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// $Id$
#include "raytrace.h"
#include <filesystem_tools.h>
#include <cmdlib.h>
#include <stdio.h>
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
static bool SameSign(float a, float b) { int32 aa = *( (int * ) & a ); int32 bb = *( (int * ) & b ); return ( (aa ^ bb ) & 0x80000000 ) == 0; }
int FourRays::CalculateDirectionSignMask(void) const { // this code treats the floats as integers since all it cares about is the sign bit and
// floating point compares suck.
int ret; int ormask; int andmask; int32 const *treat_as_int = ( (int32 const * ) ( &direction ));
ormask = andmask =* ( treat_as_int++ ); ormask |=* treat_as_int; andmask &=* ( treat_as_int++ ); ormask |=* ( treat_as_int ); andmask &=* ( treat_as_int++ ); ormask |=* ( treat_as_int ); andmask &=* ( treat_as_int++ ); if ( ormask >= 0 ) ret = 0; else { if ( andmask < 0 ) ret = 1; else return - 1; } ormask = andmask =* ( treat_as_int++ ); ormask |=* treat_as_int; andmask &=* ( treat_as_int++ ); ormask |=* ( treat_as_int ); andmask &=* ( treat_as_int++ ); ormask |=* ( treat_as_int ); andmask &=* ( treat_as_int++ ); if ( ormask < 0 ) { if ( andmask < 0 ) ret |= 2; else return - 1; } ormask = andmask =* ( treat_as_int++ ); ormask |= *treat_as_int; andmask &= *( treat_as_int++ ); ormask |= *( treat_as_int ); andmask &= *( treat_as_int++ ); ormask |= *( treat_as_int ); andmask &= *( treat_as_int++ ); if ( ormask < 0 ) { if ( andmask < 0 ) ret |= 4; else return - 1; } return ret; }
void RayTracingEnvironment::MakeRoomForTriangles( int ntris ) { //OptimizedTriangleList.EnsureCapacity( ntris );
if (! (Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS)) TriangleColors.EnsureCapacity( ntris ); }
void RayTracingEnvironment::AddTriangle(int32 id, const Vector &v1, const Vector &v2, const Vector &v3, const Vector &color) { AddTriangle( id, v1, v2, v3, color, 0, 0 ); }
void RayTracingEnvironment::AddTriangle(int32 id, const Vector &v1, const Vector &v2, const Vector &v3, const Vector &color, uint16 flags, int32 materialIndex) { CacheOptimizedTriangle tmptri; tmptri.m_Data.m_GeometryData.m_nTriangleID = id; tmptri.Vertex( 0 ) = v1; tmptri.Vertex( 1 ) = v2; tmptri.Vertex( 2 ) = v3; tmptri.m_Data.m_GeometryData.m_nFlags = flags; OptimizedTriangleList.AddToTail( tmptri ); if ( ! ( Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS ) ) TriangleColors.AddToTail( color ); if ( ! ( Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_MATERIALS ) ) TriangleMaterials.AddToTail( materialIndex ); // printf("add triange from (%f %f %f),(%f %f %f),(%f %f %f) id %d\n",
// XYZ(v1),XYZ(v2),XYZ(v3),id);
}
void RayTracingEnvironment::AddQuad( int32 id, const Vector &v1, const Vector &v2, const Vector &v3, const Vector &v4, // specify vertices in cw or ccw order
const Vector &color) { AddTriangle( id, v1, v2, v3, color ); AddTriangle( id + 1, v1, v3, v4, color ); }
void RayTracingEnvironment::AddAxisAlignedRectangularSolid(int id,Vector minc, Vector maxc, const Vector &color) {
