mesh = mesh;
+       rm->faces = MEM_callocN(sizeof(RayFace)*mesh->totface, "octree rayobject nodes");
+       rm->num_faces = mesh->totface;
+       
+       face = rm->faces;
+       mface = mesh->mface;
+       for(i=0; i<mesh->totface; i++, face++, mface++)
+       {
+               face->v1 = mesh->mvert[mface->v1].co;
+               face->v2 = mesh->mvert[mface->v2].co;
+               face->v3 = mesh->mvert[mface->v3].co;
+               face->v4 = mface->v4 ? mesh->mvert[mface->v4].co : NULL;
+               
+               face->ob = ob;
+               face->face = (void*)i;
+       }
+       
+       return RayObject_unalignRayAPI((RayObject*) rm);
+}
similarity index 59%
rename from source/blender/render/intern/source/raytrace.c
rename to source/blender/render/intern/source/rayobject_octree.c
index 09d3711885afc4a72f3f4c759a34b65d91ed012d..88ea2bb38ed6d5071864efbe9fb57fcd4a4419e0 100644 (file)
@@ -32,6 +32,7 @@
 #include <string.h>
 #include <stdlib.h>
 #include <float.h>
+#include <assert.h>
 
 #include "MEM_guardedalloc.h"
 
 
 #include "BLI_arithb.h"
 
-#include "RE_raytrace.h"
+#include "rayobject.h"
 
 /* ********** structs *************** */
-
 #define BRANCH_ARRAY 1024
 #define NODE_ARRAY 4096
 
@@ -61,12 +61,13 @@ typedef struct OcVal
 typedef struct Node
 {
        struct RayFace *v[8];
-       int ob[8];
        struct OcVal ov[8];
        struct Node *next;
 } Node;
 
 typedef struct Octree {
+       RayObject rayobj;
+
        struct Branch **adrbranch;
        struct Node **adrnode;
        float ocsize;   /* ocsize: mult factor,  max size octree */
@@ -74,19 +75,29 @@ typedef struct Octree {
        float min[3], max[3];
        int ocres;
        int branchcount, nodecount;
-       char *ocface; /* during building only */
-       RayCoordsFunc coordsfunc;
-       RayCheckFunc checkfunc;
-       RayObjectTransformFunc transformfunc;
-       void *userdata;
-} Octree;
 
-/* ******** globals ***************** */
+       /* during building only */
+       char *ocface; 
+       
+       RayFace **ro_nodes;
+       int ro_nodes_size, ro_nodes_used;
+       
+} Octree;
 
-/* just for statistics */
-static int raycount;
-static int accepted, rejected, coherent_ray;
+static int  RayObject_octree_intersect(RayObject *o, Isect *isec);
+static void RayObject_octree_add(RayObject *o, RayObject *ob);
+static void RayObject_octree_done(RayObject *o);
+static void RayObject_octree_free(RayObject *o);
+static void RayObject_octree_bb(RayObject *o, float *min, float *max);
 
+static RayObjectAPI octree_api =
+{
+       RayObject_octree_intersect,
+       RayObject_octree_add,
+       RayObject_octree_done,
+       RayObject_octree_free,
+       RayObject_octree_bb
+};
 
 /* **************** ocval method ******************* */
 /* within one octree node, a set of 3x15 bits defines a 'boundbox' to OR with */
@@ -233,7 +244,7 @@ static int face_in_node(RayFace *face, short x, short y, short z, float rtf[][3]
        return 0;
 }
 
-static void ocwrite(Octree *oc, int ob, RayFace *face, int quad, short x, short y, short z, float rtf[][3])
+static void ocwrite(Octree *oc, RayFace *face, int quad, short x, short y, short z, float rtf[][3])
 {
        Branch *br;
        Node *no;
@@ -283,8 +294,7 @@ static void ocwrite(Octree *oc, int ob, RayFace *face, int quad, short x, short
                while(no->v[a]!=NULL) a++;
        }
        
-       no->v[a]= face;
-       no->ob[a]= ob;
+       no->v[a]= (RayFace*) RayObject_align(face);
        
        if(quad)
                calc_ocval_face(rtf[0], rtf[1], rtf[2], rtf[3], x>>2, y>>1, z, &no->ov[a]);
@@ -374,13 +384,10 @@ static void d2dda(Octree *oc, short b1, short b2, short c1, short c2, char *ocfa
        ocface[oc->ocres*ocx2+ocy2]=1;
 }
 
-static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *ocmin)
+static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *ocmin, short *ocmax)
 {
-       short *ocmax;
        int a, x, y, y1, y2;
 
-       ocmax=ocmin+3;
-
        for(x=ocmin[c1];x<=ocmax[c1];x++) {
                a= oc->ocres*x;
                for(y=ocmin[c2];y<=ocmax[c2];y++) {
@@ -399,7 +406,7 @@ static void filltriangle(Octree *oc, short c1, short c2, char *ocface, short *oc
        }
 }
 
-void RE_ray_tree_free(RayTree *tree)
+static void RayObject_octree_free(RayObject *tree)
 {
        Octree *oc= (Octree*)tree;
 
@@ -439,65 +446,40 @@ void RE_ray_tree_free(RayTree *tree)
        MEM_freeN(oc);
 }
 
-RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max, RayCoordsFunc coordsfunc, RayCheckFunc checkfunc, RayObjectTransformFunc transformfunc, void *userdata)
+
+RayObject *RE_rayobject_octree_create(int ocres, int size)
 {
-       Octree *oc;
-       float t00, t01, t02;
-       int c, ocres2;
+       Octree *oc= MEM_callocN(sizeof(Octree), "Octree");
+       assert( RayObject_isAligned(oc) ); /* RayObject API assumes real data to be 4-byte aligned */   
        
-       oc= MEM_callocN(sizeof(Octree), "Octree");
-       oc->adrbranch= MEM_callocN(sizeof(void *)*BRANCH_ARRAY, "octree branches");
-       oc->adrnode= MEM_callocN(sizeof(void *)*NODE_ARRAY, "octree nodes");
-
-       oc->coordsfunc= coordsfunc;
-       oc->checkfunc= checkfunc;
-       oc->transformfunc= transformfunc;
-       oc->userdata= userdata;
-
-       /* only for debug info */
-       raycount=0;
-       accepted= 0;
-       rejected= 0;
-       coherent_ray= 0;
+       oc->rayobj.api = &octree_api;
        
-       /* fill main octree struct */
-       oc->ocres= ocres;
-       ocres2= oc->ocres*oc->ocres;
+       oc->ocres = ocres;
        
-       VECCOPY(oc->min, min);
-       VECCOPY(oc->max, max);
+       oc->ro_nodes = (RayFace**)MEM_callocN(sizeof(RayFace*)*size, "octree rayobject nodes");
+       oc->ro_nodes_size = size;
+       oc->ro_nodes_used = 0;
 
-       oc->adrbranch[0]=(Branch *)MEM_callocN(4096*sizeof(Branch), "makeoctree");
        
-       /* the lookup table, per face, for which nodes to fill in */
-       oc->ocface= MEM_callocN( 3*ocres2 + 8, "ocface");
-       memset(oc->ocface, 0, 3*ocres2);
+       return RayObject_unalignRayAPI((RayObject*) oc);
+}
 
-       for(c=0;c<3;c++) {      /* octree enlarge, still needed? */
-               oc->min[c]-= 0.01f;
-               oc->max[c]+= 0.01f;
-       }
 
-       t00= oc->max[0]-oc->min[0];
-       t01= oc->max[1]-oc->min[1];
-       t02= oc->max[2]-oc->min[2];
-       
-       /* this minus 0.1 is old safety... seems to be needed? */
-       oc->ocfacx= (oc->ocres-0.1)/t00;
-       oc->ocfacy= (oc->ocres-0.1)/t01;
-       oc->ocfacz= (oc->ocres-0.1)/t02;
-       
-       oc->ocsize= sqrt(t00*t00+t01*t01+t02*t02);      /* global, max size octree */
+static void RayObject_octree_add(RayObject *tree, RayObject *node)
+{
+       Octree *oc = (Octree*)tree;
 
-       return (RayTree*)oc;
+       assert( RayObject_isRayFace(node) );
+       assert( oc->ro_nodes_used < oc->ro_nodes_size );
+       oc->ro_nodes[ oc->ro_nodes_used++ ] = (RayFace*)RayObject_align(node);
 }
 
-void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
+static void octree_fill_rayface(Octree *oc, RayFace *face)
 {
-       Octree *oc = (Octree*)tree;
-       float *v1, *v2, *v3, *v4, ocfac[3], rtf[4][3];
+       float ocfac[3], rtf[4][3];
        float co1[3], co2[3], co3[3], co4[3];
-       short rts[4][3], ocmin[6], *ocmax;
+       short rts[4][3];
+       short ocmin[3], ocmax[3];
        char *ocface= oc->ocface;       // front, top, size view of face, to fill in
        int a, b, c, oc1, oc2, oc3, oc4, x, y, z, ocres2;
 
@@ -507,28 +489,12 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
 
        ocres2= oc->ocres*oc->ocres;
 
-       ocmax= ocmin+3;
-
-       oc->coordsfunc(face, &v1, &v2, &v3, &v4);
-
-       VECCOPY(co1, v1);
-       VECCOPY(co2, v2);
-       VECCOPY(co3, v3);
-       if(v4)
-               VECCOPY(co4, v4);
+       VECCOPY(co1, face->v1);
+       VECCOPY(co2, face->v2);
+       VECCOPY(co3, face->v3);
+       if(face->v4)
+               VECCOPY(co4, face->v4);
 
