*new generic raytrace API
authorAndre Susano Pinto <andresusanopinto@gmail.com>
Sun, 10 May 2009 21:02:58 +0000 (21:02 +0000)
committerAndre Susano Pinto <andresusanopinto@gmail.com>
Sun, 10 May 2009 21:02:58 +0000 (21:02 +0000)
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage

source/blender/editors/armature/meshlaplacian.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/render_types.h
source/blender/render/intern/source/rayobject.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 61% similarity]
source/blender/render/intern/source/rayshade.c
source/blender/render/intern/source/rendercore.c

index 8807b21e65323e7f855099a8aac9256fc8331142..c3ab60ffda6bcb2e1c3e046054e79a2523b1f234 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 = 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= !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);
+       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 8f429f7dd906f9a0eae9be6b5dbf74f981e7f83d..b274fe681b37f1f29f1604af920d5c87a2f5f3ee 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
 
-/* 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;
+struct DerivedMesh;
+struct Mesh;
 
-/* object numbers above this are transformed */
-#define RE_RAY_TRANSFORM_OFFS 0x8000000
+int  RayObject_raycast(RayObject *r, Isect *i);
+void RayObject_add    (RayObject *r, RayObject *);
+void RayObject_done(RayObject *r);
+void 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 */
+RayObject* RayObject_octree_create(int ocres, int size);
 
-#define RAY_OBJECT_GET(re, i) \
-       ((re)->objectinstance + ((i >= RE_RAY_TRANSFORM_OFFS)? i-RE_RAY_TRANSFORM_OFFS: i))
+//RayObject* RayObject_derivedmesh_create(struct DerivedMesh*, void *ob);
+RayObject* RayObject_mesh_create(struct Mesh*, void *ob);
 
-
-/* struct for intersection data */
-typedef struct Isect {
-       float start[3];                 /* start+vec = end, in ray_tree_intersect */
+/* Ray Intersection */
+struct Isect
+{
+       float start[3];
        float vec[3];
-       float end[3];                   
-
-       float labda, u, v;              /* distance to hitpoint, uv weights */
-
-       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;
-
+/*     float end[3];                    - not used */
+
+       float labda, 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);
+/* ray types */
+#define RE_RAY_SHADOW 0
+#define RE_RAY_MIRROR 1
+#define RE_RAY_SHADOW_TRA 2
 
-/* 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);
+/* skip options */
+#define RE_SKIP_CULLFACE       1
 
-/* 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);
+/* TODO use: FLT_MAX? */
+#define RE_RAYTRACE_MAXDIST    1e33
 
-/* retrieve the diameter of the tree structure, for setting intersection
-   end distance */
-float RE_ray_tree_max_size(RayTree *tree);
 
 #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..a1b35ac
--- /dev/null
@@ -0,0 +1,122 @@
+/**
+ * $Id$
+ *
+ * ***** 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       RayFace
+               1               RayObject (generic with API callbacks)
+               2               unused
+               3               unused
+
+       0 was choosed to RayFace because thats the one where speed will be needed.
+       
+       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  (*RayObject_raycast_callback)(RayObject *, Isect *);
+typedef void (*RayObject_add_callback)(RayObject *, RayObject *);
+typedef void (*RayObject_done_callback)(RayObject *);
+typedef void (*RayObject_free_callback)(RayObject *);
+typedef void (*RayObject_bb_callback)(RayObject *, float *min, float *max);
+
+typedef struct RayObjectAPI
+{
+       RayObject_raycast_callback      raycast;
+       RayObject_add_callback          add;
+       RayObject_done_callback         done;
+       RayObject_free_callback         free;
+       RayObject_bb_callback           bb;
+       
+} RayObjectAPI;
+
+//TODO use intptr_t
+#define RayObject_align(o)             ((RayObject*)(((int)o)&(~3)))
+#define RayObject_unalign(o)   ((RayObject*)(((int)o)|1))
+#define RayObject_isFace(o)            ((((int)o)&3) == 0)
+
+/*
+ * Extend min/max coords so that the rayobject is inside them
+ */
+void RayObject_merge_bb(RayObject *ob, float *min, float *max);
+
+/*
+ * This function differs from RayObject_raycast
+ * RayObject_intersect does NOT perform last-hit optimization
+ * So this is probably a function to call inside raytrace structures
+ */
+int RayObject_intersect(RayObject *r, Isect *i);
+
+#define ISECT_EPSILON ((float)FLT_EPSILON)
+
+#endif
index ab3758781cee82de1bf2e3453bcd4ff998b7637f..4846fe8d0e40805265b7deaae21766868b30a1fa 100644 (file)
@@ -53,6 +53,7 @@ struct VlakTableNode;
 struct GHash;
 struct RenderBuckets;
 struct ObjectInstanceRen;
+struct RayObject;
 
