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/*******************************************************************************
* tracepixel.h
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/render/tracepixel.h $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
#ifndef POVRAY_BACKEND_TRACEPIXEL_H
#define POVRAY_BACKEND_TRACEPIXEL_H
#include <vector>
#include <boost/thread.hpp>
#include "backend/frame.h"
#include "backend/povray.h"
#include "backend/scene/view.h"
#include "backend/scene/scene.h"
#include "backend/render/trace.h"
namespace pov
{
class BSPIntersectFunctor : public BSPTree::Intersect
{
public:
BSPIntersectFunctor(Intersection& bi, const Ray& r, vector<ObjectPtr>& objs, TraceThreadData *t) :
found(false),
bestisect(bi),
ray(r),
objects(objs),
traceThreadData(t)
{
Vector3d tmp(1.0 / ray.GetDirection()[X], 1.0 / ray.GetDirection()[Y], 1.0 /ray.GetDirection()[Z]);
Assign_Vector(origin, ray.Origin);
Assign_Vector(invdir, *tmp);
variant = (ObjectBase::BBoxDirection)((int(invdir[X] < 0.0) << 2) | (int(invdir[Y] < 0.0) << 1) | int(invdir[Z] < 0.0));
}
virtual bool operator()(unsigned int index, double& maxdist)
{
ObjectPtr object = objects[index];
Intersection isect;
if(Find_Intersection(&isect, object, ray, variant, origin, invdir, traceThreadData) && (isect.Depth <= maxdist))
{
if(isect.Depth < bestisect.Depth)
{
bestisect = isect;
found = true;
maxdist = bestisect.Depth;
}
}
return found;
}
virtual bool operator()() const { return found; }
private:
bool found;
vector<ObjectPtr>& objects;
Intersection& bestisect;
const Ray& ray;
BBOX_VECT origin;
BBOX_VECT invdir;
ObjectBase::BBoxDirection variant;
TraceThreadData *traceThreadData;
};
class BSPIntersectCondFunctor : public BSPTree::Intersect
{
public:
BSPIntersectCondFunctor(Intersection& bi, const Ray& r, vector<ObjectPtr>& objs, TraceThreadData *t,
const RayObjectCondition& prec, const RayObjectCondition& postc) :
found(false),
bestisect(bi),
ray(r),
objects(objs),
traceThreadData(t),
precondition(prec),
postcondition(postc)
{
Vector3d tmp(1.0 / ray.GetDirection()[X], 1.0 / ray.GetDirection()[Y], 1.0 /ray.GetDirection()[Z]);
Assign_Vector(origin, ray.Origin);
Assign_Vector(invdir, *tmp);
variant = (ObjectBase::BBoxDirection)((int(invdir[X] < 0.0) << 2) | (int(invdir[Y] < 0.0) << 1) | int(invdir[Z] < 0.0));
}
virtual bool operator()(unsigned int index, double& maxdist)
{
ObjectPtr object = objects[index];
if(precondition(ray, object, 0.0) == true)
{
Intersection isect;
if(Find_Intersection(&isect, object, ray, variant, origin, invdir, postcondition, traceThreadData) && (isect.Depth <= maxdist))
{
if(isect.Depth < bestisect.Depth)
{
bestisect = isect;
found = true;
maxdist = bestisect.Depth;
}
}
}
return found;
}
virtual bool operator()() const { return found; }
private:
bool found;
vector<ObjectPtr>& objects;
Intersection& bestisect;
const Ray& ray;
BBOX_VECT origin;
BBOX_VECT invdir;
ObjectBase::BBoxDirection variant;
TraceThreadData *traceThreadData;
const RayObjectCondition& precondition;
const RayObjectCondition& postcondition;
};
class BSPInsideCondFunctor : public BSPTree::Inside
{
public:
BSPInsideCondFunctor(Vector3d o, vector<ObjectPtr>& objs, TraceThreadData *t,
const PointObjectCondition& prec, const PointObjectCondition& postc) :
found(false),
origin(o),
objects(objs),
precondition(prec),
postcondition(postc),
threadData(t)
{
}
virtual bool operator()(unsigned int index)
{
ObjectPtr object = objects[index];
if(precondition(origin, object))
if(Inside_BBox(*origin, object->BBox) && object->Inside(*origin, threadData))
if(postcondition(origin, object))
found = true;
return found;
}
virtual bool operator()() const { return found; }
private:
bool found;
vector<ObjectPtr>& objects;
Vector3d origin;
const PointObjectCondition& precondition;
const PointObjectCondition& postcondition;
TraceThreadData *threadData;
};
struct HasInteriorPointObjectCondition : public PointObjectCondition
{
virtual bool operator()(const Vector3d& point, const ObjectBase* object) const
{
return object->interior != NULL;
}
};
struct ContainingInteriorsPointObjectCondition : public PointObjectCondition
{
ContainingInteriorsPointObjectCondition(RayInteriorVector& ci) : containingInteriors(ci) {}
virtual bool operator()(const Vector3d& point, const ObjectBase* object) const
{
containingInteriors.push_back(object->interior);
return true;
}
RayInteriorVector &containingInteriors;
};
class TracePixel : public Trace
{
public:
TracePixel(ViewData *vd, TraceThreadData *td, unsigned int mtl, DBL adcb, unsigned int qf,
CooperateFunctor& cf, MediaFunctor& mf, RadiosityFunctor& af, bool pt = false);
virtual ~TracePixel();
void SetupCamera(const Camera& cam);
void operator()(DBL x, DBL y, DBL width, DBL height, Colour& colour);
private:
// Focal blur data
class FocalBlurData
{
public:
FocalBlurData(const Camera& camera, TraceThreadData* threadData);
~FocalBlurData();
// Direction to focal plane.
DBL Focal_Distance;
// Array of threshold for confidence test.
DBL *Sample_Threshold;
// Array giving number of samples to take before next confidence test.
const int *Current_Number_Of_Samples;
// Array of sample locations.
Vector2d *Sample_Grid;
// Maximum amount of jitter to use.
DBL Max_Jitter;
// Vectors in the viewing plane.
VECTOR XPerp, YPerp;
};
bool useFocalBlur;
FocalBlurData *focalBlurData;
bool precomputeContainingInteriors;
RayInteriorVector containingInteriors;
Vector3d cameraDirection;
Vector3d cameraRight;
Vector3d cameraUp;
Vector3d cameraLocation;
/// length of current camera's 'right' vector prior to normalisation
DBL cameraLengthRight;
/// length of current camera's 'up' vector prior to normalisation
DBL cameraLengthUp;
/// aspect ratio for current camera
DBL aspectRatio;
/// camera
Camera camera;
/// scene data
shared_ptr<SceneData> sceneData;
/// thread data
TraceThreadData *threadData;
/// maximum trace recursion level allowed
unsigned int maxTraceLevel;
/// adc bailout
DBL adcBailout;
/// whether this is just a pretrace, allowing some computations to be skipped
bool pretrace;
bool CreateCameraRay(Ray& ray, DBL x, DBL y, DBL width, DBL height, size_t ray_number);
void InitRayContainerState(Ray& ray, bool compute = false);
void InitRayContainerStateTree(Ray& ray, BBOX_TREE *node);
void TraceRayWithFocalBlur(Colour& colour, DBL x, DBL y, DBL width, DBL height);
void JitterCameraRay(Ray& ray, DBL x, DBL y, size_t ray_number);
};
}
#endif // POVRAY_BACKEND_TRACEPIXEL_H
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