-       if(ob >= RE_RAY_TRANSFORM_OFFS) {
-               float (*mat)[4]= (float(*)[4])oc->transformfunc(oc->userdata, ob);
-
-               if(mat) {
-                       Mat4MulVecfl(mat, co1);
-                       Mat4MulVecfl(mat, co2);
-                       Mat4MulVecfl(mat, co3);
-                       if(v4)
-                               Mat4MulVecfl(mat, co4);
-               }
-       }
-       
        for(c=0;c<3;c++) {
                rtf[0][c]= (co1[c]-oc->min[c])*ocfac[c] ;
                rts[0][c]= (short)rtf[0][c];
@@ -536,7 +502,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
                rts[1][c]= (short)rtf[1][c];
                rtf[2][c]= (co3[c]-oc->min[c])*ocfac[c] ;
                rts[2][c]= (short)rtf[2][c];
-               if(v4) {
+               if(face->v4) {
                        rtf[3][c]= (co4[c]-oc->min[c])*ocfac[c] ;
                        rts[3][c]= (short)rtf[3][c];
                }
@@ -546,7 +512,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
                oc1= rts[0][c];
                oc2= rts[1][c];
                oc3= rts[2][c];
-               if(v4==NULL) {
+               if(face->v4==NULL) {
                        ocmin[c]= MIN3(oc1,oc2,oc3);
                        ocmax[c]= MAX3(oc1,oc2,oc3);
                }
@@ -560,7 +526,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
        }
        
        if(ocmin[0]==ocmax[0] && ocmin[1]==ocmax[1] && ocmin[2]==ocmax[2]) {
-               ocwrite(oc, ob, face, (v4 != NULL), ocmin[0], ocmin[1], ocmin[2], rtf);
+               ocwrite(oc, face, (face->v4 != NULL), ocmin[0], ocmin[1], ocmin[2], rtf);
        }
        else {
                
@@ -570,7 +536,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
                d2dda(oc, 1,2,0,1,ocface+ocres2,rts,rtf);
                d2dda(oc, 1,2,0,2,ocface,rts,rtf);
                d2dda(oc, 1,2,1,2,ocface+2*ocres2,rts,rtf);
-               if(v4==NULL) {
+               if(face->v4==NULL) {
                        d2dda(oc, 2,0,0,1,ocface+ocres2,rts,rtf);
                        d2dda(oc, 2,0,0,2,ocface,rts,rtf);
                        d2dda(oc, 2,0,1,2,ocface+2*ocres2,rts,rtf);
@@ -584,9 +550,9 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
                        d2dda(oc, 3,0,1,2,ocface+2*ocres2,rts,rtf);
                }
                /* nothing todo with triangle..., just fills :) */
-               filltriangle(oc, 0,1,ocface+ocres2,ocmin);
-               filltriangle(oc, 0,2,ocface,ocmin);
-               filltriangle(oc, 1,2,ocface+2*ocres2,ocmin);
+               filltriangle(oc, 0,1,ocface+ocres2,ocmin,ocmax);
+               filltriangle(oc, 0,2,ocface,ocmin,ocmax);
+               filltriangle(oc, 1,2,ocface+2*ocres2,ocmin,ocmax);
                
                /* init static vars here */
                face_in_node(face, 0,0,0, rtf);
@@ -599,7 +565,7 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
                                        for(z=ocmin[2];z<=ocmax[2];z++) {
                                                if(ocface[b+z] && ocface[a+z]) {
                                                        if(face_in_node(NULL, x, y, z, rtf))
-                                                               ocwrite(oc, ob, face, (v4 != NULL), x,y,z, rtf);
+                                                               ocwrite(oc, face, (face->v4 != NULL), x,y,z, rtf);
                                                }
                                        }
                                }
@@ -625,433 +591,107 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
        }
 }
 
-void RE_ray_tree_done(RayTree *tree)
-{
-       Octree *oc= (Octree*)tree;
-
-       MEM_freeN(oc->ocface);
-       oc->ocface= NULL;
-}
-
-/* ************ raytracer **************** */
-
-#define ISECT_EPSILON ((float)FLT_EPSILON)
-
-/* only for self-intersecting test with current render face (where ray left) */
-static int intersection2(RayFace *face, int ob, RayObjectTransformFunc transformfunc, RayCoordsFunc coordsfunc, void *userdata, float r0, float r1, float r2, float rx1, float ry1, float rz1)
+static void RayObject_octree_done(RayObject *tree)
 {
-       float *v1, *v2, *v3, *v4, 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;
-
-       coordsfunc(face, &v1, &v2, &v3, &v4);
-
-       /* happens for baking with non existing face */
-       if(v1==NULL)
-               return 1;
-
-       if(v4) {
-               SWAP(float*, v3, v4);
-       }
-
-       VECCOPY(co1, v1);
-       VECCOPY(co2, v2);
-       VECCOPY(co3, v3);
-       if(v4)
-               VECCOPY(co4, v4);
-
-       if(ob >= RE_RAY_TRANSFORM_OFFS) {
-               float (*mat)[4]= (float(*)[4])transformfunc(userdata, ob);
-
-               if(mat) {
-                       Mat4MulVecfl(mat, co1);
-                       Mat4MulVecfl(mat, co2);
-                       Mat4MulVecfl(mat, co3);
-                       if(v4)
-                               Mat4MulVecfl(mat, co4);
-               }
-       }
-       
-       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];
+       Octree *oc = (Octree*)tree;
+       int c;
+       float t00, t01, t02;
+       int ocres2 = oc->ocres*oc->ocres;
        
-       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;
+       INIT_MINMAX(oc->min, oc->max);
        
-       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(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;
+       /* Calculate Bounding Box */
+       for(c=0; c<oc->ro_nodes_used; c++)
+               RE_rayobject_merge_bb( RayObject_unalignRayFace(oc->ro_nodes[c]), oc->min, oc->max);
                
-                       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;
-}
-
-#if 0
-/* ray - line intersection */
-/* disabled until i got real & fast cylinder checking, this code doesnt work proper
-for faster strands */
-
-static int intersection_strand(Isect *is)
-{
-       float v1[3], v2[3];             /* length of strand */
-       float axis[3], rc[3], nor[3], radline, dist, len;
-       
-       /* radius strand */
-       radline= 0.5f*VecLenf(is->vlr->v1->co, is->vlr->v2->co);
-       
-       VecMidf(v1, is->vlr->v1->co, is->vlr->v2->co);
-       VecMidf(v2, is->vlr->v3->co, is->vlr->v4->co);
-       
-       VECSUB(rc, v1, is->start);      /* vector from base ray to base cylinder */
-       VECSUB(axis, v2, v1);           /* cylinder axis */
-       
-       CROSS(nor, is->vec, axis);
-       len= VecLength(nor);
-       
-       if(len<FLT_EPSILON)
-               return 0;
-
-       dist= INPR(rc, nor)/len;        /* distance between ray and axis cylinder */
+       /* Alloc memory */
+       oc->adrbranch= MEM_callocN(sizeof(void *)*BRANCH_ARRAY, "octree branches");
+       oc->adrnode= MEM_callocN(sizeof(void *)*NODE_ARRAY, "octree nodes");
        
-       if(dist<radline && dist>-radline) {
-               float dot1, dot2, dot3, rlen, alen, div;
-               float labda;
-               
-               /* calculating the intersection point of shortest distance */
-               dot1 = INPR(rc, is->vec);
-               dot2 = INPR(is->vec, axis);
-               dot3 = INPR(rc, axis);
-               rlen = INPR(is->vec, is->vec);
-               alen = INPR(axis, axis);
-               
-               div = alen * rlen - dot2 * dot2;
-               if (ABS(div) < FLT_EPSILON)
-                       return 0;
-               
-               labda = (dot1*dot2 - dot3*rlen)/div;
-               
-               radline/= sqrt(alen);
-               
-               /* labda: where on axis do we have closest intersection? */
-               if(labda >= -radline && labda <= 1.0f+radline) {
-                       VlakRen *vlr= is->faceorig;
-                       VertRen *v1= is->vlr->v1, *v2= is->vlr->v2, *v3= is->vlr->v3, *v4= is->vlr->v4;
-                               /* but we dont do shadows from faces sharing edge */
-                       
-                       if(v1==vlr->v1 || v2==vlr->v1 || v3==vlr->v1 || v4==vlr->v1) return 0;
-                       if(v1==vlr->v2 || v2==vlr->v2 || v3==vlr->v2 || v4==vlr->v2) return 0;
-                       if(v1==vlr->v3 || v2==vlr->v3 || v3==vlr->v3 || v4==vlr->v3) return 0;
-                       if(vlr->v4) {
-                               if(v1==vlr->v4 || v2==vlr->v4 || v3==vlr->v4 || v4==vlr->v4) return 0;
-                       }
-                       return 1;
-               }
-       }
-       return 0;
-}
-#endif
-
-/* ray - triangle or quad intersection */
-int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc, RayCoordsFunc coordsfunc)
-{
-       RayFace *face= is->face;
-       int ob= is->ob;
-       float *v1,*v2,*v3,*v4,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;
-       short ok=0;
-
-       /* disabled until i got real & fast cylinder checking, this code doesnt work proper
-          for faster strands */
-//     if(is->mode==RE_RAY_SHADOW && is->vlr->flag & R_STRAND) 
-//             return intersection_strand(is);
+       oc->adrbranch[0]=(Branch *)MEM_callocN(4096*sizeof(Branch), "makeoctree");
        
-       coordsfunc(face, &v1, &v2, &v3, &v4);
-
-       if(v4) {
-               SWAP(float*, v3, v4);
-       }
+       /* the lookup table, per face, for which nodes to fill in */
+       oc->ocface= MEM_callocN( 3*ocres2 + 8, "ocface");
+       memset(oc->ocface, 0, 3*ocres2);
 