 #define TABLEINITSIZE 1024
 #define LAMPINITSIZE 256
@@ -168,7 +169,8 @@ struct Render
        ListBase parts;
        
        /* octree tables and variables for raytrace */
-       void *raytree;
+       struct RayObject *raytree;
+       struct RayObject *rayfaces; /* TODO Temporary */
 
        /* occlusion tree */
        void *occlusiontree;
@@ -491,8 +493,7 @@ 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..ee364d3
--- /dev/null
@@ -0,0 +1,276 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. 
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include "assert.h"
+
+#include "BKE_utildefines.h"
+
+#include "RE_raytrace.h"
+#include "rayobject.h"
+
+/* ray - triangle or quad intersection */
+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;
+       short ok=0;
+       
+       if(is->orig.ob == face->ob && is->orig.face == face->face)
+               return 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);
+       
+
+       VECCOPY(co1, face->v1);
+       VECCOPY(co2, face->v2);
+       
+       //TODO if(v4) { SWAP(float*, v3, v4); }
+       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) {
+               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*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;
+                               }
+                       }
+               }
+       }
+
+       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) {
+                       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);
+       
+                               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
+               
+/*
+               TODO
+               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;
+                       }
+               }
+*/             
+
+#if 0
+               TODO
+               /* 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->orig.face;
+                       float *origv1, *origv2, *origv3, *origv4;
+                       short de= 0;
+
+                       coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
+                       
+                       if(ob == is->orig.ob) {
+                               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->orig.ob;
+                                       is->facecontr= face;
+                                       is->faceisect= intersection2(face, is->orig.ob, transformfunc, coordsfunc, is->userdata,
+                                                                                               -r0, -r1, -r2,
+                                                                                               is->start[0], is->start[1], is->start[2]);
+                               }
+
+                               if(is->faceisect) return 1;
+                               return 0;
+                       }
+               }
+#endif
+               
+               is->hit.ob   = face->ob;
+               is->hit.face = face->face;
+               return 1;
+       }
+
+       return 0;
+}
+
+int RayObject_raycast(RayObject *r, Isect *i)
+{
+       if(i->mode==RE_RAY_SHADOW && i->last_hit && RayObject_intersect(i->last_hit, i))
+               return 1;
+
+       return RayObject_intersect(r, i);
+}
+
+int RayObject_intersect(RayObject *r, Isect *i)
+{
+       assert(i->mode==RE_RAY_SHADOW);
+       if(RayObject_isFace(r))
+       {
+               return intersect_rayface( (RayFace*) r, i);
+       }
+       else
+       {
+               //TODO should be done somewhere else
+//             float len = Normalize( i->vec );
+               int hit;
+               i->vec[0] *= i->labda;
+               i->vec[1] *= i->labda;
+               i->vec[2] *= i->labda;
+               i->labda = 1.0f; //RE_RAYTRACE_MAXDIST; //len;
+               
+               r = RayObject_align( r );
+
+               hit = r->api->raycast( r, i );
+//             i->labda /= len;
+               
+               return hit;
+       }
+}
+
+void RayObject_add(RayObject *r, RayObject *o)
+{
+       r = RayObject_align( r );
+       return r->api->add( r, o );
+}
+
+void RayObject_done(RayObject *r)
+{
+       r = RayObject_align( r );
+       r->api->done( r );
+}
+
+void RayObject_free(RayObject *r)
+{
+       r = RayObject_align( r );
+       r->api->free( r );
+}
+
+void RayObject_merge_bb(RayObject *r, float *min, float *max)
+{
+       if(RayObject_isFace(r))
+       {
+               RayFace *face = (RayFace*)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
+       {
+               r = RayObject_align( r );
+               r->api->bb( r, 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..7b8bca3
--- /dev/null
@@ -0,0 +1,128 @@
+/**
+ * $Id$
+ *
+ * ***** 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 "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(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* RayObject_mesh_create(Mesh *mesh, void *ob)
+{
+       RayMesh *rm= MEM_callocN(sizeof(RayMesh), "Octree");
+       int i;
+       RayFace *face;
+       MFace *mface;
+       
+       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_unalign((RayObject*) rm);
+}
similarity index 61%
rename from source/blender/render/intern/source/raytrace.c
rename to source/blender/render/intern/source/rayobject_octree.c
index 09d3711885afc4a72f3f4c759a34b65d91ed012d..a738898871b3023c8a85c425fd3506473bec808a 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
 
