Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
99 lines
2.5 KiB
C++
99 lines
2.5 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BVH_H__
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#define __BVH_H__
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#include "bvh/params.h"
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#include "util/array.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class BoundBox;
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class BVHNode;
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class BVHParams;
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class Device;
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class DeviceScene;
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class Geometry;
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class LeafNode;
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class Object;
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class Progress;
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class Stats;
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#define BVH_ALIGN 4096
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#define TRI_NODE_SIZE 3
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/* Packed BVH
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*
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* BVH stored as it will be used for traversal on the rendering device. */
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struct PackedBVH {
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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* and child, triangle or object indexes depending on the node type */
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array<int4> nodes;
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/* BVH leaf nodes storage. */
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array<int4> leaf_nodes;
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/* object index to BVH node index mapping for instances */
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array<int> object_node;
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/* primitive type - triangle or strand */
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array<int> prim_type;
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/* Visibility visibilities for primitives. */
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array<uint> prim_visibility;
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/* mapping from BVH primitive index to true primitive index, as primitives
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* may be duplicated due to spatial splits. -1 for instances. */
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array<int> prim_index;
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/* mapping from BVH primitive index, to the object id of that primitive. */
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array<int> prim_object;
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/* Time range of BVH primitive. */
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array<float2> prim_time;
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/* index of the root node. */
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int root_index;
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PackedBVH()
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{
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root_index = 0;
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}
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};
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/* BVH */
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class BVH {
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public:
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BVHParams params;
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vector<Geometry *> geometry;
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vector<Object *> objects;
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static BVH *create(const BVHParams ¶ms,
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const vector<Geometry *> &geometry,
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const vector<Object *> &objects,
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Device *device);
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virtual ~BVH()
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{
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}
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protected:
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BVH(const BVHParams ¶ms,
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const vector<Geometry *> &geometry,
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const vector<Object *> &objects);
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_H__ */
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