-       VECCOPY(co1, v1);
-       VECCOPY(co2, v2);
-       VECCOPY(co3, v3);
-       if(v4)
-               VECCOPY(co4, v4);
-
-       if(ob) {
-               float (*mat)[4]= (float(*)[4])transformfunc(is->userdata, ob);
-
-               if(mat) {
-                       Mat4MulVecfl(mat, co1);
-                       Mat4MulVecfl(mat, co2);
-                       Mat4MulVecfl(mat, co3);
-                       if(v4)
-                               Mat4MulVecfl(mat, co4);
-               }
+       for(c=0;c<3;c++) {      /* octree enlarge, still needed? */
+               oc->min[c]-= 0.01f;
+               oc->max[c]+= 0.01f;
        }
 
-       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];
+       t00= oc->max[0]-oc->min[0];
+       t01= oc->max[1]-oc->min[1];
+       t02= oc->max[2]-oc->min[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;
+       /* this minus 0.1 is old safety... seems to be needed? */
+       oc->ocfacx= (oc->ocres-0.1)/t00;
+       oc->ocfacy= (oc->ocres-0.1)/t01;
+       oc->ocfacz= (oc->ocres-0.1)/t02;
        
-       if(divdet!=0.0f) {
-               float u;
+       oc->ocsize= sqrt(t00*t00+t01*t01+t02*t02);      /* global, max size octree */
 
-               divdet= 1.0f/divdet;
-               u= det1*divdet;
-               if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
-                       float v, 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)) {
-                               float labda;
-                               labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
-
-                               if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
-                                       is->labda= labda;
-                                       is->u= u; is->v= v;
-                                       ok= 1;
-                               }
-                       }
-               }
+       for(c=0; c<oc->ro_nodes_used; c++)
+       {
+               octree_fill_rayface(oc, oc->ro_nodes[c]);
        }
 
-       if(ok==0 && 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) {
-                       float u;
-                       divdet= 1.0f/divdet;
-                       u = det1*divdet;
-                       
-                       if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
-                               float v, 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);
+       MEM_freeN(oc->ocface);
+       oc->ocface = NULL;
+       MEM_freeN(oc->ro_nodes);
+       oc->ro_nodes = NULL;
        
-                               if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
-                                       float labda;
-                                       labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
-                                       
-                                       if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
-                                               ok= 2;
-                                               is->labda= labda;
-                                               is->u= u; is->v= v;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if(ok) {
-               is->isect= ok;  // wich half of the quad
-               
-               if(is->mode!=RE_RAY_SHADOW) {
-                       /* for mirror & tra-shadow: large faces can be filled in too often, this prevents
-                          a face being detected too soon... */
-                       if(is->labda > is->ddalabda) {
-                               return 0;
-                       }
-               }
-               
-               /* 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->facecontr && is->faceisect);     // optimizing, the tests below are not needed
-               else if(is->labda< .1) {
-                       RayFace *face= is->faceorig;
-                       float *origv1, *origv2, *origv3, *origv4;
-                       short de= 0;
-
-                       coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
-                       
-                       if(ob == is->oborig) {
-                               if(v1==origv1 || v2==origv1 || v3==origv1 || v4==origv1) de++;
-                               if(v1==origv2 || v2==origv2 || v3==origv2 || v4==origv2) de++;
-                               if(v1==origv3 || v2==origv3 || v3==origv3 || v4==origv3) de++;
-                               if(origv4) {
-                                       if(v1==origv4 || v2==origv4 || v3==origv4 || v4==origv4) de++;
-                               }
-                       }
-                       if(de) {
-                               /* 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(is->facecontr==NULL) {
-                                       is->obcontr= is->oborig;
-                                       is->facecontr= face;
-                                       is->faceisect= intersection2(face, is->oborig, transformfunc, coordsfunc, is->userdata, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]);
-                               }
-
-                               if(is->faceisect) return 1;
-                               return 0;
-                       }
-               }
-               
-               return 1;
-       }
+       printf("%f %f - %f\n", oc->min[0], oc->max[0], oc->ocfacx );
+       printf("%f %f - %f\n", oc->min[1], oc->max[1], oc->ocfacy );
+       printf("%f %f - %f\n", oc->min[2], oc->max[2], oc->ocfacz );
+}
 
-       return 0;
+static void RayObject_octree_bb(RayObject *tree, float *min, float *max)
+{
+       Octree *oc = (Octree*)tree;
+       DO_MINMAX(oc->min, min, max);
+       DO_MINMAX(oc->max, min, max);
 }
 
 /* check all faces in this node */
-static int testnode(Octree *oc, Isect *is, Node *no, OcVal ocval, RayCheckFunc checkfunc)
+static int testnode(Octree *oc, Isect *is, Node *no, OcVal ocval)
 {
-       RayFace *face;
-       int ob;
        short nr=0;
-       OcVal *ov;
 
        /* return on any first hit */
        if(is->mode==RE_RAY_SHADOW) {
-               
-               face= no->v[0];
-               ob= no->ob[0];
-               while(face) {
-               
-                       if(!(is->faceorig == face && is->oborig == ob)) {
-
-                               if(checkfunc(is, ob, face)) {
-                                       
-                                       ov= no->ov+nr;
-                                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) { 
-                                               //accepted++;
-                                               is->ob= ob;
-                                               is->face= face;
        
-                                               if(RE_ray_face_intersection(is, oc->transformfunc, oc->coordsfunc)) {
-                                                       is->ob_last= ob;
-                                                       is->face_last= face;
-                                                       return 1;
-                                               }
-                                       }
-                                       //else rejected++;
-                               }
-                       }
+               for(; no; no = no->next)
+               for(nr=0; nr<8; nr++)
+               {
+                       RayFace *face = no->v[nr];
+                       OcVal           *ov = no->ov+nr;
                        
-                       nr++;
-                       if(nr==8) {
-                               no= no->next;
-                               if(no==0) return 0;
-                               nr=0;
+                       if(!face) break;
+                       
+                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+                       {
+                               if( RE_rayobject_intersect( RayObject_unalignRayFace(face),is) )
+                                       return 1;
                        }
-                       face= no->v[nr];
-                       ob= no->ob[nr];
                }
        }
-       else {                  /* else mirror or glass or shadowtra, return closest face  */
-               Isect isect;
+       else
+       {                       /* else mirror or glass or shadowtra, return closest face  */
                int found= 0;
                
-               is->labda= 1.0f;        /* needed? */
-               isect= *is;             /* copy for sorting */
-               
-               face= no->v[0];
-               ob= no->ob[0];
-               while(face) {
-
-                       if(!(is->faceorig == face && is->oborig == ob)) {
-                               if(checkfunc(is, ob, face)) {
-                                       ov= no->ov+nr;
-                                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) ) { 
-                                               //accepted++;
-
-                                               isect.ob= ob;
-                                               isect.face= face;
-                                               if(RE_ray_face_intersection(&isect, oc->transformfunc, oc->coordsfunc)) {
-                                                       if(isect.labda<is->labda) {
-                                                               *is= isect;
-                                                               found= 1;
-                                                       }
-                                                       
-                                               }
-                                       }
-                                       //else rejected++;
-                               }
-                       }
+               for(; no; no = no->next)
+               for(nr=0; nr<8; nr++)
+               {
+                       RayFace *face = no->v[nr];
+                       OcVal           *ov = no->ov+nr;
+                       
+                       if(!face) break;
                        
-                       nr++;
-                       if(nr==8) {
-                               no= no->next;
-                               if(no==NULL) break;
-                               nr=0;
+                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+                       { 
+                               if( RE_rayobject_intersect( RayObject_unalignRayFace(face),is) )
+                                       found= 1;
                        }
-                       face= no->v[nr];
-                       ob= no->ob[nr];
                }
                
                return found;
@@ -1175,23 +815,17 @@ static int do_coherence_test(int ocx1, int ocx2, int ocy1, int ocy2, int ocz1, i
 
 */
 
-int RE_ray_tree_intersect(RayTree *tree, Isect *is)
-{
-       Octree *oc= (Octree*)tree;
-
-       return RE_ray_tree_intersect_check(tree, is, oc->checkfunc);
-}
-
 /* return 1: found valid intersection */
-/* starts with is->faceorig */
-int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc)
+/* starts with is->orig.face */
+static int RayObject_octree_intersect(RayObject *tree, Isect *is)
 {
        Octree *oc= (Octree*)tree;
        Node *no;
        OcVal ocval;
-       float vec1[3], vec2[3];
+       float vec1[3], vec2[3], start[3], end[3];
        float u1,u2,ox1,ox2,oy1,oy2,oz1,oz2;
        float labdao,labdax,ldx,labday,ldy,labdaz,ldz, ddalabda;
+       float olabda = 0;
        int dx,dy,dz;   
        int xo,yo,zo,c1=0;
        int ocx1,ocx2,ocy1, ocy2,ocz1,ocz2;
@@ -1200,48 +834,40 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        if(oc->branchcount==0) return 0;
        
        /* do this before intersect calls */
+#if 0
        is->facecontr= NULL;                            /* to check shared edge */
        is->obcontr= 0;
        is->faceisect= is->isect= 0;            /* shared edge, quad half flag */
        is->userdata= oc->userdata;
+#endif
 