@@ -60,13 +60,14 @@ typedef struct OcVal
 
 typedef struct Node
 {
-       struct RayFace *v[8];
-       int ob[8];
+       struct RayObject *v[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; 
+       
+       RayObject **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]= (RayObject*)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 +446,38 @@ 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 *RayObject_octree_create(int ocres, int size)
 {
-       Octree *oc;
-       float t00, t01, t02;
-       int c, ocres2;
+       Octree *oc= MEM_callocN(sizeof(Octree), "Octree");
        
-       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 = MEM_callocN(sizeof(RayObject*)*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_unalign((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( oc->ro_nodes_used < oc->ro_nodes_size );
+       oc->ro_nodes[ oc->ro_nodes_used++ ] = 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 +487,12 @@ void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face)
 
        ocres2= oc->ocres*oc->ocres;
 
-       ocmax= ocmin+3;
+       VECCOPY(co1, face->v1);
+       VECCOPY(co2, face->v2);
+       VECCOPY(co3, face->v3);
+       if(face->v4)
+               VECCOPY(co4, face->v4);
 
-       oc->coordsfunc(face, &v1, &v2, &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])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 +500,7 @@ 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 +510,7 @@ 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 +524,7 @@ 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 +534,7 @@ 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 +548,9 @@ 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 +563,7 @@ 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 +589,116 @@ 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);
-               }
-       }
+       Octree *oc = (Octree*)tree;
+       int c;
+       float t00, t01, t02;
+       int ocres2 = oc->ocres*oc->ocres;
        
-       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];
+       INIT_MINMAX(oc->min, oc->max);
        
-       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(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++)
+               RayObject_merge_bb(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++)
+       {
+               assert( RayObject_isFace(oc->ro_nodes[c]) );
+               octree_fill_rayface(oc, (RayFace*)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);
+       MEM_freeN(oc->ro_nodes);
        
-                               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++)
+               {
+                       RayObject *face = no->v[nr];
+                       OcVal           *ov = no->ov+nr;
+                       
+                       if(!face) break; //TODO? return 0;
                        
-                       nr++;
-                       if(nr==8) {
-                               no= no->next;
-                               if(no==0) return 0;
-                               nr=0;
+                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+                       {
+                               if( RayObject_intersect(face,is) )
+                                       return 1;
                        }
-                       face= no->v[nr];
-                       ob= no->ob[nr];
                }
        }
-       else {                  /* else mirror or glass or shadowtra, return closest face  */
+       else
+       {                       /* else mirror or glass or shadowtra, return closest face  */
                Isect isect;
                int found= 0;
                
+               assert(0);
+               
                is->labda= 1.0f;        /* needed? */
-               isect= *is;             /* copy for sorting */
+               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++)
+               {
+                       RayObject *face = no->v[nr];
+                       OcVal           *ov = no->ov+nr;
                        