// "far" face
AddQuad( id, Vector( minc.x, maxc.y, maxc.z ), Vector( maxc.x, maxc.y, maxc.z ), Vector( maxc.x, minc.y, maxc.z ), Vector( minc.x, minc.y, maxc.z ), color ); // "near" face
AddQuad( id, Vector( minc.x, maxc.y, minc.z ), Vector( maxc.x, maxc.y, minc.z ), Vector( maxc.x, minc.y, minc.z ), Vector( minc.x, minc.y, minc.z ), color );
// "left" face
AddQuad( id, Vector( minc.x, maxc.y, maxc.z ), Vector( minc.x, maxc.y, minc.z ), Vector( minc.x, minc.y, minc.z ), Vector( minc.x, minc.y, maxc.z ), color ); // "right" face
AddQuad( id, Vector( maxc.x, maxc.y, maxc.z ), Vector( maxc.x, maxc.y, minc.z ), Vector( maxc.x, minc.y, minc.z ), Vector( maxc.x, minc.y, maxc.z ), color );
// "top" face
AddQuad( id, Vector( minc.x, maxc.y, maxc.z ), Vector( maxc.x, maxc.y, maxc.z ), Vector( maxc.x, maxc.y, minc.z ), Vector( minc.x, maxc.y, minc.z ), color ); // "bot" face
AddQuad( id, Vector( minc.x, minc.y, maxc.z ), Vector( maxc.x, minc.y, maxc.z ), Vector( maxc.x, minc.y, minc.z ), Vector( minc.x, minc.y, minc.z ), color ); }
static Vector GetEdgeEquation( Vector p1, Vector p2, int c1, int c2, Vector InsidePoint ) { float nx = p1[c2]- p2[c2]; float ny = p2[c1]- p1[c1]; float d =- ( nx * p1[c1]+ ny * p1[c2] ); // assert(fabs(nx*p1[c1]+ny*p1[c2]+d)<0.01);
// assert(fabs(nx*p2[c1]+ny*p2[c2]+d)<0.01);
// use the convention that negative is "outside"
float trial_dist = InsidePoint[c1]* nx + InsidePoint[c2]* ny + d; if ( trial_dist < 0 ) { nx = -nx; ny = -ny; d = -d; trial_dist = -trial_dist; } nx /= trial_dist; // scale so that it will be =1.0 at the oppositve vertex
ny /= trial_dist; d /= trial_dist;
return Vector( nx, ny, d ); }
void CacheOptimizedTriangle::ChangeIntoIntersectionFormat(void) { // lose the vertices and use edge equations instead
// grab the whole original triangle to we don't overwrite it
TriGeometryData_t srcTri = m_Data.m_GeometryData;
m_Data.m_IntersectData.m_nFlags = srcTri.m_nFlags; m_Data.m_IntersectData.m_nTriangleID = srcTri.m_nTriangleID;
Vector p1 = srcTri.Vertex( 0 ); Vector p2 = srcTri.Vertex( 1 ); Vector p3 = srcTri.Vertex( 2 );
Vector e1 = p2 - p1; Vector e2 = p3 - p1;
Vector N = e1.Cross( e2 ); N.NormalizeInPlace(); // now, determine which axis to drop
int drop_axis = 0; for(int c=1 ; c<3 ; c++) if ( fabs(N[c]) > fabs( N[drop_axis] ) ) drop_axis = c;
m_Data.m_IntersectData.m_flD = N.Dot( p1 ); m_Data.m_IntersectData.m_flNx = N.x; m_Data.m_IntersectData.m_flNy = N.y; m_Data.m_IntersectData.m_flNz = N.z;
// decide which axes to keep
int nCoordSelect0 = ( drop_axis + 1 ) % 3; int nCoordSelect1 = ( drop_axis + 2 ) % 3;
m_Data.m_IntersectData.m_nCoordSelect0 = nCoordSelect0; m_Data.m_IntersectData.m_nCoordSelect1 = nCoordSelect1;
Vector edge1 = GetEdgeEquation( p1, p2, nCoordSelect0, nCoordSelect1, p3 ); m_Data.m_IntersectData.m_ProjectedEdgeEquations[0] = edge1.x; m_Data.m_IntersectData.m_ProjectedEdgeEquations[1] = edge1.y; m_Data.m_IntersectData.m_ProjectedEdgeEquations[2] = edge1.z;