-       /* only for shadow! */
-       if(is->mode==RE_RAY_SHADOW) {
-       
-               /* check with last intersected shadow face */
-               if(is->face_last!=NULL && !(is->face_last==is->faceorig && is->ob_last==is->oborig)) {
-                       if(checkfunc(is, is->ob_last, is->face_last)) {
-                               is->ob= is->ob_last;
-                               is->face= is->face_last;
-                               VECSUB(is->vec, is->end, is->start);
-                               if(RE_ray_face_intersection(is, oc->transformfunc, oc->coordsfunc)) return 1;
-                       }
-               }
-       }
-       
-       ldx= is->end[0] - is->start[0];
+       VECCOPY( start, is->start );
+       VECADDFAC( end, is->start, is->vec, is->labda );
+       ldx= is->vec[0]*is->labda;
+       olabda = is->labda;
        u1= 0.0f;
        u2= 1.0f;
-
+       
        /* clip with octree cube */
-       if(cliptest(-ldx, is->start[0]-oc->min[0], &u1,&u2)) {
-               if(cliptest(ldx, oc->max[0]-is->start[0], &u1,&u2)) {
-                       ldy= is->end[1] - is->start[1];
-                       if(cliptest(-ldy, is->start[1]-oc->min[1], &u1,&u2)) {
-                               if(cliptest(ldy, oc->max[1]-is->start[1], &u1,&u2)) {
-                                       ldz= is->end[2] - is->start[2];
-                                       if(cliptest(-ldz, is->start[2]-oc->min[2], &u1,&u2)) {
-                                               if(cliptest(ldz, oc->max[2]-is->start[2], &u1,&u2)) {
+       if(cliptest(-ldx, start[0]-oc->min[0], &u1,&u2)) {
+               if(cliptest(ldx, oc->max[0]-start[0], &u1,&u2)) {
+                       ldy= is->vec[1]*is->labda;
+                       if(cliptest(-ldy, start[1]-oc->min[1], &u1,&u2)) {
+                               if(cliptest(ldy, oc->max[1]-start[1], &u1,&u2)) {
+                                       ldz = is->vec[2]*is->labda;
+                                       if(cliptest(-ldz, start[2]-oc->min[2], &u1,&u2)) {
+                                               if(cliptest(ldz, oc->max[2]-start[2], &u1,&u2)) {
                                                        c1=1;
                                                        if(u2<1.0f) {
-                                                               is->end[0]= is->start[0]+u2*ldx;
-                                                               is->end[1]= is->start[1]+u2*ldy;
-                                                               is->end[2]= is->start[2]+u2*ldz;
+                                                               end[0] = start[0]+u2*ldx;
+                                                               end[1] = start[1]+u2*ldy;
+                                                               end[2] = start[2]+u2*ldz;
                                                        }
+
                                                        if(u1>0.0f) {
-                                                               is->start[0]+=u1*ldx;
-                                                               is->start[1]+=u1*ldy;
-                                                               is->start[2]+=u1*ldz;
+                                                               start[0] += u1*ldx;
+                                                               start[1] += u1*ldy;
+                                                               start[2] += u1*ldz;
                                                        }
                                                }
                                        }
@@ -1256,12 +882,12 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        //ocread(oc, oc->ocres, 0, 0);
 
        /* setup 3dda to traverse octree */
-       ox1= (is->start[0]-oc->min[0])*oc->ocfacx;
-       oy1= (is->start[1]-oc->min[1])*oc->ocfacy;
-       oz1= (is->start[2]-oc->min[2])*oc->ocfacz;
-       ox2= (is->end[0]-oc->min[0])*oc->ocfacx;
-       oy2= (is->end[1]-oc->min[1])*oc->ocfacy;
-       oz2= (is->end[2]-oc->min[2])*oc->ocfacz;
+       ox1= (start[0]-oc->min[0])*oc->ocfacx;
+       oy1= (start[1]-oc->min[1])*oc->ocfacy;
+       oz1= (start[2]-oc->min[2])*oc->ocfacz;
+       ox2= (end[0]-oc->min[0])*oc->ocfacx;
+       oy2= (end[1]-oc->min[1])*oc->ocfacy;
+       oz2= (end[2]-oc->min[2])*oc->ocfacz;
 
        ocx1= (int)ox1;
        ocy1= (int)oy1;
@@ -1269,10 +895,7 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        ocx2= (int)ox2;
        ocy2= (int)oy2;
        ocz2= (int)oz2;
-
-       /* for intersection */
-       VECSUB(is->vec, is->end, is->start);
-
+       
        if(ocx1==ocx2 && ocy1==ocy2 && ocz1==ocz2) {
                no= ocread(oc, ocx1, ocy1, ocz1);
                if(no) {
@@ -1280,11 +903,11 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
                        vec1[0]= ox1; vec1[1]= oy1; vec1[2]= oz1;
                        vec2[0]= ox2; vec2[1]= oy2; vec2[2]= oz2;
                        calc_ocval_ray(&ocval, (float)ocx1, (float)ocy1, (float)ocz1, vec1, vec2);
-                       is->ddalabda= 1.0f;
-                       if( testnode(oc, is, no, ocval, checkfunc) ) return 1;
+                       if( testnode(oc, is, no, ocval) ) return 1;
                }
        }
        else {
+               int found = 0;
                //static int coh_ocx1,coh_ocx2,coh_ocy1, coh_ocy2,coh_ocz1,coh_ocz2;
                float dox, doy, doz;
                int eqval;
@@ -1358,11 +981,16 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
                                vec2[1]= oy1-ddalabda*doy;
                                vec2[2]= oz1-ddalabda*doz;
                                calc_ocval_ray(&ocval, (float)xo, (float)yo, (float)zo, vec1, vec2);
-                                                          
-                               is->ddalabda= ddalabda;
-                               if( testnode(oc, is, no, ocval, checkfunc) ) return 1;
+
+                               //is->labda = (u1+ddalabda*(u2-u1))*olabda;
+                               if( testnode(oc, is, no, ocval) )
+                                       found = 1;
+
+                               if(is->labda < (u1+ddalabda*(u2-u1))*olabda)
+                                       return found;
                        }
 
+
                        labdao= ddalabda;
                        
                        /* traversing ocree nodes need careful detection of smallest values, with proper
@@ -1430,13 +1058,8 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        }
        
        /* reached end, no intersections found */
-       is->ob_last= 0;
-       is->face_last= NULL;
        return 0;
 }      
 
-float RE_ray_tree_max_size(RayTree *tree)
-{
-       return ((Octree*)tree)->ocsize;
-}
+
 