-                       nr++;
-                       if(nr==8) {
-                               no= no->next;
-                               if(no==NULL) break;
-                               nr=0;
+                       if(!face) return 0;
+                       
+                       if( (ov->ocx & ocval.ocx) && (ov->ocy & ocval.ocy) && (ov->ocz & ocval.ocz) )
+                       { 
+
+                               if( RayObject_raycast(face,is) )
+                                       if(isect.labda<is->labda) {
+                                               *is= isect;
+                                               found= 1;
+                                       }
                        }
-                       face= no->v[nr];
-                       ob= no->ob[nr];
                }
                
                return found;
@@ -1175,21 +822,14 @@ 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], end[3];
        float u1,u2,ox1,ox2,oy1,oy2,oz1,oz2;
        float labdao,labdax,ldx,labday,ldy,labdaz,ldz, ddalabda;
        int dx,dy,dz;   
@@ -1200,45 +840,51 @@ 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
 
+#if 0
        /* 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;
+               /* TODO check with last intersected shadow face */
+               if(is->last.face!=NULL && !(is->last.face==is->orig.face && is->last.ob==is->orig.ob)) {
+                       if(checkfunc(is, is->last.ob, is->last.face)) {
+                               is->ob= is->last.ob;
+                               is->face= is->last.face;
                                VECSUB(is->vec, is->end, is->start);
                                if(RE_ray_face_intersection(is, oc->transformfunc, oc->coordsfunc)) return 1;
                        }
                }
        }
+#endif
        
-       ldx= is->end[0] - is->start[0];
+       VECADDFAC( end, is->start, is->vec, is->labda );
+       ldx= end[0] - is->start[0];
        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];
+                       ldy= 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];
+                                       ldz = 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)) {
                                                        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]= is->start[0]+u2*ldx;
+                                                               end[1]= is->start[1]+u2*ldy;
+                                                               end[2]= is->start[2]+u2*ldz;
                                                        }
                                                        if(u1>0.0f) {
+                                                               assert( 0 );
                                                                is->start[0]+=u1*ldx;
                                                                is->start[1]+=u1*ldy;
                                                                is->start[2]+=u1*ldz;
@@ -1259,9 +905,9 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        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;
+       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;
@@ -1269,9 +915,16 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
        ocx2= (int)ox2;
        ocy2= (int)oy2;
        ocz2= (int)oz2;
+       
+//     for(ocx1=0; ocx1<oc->ocres; ocx1++)
+//     for(ocy1=0; ocy1<oc->ocres; ocy1++)
+//     for(ocz1=0; ocz1<oc->ocres; ocz1++)
+//     {
+//             no= ocread(oc, ocx1, ocy1, ocz1);
+//             if( testnode(oc, is, no, ocval) ) return 1;
+//     }
 
-       /* for intersection */
-       VECSUB(is->vec, is->end, is->start);
+//     return 0;
 
        if(ocx1==ocx2 && ocy1==ocy2 && ocz1==ocz2) {
                no= ocread(oc, ocx1, ocy1, ocz1);
@@ -1280,8 +933,8 @@ 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;
+//                     is->ddalabda= 1.0f;
+                       if( testnode(oc, is, no, ocval) ) return 1;
                }
        }
        else {
@@ -1359,8 +1012,8 @@ int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc checkfunc
                                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->ddalabda= ddalabda;
+                               if( testnode(oc, is, no, ocval) ) return 1;
                        }
 
                        labdao= ddalabda;
@@ -1430,13 +1083,10 @@ 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;
+       is->hit.ob   = 0;
+       is->hit.face = NULL;
        return 0;
 }      
 
-float RE_ray_tree_max_size(RayTree *tree)
-{
-       return ((Octree*)tree)->ocsize;
-}
+
 
index e89cf20e4b19ef0116c03988f5a9665fc2104dec..83165bb6b52c6261875b7d43554672d272fb03e0 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
@@ -68,6 +70,7 @@
 extern struct Render R;
 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
 
