two separate files, raytrace.c and rayshade.c. The tracing code can now be used separately from the renderer (will be used in a later commit), and the raytracing acceleration structure can now also be easily replaced, if someone wants to experiment with that.
91 lines
2.8 KiB
C
91 lines
2.8 KiB
C
/**
|
|
* $Id$
|
|
*
|
|
* ***** 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) 2007 Blender Foundation.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** 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;
|
|
|
|
/* struct for intersection data */
|
|
typedef struct Isect {
|
|
float start[3]; /* start+vec = end, in ray_tree_intersect */
|
|
float vec[3];
|
|
float end[3];
|
|
|
|
float labda, u, v; /* distance to hitpoint, uv weights */
|
|
|
|
RayFace *face; /* face is where to intersect with */
|
|
RayFace *faceorig; /* start face */
|
|
RayFace *face_last; /* for shadow optimize, last intersected face */
|
|
|
|
short isect; /* which half of quad */
|
|
short mode; /* RE_RAYSHADOW, RE_RAYMIRROR, RE_RAYSHADOW_TRA */
|
|
int lay; /* -1 default, set for layer lamps */
|
|
|
|
/* only used externally */
|
|
float col[4]; /* RGBA for shadow_tra */
|
|
|
|
/* octree only */
|
|
RayFace *facecontr;
|
|
float ddalabda;
|
|
short faceisect; /* flag if facecontr was done or not */
|
|
} 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, RayFace *face);
|
|
|
|
/* tree building and freeing */
|
|
RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
|
|
RayCoordsFunc coordfunc, RayCheckFunc checkfunc);
|
|
void RE_ray_tree_add_face(RayTree *tree, RayFace *face);
|
|
void RE_ray_tree_done(RayTree *tree);
|
|
void RE_ray_tree_free(RayTree *tree);
|
|
|
|
/* intersection with full tree and single face */
|
|
int RE_ray_tree_intersect(RayTree *tree, Isect *is);
|
|
int RE_ray_face_intersection(Isect *is, RayCoordsFunc coordsfunc);
|
|
|
|
/* retrieve the diameter of the tree structure, for setting intersection
|
|
end distance */
|
|
float RE_ray_tree_max_size(RayTree *tree);
|
|
|
|
#endif /*__RE_RAYTRACE_H__*/
|
|
|