diff --git a/source/blender/render/intern/source/rayobject_rtbuild.c b/source/blender/render/intern/source/rayobject_rtbuild.c
new file mode 100644 (file)
index 0000000..7be1731
--- /dev/null
@@ -0,0 +1,270 @@
+#include <assert.h>
+#include <math.h>
+
+#include "rayobject_rtbuild.h"
+#include "MEM_guardedalloc.h"
+#include "BLI_arithb.h"
+#include "BKE_utildefines.h"
+
+static int partition_nth_element(RTBuilder *b, int _begin, int _end, int n);
+static void split_leafs(RTBuilder *b, int *nth, int partitions, int split_axis);
+
+
+static void rtbuild_init(RTBuilder *b, RayObject **begin, RayObject **end)
+{
+       int i;
+
+       b->begin = begin;
+       b->end   = end;
+       b->split_axis = 0;
+       
+       for(i=0; i<RTBUILD_MAX_CHILDS; i++)
+               b->child_offset[i] = 0;
+}
+
+RTBuilder* rtbuild_create(int size)
+{
+       RTBuilder *builder  = (RTBuilder*) MEM_mallocN( sizeof(RTBuilder), "RTBuilder" );
+       RayObject **memblock= (RayObject**)MEM_mallocN( sizeof(RayObject*)*size,"RTBuilder.objects");
+       rtbuild_init(builder, memblock, memblock);
+       return builder;
+}
+
+void rtbuild_free(RTBuilder *b)
+{
+       MEM_freeN(b->begin);
+       MEM_freeN(b);
+}
+
+void rtbuild_add(RTBuilder *b, RayObject *o)
+{
+       *(b->end++) = o;
+}
+
+RTBuilder* rtbuild_get_child(RTBuilder *b, int child, RTBuilder *tmp)
+{
+       rtbuild_init( tmp, b->begin + b->child_offset[child], b->begin + b->child_offset[child+1] );
+       return tmp;
+}
+
+int rtbuild_size(RTBuilder *b)
+{
+       return b->end - b->begin;
+}
+
+/* Split methods */
+static void merge_bb(RTBuilder *b, float *min, float *max)
+{
+       RayObject **index = b->begin;
+
+       for(; index != b->end; index++)
+               RE_rayobject_merge_bb(*index, min, max);
+}
+
+int rtbuild_get_largest_axis(RTBuilder *b)
+{
+       float min[3], max[3], sub[3];
+
+       INIT_MINMAX(min, max);
+       merge_bb( b, min, max);
+       
+       sub[0] = max[0]-min[0];
+       sub[1] = max[1]-min[1];
+       sub[2] = max[2]-min[2];
+       if(sub[0] > sub[1])
+       {
+               if(sub[0] > sub[2])
+                       return 0;
+               else
+                       return 2;
+       }
+       else
+       {
+               if(sub[1] > sub[2])
+                       return 1;
+               else
+                       return 2;
+       }       
+}
+
+
+//Left balanced tree
+int rtbuild_mean_split(RTBuilder *b, int nchilds, int axis)
+{
+       int i;
+       int mleafs_per_child, Mleafs_per_child;
+       int tot_leafs  = rtbuild_size(b);
+       int missing_leafs;
+
+       long long s;
+
+       assert(nchilds <= RTBUILD_MAX_CHILDS);
+       
+       //TODO optimize calc of leafs_per_child
+       for(s=nchilds; s<tot_leafs; s*=nchilds);
+       Mleafs_per_child = s/nchilds;
+       mleafs_per_child = Mleafs_per_child/nchilds;
+       
+       //split min leafs per child     
+       b->child_offset[0] = 0;
+       for(i=1; i<=nchilds; i++)
+               b->child_offset[i] = mleafs_per_child;
+       
+       //split remaining leafs
+       missing_leafs = tot_leafs - mleafs_per_child*nchilds;
+       for(i=1; i<=nchilds; i++)
+       {
+               if(missing_leafs > Mleafs_per_child - mleafs_per_child)
+               {
+                       b->child_offset[i] += Mleafs_per_child - mleafs_per_child;
+                       missing_leafs -= Mleafs_per_child - mleafs_per_child;
+               }
+               else
+               {
+                       b->child_offset[i] += missing_leafs;
+                       missing_leafs = 0;
+                       break;
+               }
+       }
+       
+       //adjust for accumulative offsets
+       for(i=1; i<=nchilds; i++)
+               b->child_offset[i] += b->child_offset[i-1];
+
+       //Count created childs
+       for(i=nchilds; b->child_offset[i] == b->child_offset[i-1]; i--);
+       split_leafs(b, b->child_offset, i, axis);
+       
+       assert( b->child_offset[0] == 0 && b->child_offset[i] == tot_leafs );
+       return i;
+}
+       
+       
+int rtbuild_mean_split_largest_axis(RTBuilder *b, int nchilds)
+{
+       int axis = rtbuild_get_largest_axis(b);
+       return rtbuild_mean_split(b, nchilds, axis);
+}
+
+
+/*
+ * Helper code
+ * PARTITION code / used on mean-split
+ * basicly this a std::nth_element (like on C++ STL algorithm)
+ */
+static void sort_swap(RTBuilder *b, int i, int j)
+{
+       SWAP(RayObject*, b->begin[i], b->begin[j]);
+}
+static float sort_get_value(RTBuilder *b, int i)
+{
+       float min[3], max[3];
+       INIT_MINMAX(min, max);
+       RE_rayobject_merge_bb(b->begin[i], min, max);
+       return max[b->split_axis];
+}
+static int medianof3(RTBuilder *d, int a, int b, int c)
+{
+       float fa = sort_get_value( d, a );
+       float fb = sort_get_value( d, b );
+       float fc = sort_get_value( d, c );
+
+       if(fb < fa)
+       {
+               if(fc < fb)
+                       return b;
+               else
+               {
+                       if(fc < fa)
+                               return c;
+                       else
+                               return a;
+               }
+       }
+       else
+       {
+               if(fc < fb)
+               {
+                       if(fc < fa)
+                               return a;
+                       else
+                               return c;
+               }
+               else
+                       return b;
+       }
+}
+
+static void insertionsort(RTBuilder *b, int lo, int hi)
+{
+       int i;
+       for(i=lo; i<hi; i++)
+       {
+               RayObject *t = b->begin[i];
+               float tv= sort_get_value(b, i);
+               int j=i;
+               
+               while( j != lo && tv < sort_get_value(b, j-1))
+               {
+                       b->begin[j] = b->begin[j-1];
+                       j--;
+               }
+               b->begin[j] = t;
+       }
+}
+
+static int partition(RTBuilder *b, int lo, int mid, int hi)
+{
+       float x = sort_get_value( b, mid );
+       
+       int i=lo, j=hi;
+       while (1)
+       {
+               while(sort_get_value(b,i) < x) i++;
+               j--;
+               while(x < sort_get_value(b,j)) j--;
+               if(!(i < j))
+                       return i;
+
+               sort_swap(b, i, j);
+               i++;
+       }
+}
+
+//
+// PARTITION code / used on mean-split
+// basicly this is an adapted std::nth_element (C++ STL <algorithm>)
+//
+// after a call to this function you can expect one of:
+//      every node to left of a[n] are smaller or equal to it
+//      every node to the right of a[n] are greater or equal to it
+static int partition_nth_element(RTBuilder *b, int _begin, int n, int _end)
+{
+       int begin = _begin, end = _end, cut;
+       while(end-begin > 3)
+       {
+               cut = partition(b, begin, medianof3(b, begin, begin+(end-begin)/2, end-1), end);
+               if(cut <= n)
+                       begin = cut;
+               else
+                       end = cut;
+       }
+       insertionsort(b, begin, end);
+
+       return n;
+}
+
+static void split_leafs(RTBuilder *b, int *nth, int partitions, int split_axis)
+{
+       int i;
+       b->split_axis = split_axis;
+
+       for(i=0; i < partitions-1; i++)
+       {
+               assert(nth[i] < nth[i+1] && nth[i+1] < nth[partitions]);
+
+               partition_nth_element(b, nth[i],  nth[i+1], nth[partitions] );
+       }
+}
index 33b58cf9751c5155f40be2f04cae600209a8c525..4c16ac05ec2860a5b69d560889a1a3c53c105729 100644 (file)
@@ -29,6 +29,7 @@
 #include <string.h>
 #include <stdlib.h>
 #include <float.h>
+#include <assert.h>
 
 #include "MEM_guardedalloc.h"
 
@@ -56,6 +57,7 @@
 #include "texture.h"
 
 #include "RE_raytrace.h"
+#include "rayobject.h"
 
 #define RAY_TRA                1
 #define RAY_TRAFLIP    2
 extern struct Render R;
 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
 
-static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
-{
-       VlakRen *vlr= (VlakRen*)face;
-
-       *v1 = (vlr->v1)? vlr->v1->co: NULL;
-       *v2 = (vlr->v2)? vlr->v2->co: NULL;
-       *v3 = (vlr->v3)? vlr->v3->co: NULL;
-       *v4 = (vlr->v4)? vlr->v4->co: NULL;
-}
-
+#if 0
 static int vlr_check_intersect(Isect *is, int ob, RayFace *face)
 {
        ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)is->userdata, ob);
@@ -94,121 +87,253 @@ static int vlr_check_intersect(Isect *is, int ob, RayFace *face)
        else
                return (is->lay & obi->lay);
 }
+#endif
 
-static float *vlr_get_transform(void *userdata, int i)
+void freeraytree(Render *re)
 {
-       ObjectInstanceRen *obi= RAY_OBJECT_GET((Render*)userdata, i);
+       ObjectInstanceRen *obi;
+       
+       if(re->raytree)
+       {
+               RE_rayobject_free(re->raytree);
+               re->raytree = NULL;
+       }
+       if(re->rayfaces)
+       {
+               MEM_freeN(re->rayfaces);
+               re->rayfaces = NULL;
+       }
 
-       return (obi->flag & R_TRANSFORMED)? (float*)obi->mat: NULL;
+       for(obi=re->instancetable.first; obi; obi=obi->next)
+       {
+               ObjectRen *obr = obi->obr;
+               if(obr->raytree)
+               {
+                       RE_rayobject_free(obr->raytree);
+                       obr->raytree = NULL;
+               }
+               if(obr->rayfaces)
+               {
+                       MEM_freeN(obr->rayfaces);
+                       obr->rayfaces = NULL;
+               }
+               if(obi->raytree)
+               {
+                       RE_rayobject_free(obi->raytree);
+                       obi->raytree = NULL;
+               }
+       }
 }
 
-void freeraytree(Render *re)
+static int is_raytraceable_vlr(Render *re, VlakRen *vlr)
 {
-       if(re->raytree) {
-               RE_ray_tree_free(re->raytree);
-               re->raytree= NULL;
-       }
+       if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE))
+       if((vlr->mat->mode & MA_WIRE)==0)
+               return 1;
+       return 0;
 }
 
-void makeraytree(Render *re)
+static int is_raytraceable(Render *re, ObjectInstanceRen *obi)
 {
-       ObjectInstanceRen *obi;
-       ObjectRen *obr;
-       VlakRen *vlr= NULL;
-       float min[3], max[3], co1[3], co2[3], co3[3], co4[3];
-       double lasttime= PIL_check_seconds_timer();
-       int v, totv = 0, totface = 0;
-
-       INIT_MINMAX(min, max);
-
-       /* first min max raytree space */
-       for(obi=re->instancetable.first; obi; obi=obi->next) {
-               obr= obi->obr;
-
-               if(re->excludeob && obr->ob == re->excludeob)
-                       continue;
-
-               for(v=0;v<obr->totvlak;v++) {
-                       if((v & 255)==0) vlr= obr->vlaknodes[v>>8].vlak;
-                       else vlr++;
-                       /* baking selected to active needs non-traceable too */
-                       if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE)) {       
-                               if((vlr->mat->mode & MA_WIRE)==0) {     
-                                       VECCOPY(co1, vlr->v1->co);
-                                       VECCOPY(co2, vlr->v2->co);
-                                       VECCOPY(co3, vlr->v3->co);
-
-                                       if(obi->flag & R_TRANSFORMED) {
-                                               Mat4MulVecfl(obi->mat, co1);
-                                               Mat4MulVecfl(obi->mat, co2);
-                                               Mat4MulVecfl(obi->mat, co3);
-                                       }
+       int v;
+       ObjectRen *obr = obi->obr;
 
-                                       DO_MINMAX(co1, min, max);
-                                       DO_MINMAX(co2, min, max);
-                                       DO_MINMAX(co3, min, max);
+       if(re->excludeob && obr->ob == re->excludeob)
+               return 0;
 
-                                       if(vlr->v4) {
-                                               VECCOPY(co4, vlr->v4->co);
-                                               if(obi->flag & R_TRANSFORMED)
-                                                       Mat4MulVecfl(obi->mat, co4);
-                                               DO_MINMAX(co4, min, max);
-                                       }
+       for(v=0;v<obr->totvlak;v++)
+       {
+               VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
+               if(is_raytraceable_vlr(re, vlr))
+                       return 1;
+       }
+       return 0;
+}
 