+#if 0
 static void vlr_face_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
 {
        VlakRen *vlr= (VlakRen*)face;
@@ -101,27 +104,28 @@ static float *vlr_get_transform(void *userdata, int i)
 
        return (obi->flag & R_TRANSFORMED)? (float*)obi->mat: NULL;
 }
+#endif
 
 void freeraytree(Render *re)
 {
        if(re->raytree) {
-               RE_ray_tree_free(re->raytree);
+               RayObject_free(re->raytree);
                re->raytree= NULL;
+               MEM_freeN( re->rayfaces );
        }
 }
-
 void makeraytree(Render *re)
 {
        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;
+       RayFace *faces, *cur_face;
 
-       INIT_MINMAX(min, max);
-
-       /* first min max raytree space */
+       //TODO (for now octree only supports RayFaces so we need to create them)
+       //
+       //count faces
        for(obi=re->instancetable.first; obi; obi=obi->next) {
                obr= obi->obr;
 
@@ -134,51 +138,31 @@ void makeraytree(Render *re)
                        /* 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);
-                                       }
-
-                                       DO_MINMAX(co1, min, max);
-                                       DO_MINMAX(co2, min, max);
-                                       DO_MINMAX(co3, min, max);
-
-                                       if(vlr->v4) {
-                                               VECCOPY(co4, vlr->v4->co);
-                                               if(obi->flag & R_TRANSFORMED)
-                                                       Mat4MulVecfl(obi->mat, co4);
-                                               DO_MINMAX(co4, min, max);
-                                       }
-
                                        totface++;
                                }
                        }
                }
        }
-
-       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; 
-       }
-
+       
+       re->raytree = RayObject_octree_create( re->r.ocres, totface );
+       
+       //Fill rayfaces
+       re->rayfaces = (RayObject*)MEM_callocN(totface*sizeof(RayFace), "render faces");
+       cur_face = faces = (RayFace*)re->rayfaces;
+       
        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++, totv++) {
-                       if((v & 255)==0) {
+               for(v=0;v<obr->totvlak;v++) {
+                       if((v & 255)==0)
+                       {
                                double time= PIL_check_seconds_timer();
 
+                               vlr= obr->vlaknodes[v>>8].vlak;
+
                                vlr= obr->vlaknodes[v>>8].vlak;
                                if(re->test_break(re->tbh))
                                        break;
@@ -192,23 +176,35 @@ void makeraytree(Render *re)
                                }
                        }
                        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);
+                       /* 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) {     
+                                       cur_face->v1 = vlr->v1->co;
+                                       cur_face->v2 = vlr->v2->co;
+                                       cur_face->v3 = vlr->v3->co;
+                                       cur_face->v4 = vlr->v4 ? vlr->v4->co : NULL;
+                                       
+                                       cur_face->ob   = (void*)obi;
+                                       cur_face->face = vlr;
+                                       
+                                       RayObject_add( re->raytree, (RayObject*) cur_face );
+                                       cur_face++;
+                               }
+                       }
                }
        }
 
-       RE_ray_tree_done(re->raytree);
-       
+       RayObject_done( re->raytree );
+//TODO vlr_face_coords, vlr_check_intersect, vlr_get_transform, re);
+
        re->i.infostr= NULL;
        re->stats_draw(re->sdh, &re->i);
 }
 
 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 */
@@ -420,29 +416,25 @@ 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;
 
+       assert(0);
+
        /* Warning, This is not that nice, and possibly a bit slow for every ray,
        however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
        memset(&shi, 0, sizeof(ShadeInput)); 
        /* 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);
 
-       if(RE_ray_tree_intersect(R.raytree, &isec)) {
+       isec.orig.ob   = obi;
+       isec.orig.face = vlr;
+
+       if(RayObject_raycast(R.raytree, &isec)) {
                float d= 1.0f;
                
                shi.mask= origshi->mask;
@@ -1279,8 +1271,10 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
           if it has col[3]>0.0f  continue. so exit when alpha is full */
        ShadeInput shi;
        ShadeResult shr;
+       
+       assert(0);
 
-       if(RE_ray_tree_intersect(R.raytree, is)) {
+       if(RayObject_raycast(R.raytree, is)) {
                float d= 1.0f;
                /* we got a face */
                