Vector edge2 = GetEdgeEquation( p2, p3, nCoordSelect0, nCoordSelect1, p1 ); m_Data.m_IntersectData.m_ProjectedEdgeEquations[3] = edge2.x; m_Data.m_IntersectData.m_ProjectedEdgeEquations[4] = edge2.y; m_Data.m_IntersectData.m_ProjectedEdgeEquations[5] = edge2.z; }
int n_intersection_calculations=0;
int CacheOptimizedTriangle::ClassifyAgainstAxisSplit(int split_plane, float split_value) { // classify a triangle against an axis-aligned plane
float minc = Vertex( 0 )[split_plane]; float maxc = minc; for( int v = 1; v < 3; v++ ) { minc=MIN(minc,Vertex(v)[split_plane]); maxc=MAX(maxc,Vertex(v)[split_plane]); }
if ( minc >= split_value ) return PLANECHECK_POSITIVE; if ( maxc <= split_value ) return PLANECHECK_NEGATIVE; if ( minc == maxc ) return PLANECHECK_POSITIVE; return PLANECHECK_STRADDLING; }
static Vector ProjectOntoPlaneFromAxis( const Vector &v, const Vector &vNormal, float flDist, int nAxis ) { float flAxisDist = DotProduct( v, vNormal ) - flDist; flAxisDist /= vNormal[nAxis]; Vector vOut = v; vOut[nAxis] -= flAxisDist;
return vOut; }
void CacheOptimizedTriangle::ExtractVerticesFromIntersectionFormat( Vector &v0, Vector &v1, Vector &v2 ) const { const TriIntersectData_t &data = m_Data.m_IntersectData; const float *pPlane0 = data.m_ProjectedEdgeEquations; const float *pPlane1 = data.m_ProjectedEdgeEquations + 3;
Vector vNormal; vNormal.Init( data.m_flNx, data.m_flNy, data.m_flNz ); int n0 = data.m_nCoordSelect0; int n1 = data.m_nCoordSelect1; int n2 = (n1+1)%3; float flOffset = -1.0f; float flOOscale = 1.0f / (pPlane0[0] * pPlane1[1] - pPlane1[0] * pPlane0[1]); // vert0 is at the intersection of the two edges with edge1's plane offset by 1
v0[n0] = (pPlane0[1] * (pPlane1[2]+flOffset) - pPlane1[1] * pPlane0[2]) * flOOscale; v0[n1] = (pPlane1[0] * pPlane0[2] - pPlane0[0] * (pPlane1[2]+flOffset)) * flOOscale; v0[n2] = 0;
// vert1 is at the intersection of the two edges with neither offset
v1[n0] = (pPlane0[1] * pPlane1[2] - pPlane1[1] * pPlane0[2]) * flOOscale; v1[n1] = (pPlane1[0] * pPlane0[2] - pPlane0[0] * pPlane1[2]) * flOOscale; v1[n2] = 0;
// vert2 is at the intersection of the two edges with edge0's plane offset by 1
v2[n0] = (pPlane0[1] * pPlane1[2] - pPlane1[1] * (pPlane0[2]+flOffset)) * flOOscale; v2[n1] = (pPlane1[0] * (pPlane0[2]+flOffset) - pPlane0[0] * pPlane1[2]) * flOOscale; v2[n2] = 0; v0 = ProjectOntoPlaneFromAxis( v0, vNormal, data.m_flD, n2 ); v1 = ProjectOntoPlaneFromAxis( v1, vNormal, data.m_flD, n2 ); v2 = ProjectOntoPlaneFromAxis( v2, vNormal, data.m_flD, n2 ); }
#define MAILBOX_HASH_SIZE 256
#define MAX_TREE_DEPTH 21
#define MAX_NODE_STACK_LEN (40*MAX_TREE_DEPTH)
struct NodeToVisit { CacheOptimizedKDNode const *node; fltx4 TMin; fltx4 TMax; };
static fltx4 FourEpsilons={1.0e-10,1.0e-10,1.0e-10,1.0e-10}; static fltx4 FourZeros={1.0e-10,1.0e-10,1.0e-10,1.0e-10}; static fltx4 FourNegativeEpsilons={-1.0e-10,-1.0e-10,-1.0e-10,-1.0e-10};