-                                       totface++;
-                               }
+RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi)
+{
+       //TODO
+       // out-of-memory safeproof
+       // break render
+       // update render stats
+       ObjectRen *obr = obi->obr;
+       
+       if(obr->raytree == NULL)
+       {
+               RayObject *raytree;
+               RayFace *face;
+               int v;
+               
+               //Count faces
+               int faces = 0;
+               for(v=0;v<obr->totvlak;v++)
+               {
+                       VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
+                       if(is_raytraceable_vlr(re, vlr))
+                               faces++;
+               }
+               assert( faces > 0 );
+
+               //Create Ray cast accelaration structure
+               
+               //TODO dynamic ocres
+               if(re->r.raystructure == R_RAYSTRUCTURE_HIER_BVH_OCTREE)
+                       raytree = obr->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
+               else //if(re->r.raystructure == R_RAYSTRUCTURE_HIER_BVH_BVH)
+                       raytree = obr->raytree = RE_rayobject_tree_create( faces );
+                       
+               face = obr->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "ObjectRen faces");
+               obr->rayobi = obi;
+               
+               for(v=0;v<obr->totvlak;v++)
+               {
+                       VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
+                       if(is_raytraceable_vlr(re, vlr))
+                       {
+                               face->v1 = vlr->v1->co;
+                               face->v2 = vlr->v2->co;
+                               face->v3 = vlr->v3->co;
+                               face->v4 = vlr->v4 ? vlr->v4->co : NULL;
+                               
+                               face->ob   = obi;
+                               face->face = vlr;
+                               
+                               RE_rayobject_add( raytree, RayObject_unalignRayFace(face) );
+                               
+                               face++;
                        }
                }
+               RE_rayobject_done( raytree );
        }
 
-       re->raytree= RE_ray_tree_create(re->r.ocres, totface, min, max,
-               vlr_face_coords, vlr_check_intersect, vlr_get_transform, re);
 
-       if(min[0] > max[0]) { /* empty raytree */
-               RE_ray_tree_done(re->raytree);
-               return; 
+       if(obi->flag & R_TRANSFORMED)
+       {
+               obi->raytree = RE_rayobject_instance_create( obr->raytree, obi->mat, obi, obi->obr->rayobi );
        }
+       
+       if(obi->raytree) return obi->raytree;
+       return obi->obr->raytree;
+}
 
-       for(obi=re->instancetable.first; obi; obi=obi->next) {
-               obr= obi->obr;
+/*
+ * create an hierarchic raytrace structure with all objects
+ *
+ * R_TRANSFORMED objects instances reuse the same tree by using the rayobject_instance
+ */
+static void makeraytree_hier(Render *re)
+{
+       //TODO
+       // out-of-memory safeproof
+       // break render
+       // update render stats
 
-               if(re->excludeob && obr->ob == re->excludeob)
-                       continue;
+       ObjectInstanceRen *obi;
+       int num_objects = 0;
 
-               for(v=0; v<obr->totvlak; v++, totv++) {
-                       if((v & 255)==0) {
-                               double time= PIL_check_seconds_timer();
+       re->i.infostr="Creating raytrace structure";
+       re->stats_draw(re->sdh, &re->i);
 
-                               vlr= obr->vlaknodes[v>>8].vlak;
-                               if(re->test_break(re->tbh))
-                                       break;
-                               if(time-lasttime>1.0f) {
-                                       char str[32];
-                                       sprintf(str, "Filling Octree: %d", totv);
-                                       re->i.infostr= str;
-                                       re->stats_draw(re->sdh, &re->i);
-                                       re->i.infostr= NULL;
-                                       lasttime= time;
-                               }
-                       }
-                       else vlr++;
-                       
-                       if((re->flag & R_BAKE_TRACE) || (vlr->mat->mode & MA_TRACEBLE))
-                               if((vlr->mat->mode & MA_WIRE)==0)
-                                       RE_ray_tree_add_face(re->raytree, RAY_OBJECT_SET(re, obi), vlr);
-               }
-       }
+       //Count number of objects
+       for(obi=re->instancetable.first; obi; obi=obi->next)
+       if(is_raytraceable(re, obi))
+               num_objects++;
 
-       RE_ray_tree_done(re->raytree);
+       //Create raytree
+       re->raytree = RE_rayobject_tree_create( num_objects );
        
+       for(obi=re->instancetable.first; obi; obi=obi->next)
+       if(is_raytraceable(re, obi))
+       {
+               RayObject *obj = makeraytree_object(re, obi);
+               RE_rayobject_add( re->raytree, obj );
+
+               if(re->test_break(re->tbh))
+                       break;
+       }
+
+       if(!re->test_break(re->tbh))
+       {
+               RE_rayobject_done( re->raytree );
+       }
+
        re->i.infostr= NULL;
        re->stats_draw(re->sdh, &re->i);
 }
 
+/*
+ * create a single raytrace structure with all faces
+ */
+static void makeraytree_single(Render *re)
+{
+       ObjectInstanceRen *obi;
+       RayObject *raytree;
+       RayFace *face;
+       int faces = 0, obs = 0;
+
+       for(obi=re->instancetable.first; obi; obi=obi->next)
+       if(is_raytraceable(re, obi))
+       {
+               int v;
+               ObjectRen *obr = obi->obr;
+               obs++;
+               
+               assert((obi->flag & R_TRANSFORMED) == 0); //Not suported
+       
+               for(v=0;v<obr->totvlak;v++)
+               {
+                       VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
+                       if(is_raytraceable_vlr(re, vlr))
+                               faces++;
+               }
+       }
+       
+       //Create raytree
+       if(re->r.raystructure == R_RAYSTRUCTURE_SINGLE_OCTREE)
+               raytree = re->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
+       else //if(re->r.raystructure == R_RAYSTRUCTURE_SINGLE_BVH)
+               raytree = re->raytree = RE_rayobject_tree_create( faces );
+
+       face    = re->rayfaces  = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "Render ray faces");
+       
+       for(obi=re->instancetable.first; obi; obi=obi->next)
+       if(is_raytraceable(re, obi))
+       {
+               int v;
+               ObjectRen *obr = obi->obr;
+
+               for(v=0;v<obr->totvlak;v++)
+               {
+                       VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
+                       face->v1 = vlr->v1->co;
+                       face->v2 = vlr->v2->co;
+                       face->v3 = vlr->v3->co;
+                       face->v4 = vlr->v4 ? vlr->v4->co : NULL;
+                       
+                       face->ob   = obi;
+                       face->face = vlr;
+                       
+                       RE_rayobject_add( raytree, RayObject_unalignRayFace(face) );
+                       face++;
+               }
+       }
+       RE_rayobject_done( raytree );   
+}
+
+void makeraytree(Render *re)
+{
+       if(ELEM(re->r.raystructure, R_RAYSTRUCTURE_SINGLE_BVH, R_RAYSTRUCTURE_SINGLE_OCTREE))
+               BENCH(makeraytree_single(re), tree_build);
+       else
+               BENCH(makeraytree_hier(re), tree_build);
+}
+
+
+
 static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
 {
-       VlakRen *vlr= (VlakRen*)is->face;
-       ObjectInstanceRen *obi= RAY_OBJECT_GET(&R, is->ob);
+       ObjectInstanceRen *obi= (ObjectInstanceRen*)is->hit.ob;
+       VlakRen *vlr= (VlakRen*)is->hit.face;
        int osatex= 0;
        
        /* set up view vector */
@@ -422,7 +547,7 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, flo
        ShadeResult shr;
        Isect isec;
        float f, f1, fr, fg, fb;
-       float ref[3], maxsize=RE_ray_tree_max_size(R.raytree);
+       float ref[3];
        float dist_mir = origshi->mat->dist_mir;
 
        /* Warning, This is not that nice, and possibly a bit slow for every ray,
@@ -431,20 +556,15 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, flo
        /* end warning! - Campbell */
        
        VECCOPY(isec.start, start);
-       if (dist_mir > 0.0) {
-               isec.end[0]= start[0]+dist_mir*vec[0];
-               isec.end[1]= start[1]+dist_mir*vec[1];
-               isec.end[2]= start[2]+dist_mir*vec[2];
-       } else {
-               isec.end[0]= start[0]+maxsize*vec[0];
-               isec.end[1]= start[1]+maxsize*vec[1];
-               isec.end[2]= start[2]+maxsize*vec[2];
-       }
+       VECCOPY(isec.vec, vec );
+       isec.labda = dist_mir > 0 ? dist_mir : RE_RAYTRACE_MAXDIST;
        isec.mode= RE_RAY_MIRROR;
-       isec.faceorig= (RayFace*)vlr;
-       isec.oborig= RAY_OBJECT_SET(&R, obi);
+       isec.skip = RE_SKIP_VLR_NEIGHBOUR;
 
-       if(RE_ray_tree_intersect(R.raytree, &isec)) {
+       isec.orig.ob   = obi;
+       isec.orig.face = vlr;
+
+       if(RE_rayobject_raycast(R.raytree, &isec)) {
                float d= 1.0f;
                
                shi.mask= origshi->mask;
@@ -1281,8 +1401,8 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
           if it has col[3]>0.0f  continue. so exit when alpha is full */
        ShadeInput shi;
        ShadeResult shr;
-
-       if(RE_ray_tree_intersect(R.raytree, is)) {
+       
+       if(RE_rayobject_raycast(R.raytree, is)) {
                float d= 1.0f;
                /* we got a face */
                
@@ -1313,8 +1433,9 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
                        
                        /* adapt isect struct */
                        VECCOPY(is->start, shi.co);
-                       is->oborig= RAY_OBJECT_SET(&R, shi.obi);
-                       is->faceorig= (RayFace*)shi.vlr;
+
+                       is->orig.ob   = shi.obi;
+                       is->orig.face = shi.vlr;
 
                        ray_trace_shadow_tra(is, origshi, depth-1, traflag | RAY_TRA);
                }
@@ -1330,9 +1451,11 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
        Isect isec;
        ShadeInput shi;
        ShadeResult shr_t;
-       float vec[3], accum[3], div= 0.0f, maxsize= RE_ray_tree_max_size(R.raytree);
+       float vec[3], accum[3], div= 0.0f;
        int a;
        