@@ -1312,8 +1306,9 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
                        
                        /* 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, depth-1, traflag | RAY_TRA);
                }
@@ -1329,9 +1324,11 @@ 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;
        }
@@ -1339,8 +1336,8 @@ 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++) {
                
@@ -1352,12 +1349,12 @@ 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(RayObject_raycast(R.raytree, &isec)) {
                        float fac;
                        
                        /* Warning, This is not that nice, and possibly a bit slow for every ray,
@@ -1545,10 +1542,16 @@ 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;
+       assert(0);
+       
+       isec.orig.ob   = shi->obi;
+       isec.orig.face = shi->vlr;
+
+       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;
        
@@ -1601,13 +1604,14 @@ 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(RayObject_raycast(R.raytree, &isec)) {
                        if (R.wrld.aomode & WO_AODIST) fac+= exp(-isec.labda*R.wrld.aodistfac); 
                        else fac+= 1.0f;
                }
@@ -1672,10 +1676,16 @@ 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;
+       assert(0);
+       
+       isec.orig.ob   = shi->obi;
+       isec.orig.face = shi->vlr;
+
+       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;
 
@@ -1725,14 +1735,15 @@ 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(RayObject_raycast(R.raytree, &isec)) {
                                if (R.wrld.aomode & WO_AODIST) sh+= exp(-isec.labda*R.wrld.aodistfac); 
                                else sh+= 1.0f;
                        }
@@ -1838,7 +1849,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
        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;
@@ -1848,6 +1859,8 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
        float jitco[RE_MAX_OSA][3];
        int totjitco;
 
+//     assert(0);
+
        colsq[0] = colsq[1] = colsq[2] = 0.0;
        if(isec->mode==RE_RAY_SHADOW_TRA) {
                shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
@@ -1879,8 +1892,9 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
        
        
        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, 
@@ -1916,11 +1930,11 @@ 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) {
@@ -1928,7 +1942,7 @@ 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];
@@ -1937,6 +1951,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
                }
 
                VECCOPY(isec->start, co);
+//             VECSUB(isec->vec, end, isec->start);
+               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) {
@@ -1955,7 +1974,7 @@ 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( RayObject_raycast(R.raytree, isec) ) fac+= 1.0f;
                }
                
                samples++;
@@ -1996,6 +2015,8 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
        float fac=0.0f, div=0.0f, vec[3];
        int a, j= -1, mask;
        
+       assert(0);
+       
        if(isec->mode==RE_RAY_SHADOW_TRA) {
                shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
        }
@@ -2022,19 +2043,18 @@ 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];
+               VECCOPY(isec->vec, vec);
+               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) */
@@ -2047,7 +2067,7 @@ 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( RayObject_raycast(R.raytree, isec) ) fac+= 1.0f;
                
                div+= 1.0f;
                jitlamp+= 2;
@@ -2071,7 +2091,7 @@ 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];
 
        /* setup isec */
        if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
@@ -2084,19 +2104,16 @@ 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]= 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);
@@ -2109,13 +2126,15 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
        } 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);
+                       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) */
@@ -2125,7 +2144,11 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
                                ray_trace_shadow_tra(&isec, DEPTH_SHADOW_TRA, 0);
                                QUATCOPY(shadfac, isec.col);
                        }
-                       else if(RE_ray_tree_intersect(R.raytree, &isec)) shadfac[3]= 0.0f;
+                       else
+                       {
+                               assert(0);
+                               if(RayObject_raycast(R.raytree, &isec)) shadfac[3]= 0.0f;
+                       }
                }
                else {
                        ray_shadow_jitter(shi, lar, lampco, shadfac, &isec);
@@ -2134,8 +2157,7 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
                
        /* 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;
        }
 
 }
@@ -2145,7 +2167,9 @@ 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;
@@ -2153,23 +2177,22 @@ 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(RayObject_raycast(R.raytree, &isec)) {
                /* we got a face */
                
                /* render co */
index deb6f0db74381ebd26b282612000ab7701615bb7..fe1ab21a4a47058a03f4a72c2d196ca67bf1bf5c 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 = 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);