+       assert(0);
+       
        if(only_one) {
                return 0;
        }
@@ -1340,8 +1463,8 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
        
        accum[0]= accum[1]= accum[2]= 0.0f;
        isec.mode= RE_RAY_MIRROR;
-       isec.faceorig= (RayFace*)ship->vlr;
-       isec.oborig= RAY_OBJECT_SET(&R, ship->obi);
+       isec.orig.ob   = ship->obi;
+       isec.orig.face = ship->vlr;
        
        for(a=0; a<8*8; a++) {
                
@@ -1353,12 +1476,12 @@ int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
                        vec[1]-= vec[1];
                        vec[2]-= vec[2];
                }
+
                VECCOPY(isec.start, ship->co);
-               isec.end[0]= isec.start[0] + maxsize*vec[0];
-               isec.end[1]= isec.start[1] + maxsize*vec[1];
-               isec.end[2]= isec.start[2] + maxsize*vec[2];
-               
-               if(RE_ray_tree_intersect(R.raytree, &isec)) {
+               VECCOPY(isec.vec, vec );
+               isec.labda = RE_RAYTRACE_MAXDIST;
+
+               if(RE_rayobject_raycast(R.raytree, &isec)) {
                        float fac;
                        
                        /* Warning, This is not that nice, and possibly a bit slow for every ray,
@@ -1546,10 +1669,15 @@ static void ray_ao_qmc(ShadeInput *shi, float *shadfac)
        float dxyview[3], skyadded=0, div;
        int aocolor;
        
-       isec.faceorig= (RayFace*)shi->vlr;
-       isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
-       isec.face_last= NULL;
-       isec.ob_last= 0;
+       isec.orig.ob   = shi->obi;
+       isec.orig.face = shi->vlr;
+       isec.skip = RE_SKIP_VLR_NEIGHBOUR;
+
+       isec.hit.ob   = 0;
+       isec.hit.face = 0;
+
+       isec.last_hit = NULL;
+       
        isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
        isec.lay= -1;
        
@@ -1602,13 +1730,14 @@ static void ray_ao_qmc(ShadeInput *shi, float *shadfac)
                Normalize(dir);
                        
                VECCOPY(isec.start, shi->co);
-               isec.end[0] = shi->co[0] - maxdist*dir[0];
-               isec.end[1] = shi->co[1] - maxdist*dir[1];
-               isec.end[2] = shi->co[2] - maxdist*dir[2];
+               isec.vec[0] = -dir[0];
+               isec.vec[1] = -dir[1];
+               isec.vec[2] = -dir[2];
+               isec.labda = maxdist;
                
                prev = fac;
                
-               if(RE_ray_tree_intersect(R.raytree, &isec)) {
+               if(RE_rayobject_raycast(R.raytree, &isec)) {
                        if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac); 
                        else fac+= 1.0f;
                }
@@ -1673,10 +1802,15 @@ static void ray_ao_spheresamp(ShadeInput *shi, float *shadfac)
        float dxyview[3];
        int j= -1, tot, actual=0, skyadded=0, aocolor, resol= R.wrld.aosamp;
        
-       isec.faceorig= (RayFace*)shi->vlr;
-       isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
-       isec.face_last= NULL;
-       isec.ob_last= 0;
+       isec.orig.ob   = shi->obi;
+       isec.orig.face = shi->vlr;
+       isec.skip = RE_SKIP_VLR_NEIGHBOUR;
+
+       isec.hit.ob   = 0;
+       isec.hit.face = 0;
+       
+       isec.last_hit = NULL;
+       
        isec.mode= (R.wrld.aomode & WO_AODIST)?RE_RAY_SHADOW_TRA:RE_RAY_SHADOW;
        isec.lay= -1;
 
@@ -1726,14 +1860,15 @@ static void ray_ao_spheresamp(ShadeInput *shi, float *shadfac)
                        
                        actual++;
                        
-                       /* always set start/end, RE_ray_tree_intersect clips it */
+                       /* always set start/vec/labda */
                        VECCOPY(isec.start, shi->co);
-                       isec.end[0] = shi->co[0] - maxdist*vec[0];
-                       isec.end[1] = shi->co[1] - maxdist*vec[1];
-                       isec.end[2] = shi->co[2] - maxdist*vec[2];
+                       isec.vec[0] = -vec[0];
+                       isec.vec[1] = -vec[1];
+                       isec.vec[2] = -vec[2];
+                       isec.labda = maxdist;
                        
                        /* do the trace */
-                       if(RE_ray_tree_intersect(R.raytree, &isec)) {
+                       if(RE_rayobject_raycast(R.raytree, &isec)) {
                                if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac); 
                                else sh+= 1.0f;
                        }
@@ -1833,13 +1968,13 @@ static void ray_shadow_jittered_coords(ShadeInput *shi, int max, float jitco[RE_
        }
 }
 
-static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec)
+static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, int lampvec, float *shadfac, Isect *isec)
 {
        QMCSampler *qsa=NULL;
        int samples=0;
        float samp3d[3];
 
-       float fac=0.0f, vec[3];
+       float fac=0.0f, vec[3], end[3];
        float colsq[4];
        float adapt_thresh = lar->adapt_thresh;
        int min_adapt_samples=4, max_samples = lar->ray_totsamp;
@@ -1878,10 +2013,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
        
        VECCOPY(vec, lampco);
        
-       
+       isec->skip = RE_SKIP_VLR_NEIGHBOUR;
        while (samples < max_samples) {
-               isec->faceorig= (RayFace*)shi->vlr;
-               isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
+
+               isec->orig.ob   = shi->obi;
+               isec->orig.face = shi->vlr;
 
                /* manually jitter the start shading co-ord per sample
                 * based on the pre-generated OSA texture sampling offsets, 
@@ -1917,11 +2053,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                                /* align samples to lamp vector */
                                Mat3MulVecfl(lar->mat, samp3d);
                        }
-                       isec->end[0]= vec[0]+samp3d[0];
-                       isec->end[1]= vec[1]+samp3d[1];
-                       isec->end[2]= vec[2]+samp3d[2];
+                       end[0] = vec[0]+samp3d[0];
+                       end[1] = vec[1]+samp3d[1];
+                       end[2] = vec[2]+samp3d[2];
                } else {
-                       VECCOPY(isec->end, vec);
+                       VECCOPY(end, vec);
                }
 
                if(shi->strand) {
@@ -1929,7 +2065,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                        float jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
                        float v[3];
 
-                       VECSUB(v, co, isec->end);
+                       VECSUB(v, co, end);
                        Normalize(v);
 
                        co[0] -= jitbias*v[0];
@@ -1938,6 +2074,20 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                }
 
                VECCOPY(isec->start, co);
+               if(lampvec)
+               {
+                       isec->vec[0] = end[0];
+                       isec->vec[1] = end[1];
+                       isec->vec[2] = end[2];
+                       isec->labda = RE_RAYTRACE_MAXDIST;
+               }
+               else
+               {
+                       isec->vec[0] = end[0]-isec->start[0];
+                       isec->vec[1] = end[1]-isec->start[1];
+                       isec->vec[2] = end[2]-isec->start[2];
+                       isec->labda = 1.0f; // * Normalize(isec->vec);
+               }
                
                /* trace the ray */
                if(isec->mode==RE_RAY_SHADOW_TRA) {
@@ -1956,7 +2106,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                        colsq[2] += isec->col[2]*isec->col[2];
                }
                else {
-                       if( RE_ray_tree_intersect(R.raytree, isec) ) fac+= 1.0f;
+                       if( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f;
                }
                
                samples++;
@@ -1990,7 +2140,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                release_thread_qmcsampler(&R, shi->thread, qsa);
 }
 
-static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec)
+static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, int lampvec, float *shadfac, Isect *isec)
 {
        /* area soft shadow */
        float *jitlamp;
@@ -2023,19 +2173,31 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
                        }
                }
                
-               isec->faceorig= (RayFace*)shi->vlr;
-               isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
+               isec->orig.ob   = shi->obi;
+               isec->orig.face = shi->vlr;
                
                vec[0]= jitlamp[0];
                vec[1]= jitlamp[1];
                vec[2]= 0.0f;
                Mat3MulVecfl(lar->mat, vec);
                
-               /* set start and end, RE_ray_tree_intersect clips it */
+               /* set start and vec */
                VECCOPY(isec->start, shi->co);
-               isec->end[0]= lampco[0]+vec[0];
-               isec->end[1]= lampco[1]+vec[1];
-               isec->end[2]= lampco[2]+vec[2];
+               if(lampvec)
+               {
+                       isec->vec[0] = vec[0]+lampco[0];
+                       isec->vec[1] = vec[1]+lampco[1];
+                       isec->vec[2] = vec[2]+lampco[2];
+                       isec->labda = RE_RAYTRACE_MAXDIST;
+               }
+               else
+               {
+                       isec->vec[0] = vec[0]+lampco[0]-shi->co[0];
+                       isec->vec[1] = vec[1]+lampco[1]-shi->co[1];
+                       isec->vec[2] = vec[2]+lampco[2]-shi->co[2];
+                       isec->labda = 1.0f;
+               }
+               isec->skip = RE_SKIP_VLR_NEIGHBOUR;
                
                if(isec->mode==RE_RAY_SHADOW_TRA) {
                        /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
@@ -2048,7 +2210,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
                        shadfac[2] += isec->col[2];
                        shadfac[3] += isec->col[3];
                }
-               else if( RE_ray_tree_intersect(R.raytree, isec) ) fac+= 1.0f;
+               else if( RE_rayobject_raycast(R.raytree, isec) ) fac+= 1.0f;
                
                div+= 1.0f;
                jitlamp+= 2;
@@ -2072,7 +2234,8 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
 void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
 {
        Isect isec;
-       float lampco[3], maxsize;
+       float lampco[3];
+       int lampvec; /* indicates if lampco is a vector lamp */
 
        /* setup isec */
        if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
@@ -2085,38 +2248,47 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
 
        /* only when not mir tracing, first hit optimm */
        if(shi->depth==0) {
-               isec.face_last= (RayFace*)lar->vlr_last[shi->thread];
-               isec.ob_last= RAY_OBJECT_SET(&R, lar->obi_last[shi->thread]);
+               isec.last_hit = lar->last_hit[shi->thread];
        }
        else {
-               isec.face_last= NULL;
-               isec.ob_last= 0;
+               isec.last_hit = NULL;
        }
        
        if(lar->type==LA_SUN || lar->type==LA_HEMI) {
-               maxsize= RE_ray_tree_max_size(R.raytree);
-               lampco[0]= shi->co[0] - maxsize*lar->vec[0];
-               lampco[1]= shi->co[1] - maxsize*lar->vec[1];
-               lampco[2]= shi->co[2] - maxsize*lar->vec[2];
+               lampco[0]= -lar->vec[0];
+               lampco[1]= -lar->vec[1];
+               lampco[2]= -lar->vec[2];
+               lampvec = 1;
        }
        else {
                VECCOPY(lampco, lar->co);
+               lampvec = 0;
        }
        
        if (ELEM(lar->ray_samp_method, LA_SAMP_HALTON, LA_SAMP_HAMMERSLEY)) {
                
-               ray_shadow_qmc(shi, lar, lampco, shadfac, &isec);
+               ray_shadow_qmc(shi, lar, lampco, lampvec, shadfac, &isec);
                
        } else {
                if(lar->ray_totsamp<2) {
                        
-                       isec.faceorig= (RayFace*)shi->vlr;
-                       isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
+                       isec.orig.ob   = shi->obi;
+                       isec.orig.face = shi->vlr;
+                       
                        shadfac[3]= 1.0f; // 1.0=full light
                        
                        /* set up isec vec */
                        VECCOPY(isec.start, shi->co);
-                       VECCOPY(isec.end, lampco);
+                       if(lampvec)
+                       {
+                               VECCOPY(isec.vec, lampco);
+                               isec.labda = RE_RAYTRACE_MAXDIST;
+                       }
+                       else
+                       {
+                               VECSUB(isec.vec, lampco, isec.start);
+                               isec.labda = 1.0f;
+                       }
 
                        if(isec.mode==RE_RAY_SHADOW_TRA) {
                                /* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
@@ -2126,17 +2298,17 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
                                ray_trace_shadow_tra(&isec, shi, DEPTH_SHADOW_TRA, 0);
                                QUATCOPY(shadfac, isec.col);
                        }
-                       else if(RE_ray_tree_intersect(R.raytree, &isec)) shadfac[3]= 0.0f;
+                       else if(RE_rayobject_raycast(R.raytree, &isec))
+                               shadfac[3]= 0.0f;
                }
                else {
-                       ray_shadow_jitter(shi, lar, lampco, shadfac, &isec);
+                       ray_shadow_jitter(shi, lar, lampco, lampvec, shadfac, &isec);
                }
        }
                
        /* for first hit optim, set last interesected shadow face */
        if(shi->depth==0) {
-               lar->vlr_last[shi->thread]= (VlakRen*)isec.face_last;
-               lar->obi_last[shi->thread]= RAY_OBJECT_GET(&R, isec.ob_last);
+               lar->last_hit[shi->thread] = isec.last_hit;
        }
 
 }
@@ -2146,7 +2318,9 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
 static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float *co)
 {
        Isect isec;
-       float lampco[3], maxsize;
+       float lampco[3];
+       
+       assert(0);
        
        /* setup isec */
        isec.mode= RE_RAY_SHADOW_TRA;
@@ -2154,23 +2328,22 @@ static void ray_translucent(ShadeInput *shi, LampRen *lar, float *distfac, float
        if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1;
        
        if(lar->type==LA_SUN || lar->type==LA_HEMI) {
-               maxsize= RE_ray_tree_max_size(R.raytree);
-               lampco[0]= shi->co[0] - maxsize*lar->vec[0];
-               lampco[1]= shi->co[1] - maxsize*lar->vec[1];
-               lampco[2]= shi->co[2] - maxsize*lar->vec[2];
+               lampco[0]= shi->co[0] - RE_RAYTRACE_MAXDIST*lar->vec[0];
+               lampco[1]= shi->co[1] - RE_RAYTRACE_MAXDIST*lar->vec[1];
+               lampco[2]= shi->co[2] - RE_RAYTRACE_MAXDIST*lar->vec[2];
        }
        else {
                VECCOPY(lampco, lar->co);
        }
        
-       isec.faceorig= (RayFace*)shi->vlr;
-       isec.oborig= RAY_OBJECT_SET(&R, shi->obi);
+       isec.orig.ob   = shi->obi;
+       isec.orig.face = shi->vlr;
        
        /* set up isec vec */
        VECCOPY(isec.start, shi->co);
        VECCOPY(isec.end, lampco);
        
-       if(RE_ray_tree_intersect(R.raytree, &isec)) {
+       if(RE_rayobject_raycast(R.raytree, &isec)) {
                /* we got a face */
                
                /* render co */
index 165cb88de71f51680cc0b917e5fa851a77fe6083..89eb5e285988d9f3b3fe5eeaa6c7a9bd8becda0b 100644 (file)
@@ -31,6 +31,7 @@
 #include <math.h>
 #include <float.h>
 #include <string.h>
+#include <assert.h>
 
 /* External modules: */
 #include "MEM_guardedalloc.h"
@@ -2234,6 +2235,7 @@ static void bake_displacement(void *handle, ShadeInput *shi, float dist, int x,
        }
 }
 
+#if 0
 static int bake_check_intersect(Isect *is, int ob, RayFace *face)
 {
        BakeShade *bs = (BakeShade*)is->userdata;
@@ -2243,9 +2245,13 @@ static int bake_check_intersect(Isect *is, int ob, RayFace *face)
 
        return (R.objectinstance[ob].obr->ob != bs->actob);
 }
+#endif
 
-static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
+static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
 {
+       //TODO
+       assert( 0 );
+#if 0
        float maxdist;
        int hit;
 
@@ -2253,15 +2259,17 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, flo
        if(R.r.bake_maxdist > 0.0f)
                maxdist= R.r.bake_maxdist;
        else
-               maxdist= RE_ray_tree_max_size(R.raytree) + R.r.bake_biasdist;
+               maxdist= FLT_MAX + R.r.bake_biasdist;
        
+       //TODO normalized direction?
        VECADDFAC(isect->start, start, dir, -R.r.bake_biasdist);
+       isect->dir[0] = dir[0]*sign;
+       isect->dir[1] = dir[1]*sign;
+       isect->dir[2] = dir[2]*sign;
+       isect->labda = maxdist;
 
-       isect->end[0] = isect->start[0] + dir[0]*maxdist*sign;
-       isect->end[1] = isect->start[1] + dir[1]*maxdist*sign;
-       isect->end[2] = isect->start[2] + dir[2]*maxdist*sign;
-
-       hit = RE_ray_tree_intersect_check(R.raytree, isect, bake_check_intersect);
+       hit = RE_rayobject_raycast(raytree, isect);
+       //TODO bake_check_intersect
        if(hit) {
                hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
                hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
@@ -2271,6 +2279,8 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, flo
        }
 
        return hit;
+#endif
+       return 0;
 }
 
 static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3)
@@ -2387,8 +2397,9 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
                for(sign=-1; sign<=1; sign+=2) {
                        memset(&isec, 0, sizeof(isec));
                        isec.mode= RE_RAY_MIRROR;
-                       isec.faceorig= (RayFace*)vlr;
-                       isec.oborig= RAY_OBJECT_SET(&R, obi);
+
+                       isec.orig.ob   = obi;
+                       isec.orig.face = vlr;
                        isec.userdata= bs;
                        
                        if(bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
@@ -2412,8 +2423,8 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
 
                /* if hit, we shade from the new point, otherwise from point one starting face */
                if(hit) {
-                       vlr= (VlakRen*)minisec.face;
-                       obi= RAY_OBJECT_GET(&R, minisec.ob);
+                       obi= (ObjectInstanceRen*)minisec.hit.ob;
+                       vlr= (VlakRen*)minisec.hit.face;
                        quad= (minisec.isect == 2);
                        VECCOPY(shi->co, minco);
                        
index 621831fb34111883f64f8423e43c9d9afbfdbedb..5f21a0e2e1a51c3007e718c50ac5576c70fe90c5 100644 (file)
@@ -75,6 +75,7 @@
 #include "BKE_DerivedMesh.h"
 
 #include "RE_render_ext.h"     /* externtex */
+#include "RE_raytrace.h"
 
 #include "renderpipeline.h"
 #include "render_types.h"
@@ -872,13 +873,29 @@ void free_renderdata_tables(Render *re)
                        MEM_freeN(obr->mtface);
                if(obr->mcol)
                        MEM_freeN(obr->mcol);
+                       
+               if(obr->rayfaces)
+               {
+                       MEM_freeN(obr->rayfaces);
+                       obr->rayfaces = NULL;
+               }
+               if(obr->raytree)
+               {
+                       RE_rayobject_free(obr->raytree);
+                       obr->raytree = NULL;
+               }
        }
 
        if(re->objectinstance) {
                for(obi=re->instancetable.first; obi; obi=obi->next)
+               {
                        if(obi->vectors)
                                MEM_freeN(obi->vectors);
 
+                       if(obi->raytree)
+                               RE_rayobject_free(obi->raytree);
+               }
+
                MEM_freeN(re->objectinstance);
                re->objectinstance= NULL;
                re->totinstance= 0;