void RayTracingEnvironment::Trace4Rays( const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id, ITransparentTriangleCallback *pCallback, RTECullMode_t cullMode ) { int msk = rays.CalculateDirectionSignMask(); if ( msk !=- 1 ) Trace4Rays( rays, TMin, TMax, msk, rslt_out, skip_id, pCallback, cullMode ); else { // sucky case - can't trace 4 rays at once. in the worst case, need to trace all 4
// separately, but usually we will still get 2x, Since our tracer only does 4 at a
// time, we will have to cover up the undesired rays with the desired ray
//!! speed!! there is room for some sse-ization here
FourRays tmprays; tmprays.origin = rays.origin;
uint8 need_trace[4] = { 1, 1, 1, 1 }; for( int try_trace = 0; try_trace < 4; try_trace++ ) { if ( need_trace[try_trace] ) { need_trace[try_trace] = 2; // going to trace it
// replicate the ray being traced into all 4 rays
tmprays.direction.x = ReplicateX4( rays.direction.X( try_trace )); tmprays.direction.y = ReplicateX4( rays.direction.Y( try_trace )); tmprays.direction.z = ReplicateX4( rays.direction.Z( try_trace )); // now, see if any of the other remaining rays can be handled at the same time.
for( int try2 = try_trace + 1; try2 < 4; try2++ ) if ( need_trace[try2] ) { if ( SameSign( rays.direction.X( try2 ), rays.direction.X( try_trace )) && SameSign( rays.direction.Y( try2 ), rays.direction.Y( try_trace )) && SameSign( rays.direction.Z( try2 ), rays.direction.Z( try_trace )) ) { need_trace[try2] = 2; tmprays.direction.X( try2 ) = rays.direction.X( try2 ); tmprays.direction.Y( try2 ) = rays.direction.Y( try2 ); tmprays.direction.Z( try2 ) = rays.direction.Z( try2 ); } } // ok, now trace between 1 and 3 rays, and output the results
RayTracingResult tmpresults; msk = tmprays.CalculateDirectionSignMask(); assert( msk !=- 1 ); Trace4Rays( tmprays, TMin, TMax, msk, &tmpresults, skip_id, pCallback, cullMode ); // now, move results to proper place
for( int i = 0; i < 4; i++ ) if ( need_trace[i] == 2 ) { need_trace[i] = 0; rslt_out->HitIds[i] = tmpresults.HitIds[i]; SubFloat( rslt_out->HitDistance, i ) = SubFloat( tmpresults.HitDistance, i ); rslt_out->surface_normal.X( i ) = tmpresults.surface_normal.X( i ); rslt_out->surface_normal.Y( i ) = tmpresults.surface_normal.Y( i ); rslt_out->surface_normal.Z( i ) = tmpresults.surface_normal.Z( i ); }
} } } }
template< RTECullMode_t cullMode > bi32x4 DidHit( fltx4 DDotN, bi32x4 epsilon_hit ) { if ( cullMode == RTE_CULL_FRONT ) { bi32x4 did_hit_back = CmpGtSIMD( DDotN, Four_Zeros ); return AndSIMD( epsilon_hit, did_hit_back ); } else if ( cullMode == RTE_CULL_BACK ) { bi32x4 did_hit_front = CmpLtSIMD( DDotN, Four_Zeros ); return AndSIMD( epsilon_hit, did_hit_front ); } else { return epsilon_hit; } }
// wrapper for the low level trace4 rays routine
void RayTracingEnvironment::Trace4Rays( const FourRays &rays, fltx4 TMin, fltx4 TMax,int DirectionSignMask, RayTracingResult *rslt_out, int32 skip_id, ITransparentTriangleCallback *pCallback, RTECullMode_t cullMode ) { switch ( cullMode ) { case RTE_CULL_FRONT: Trace4Rays<RTE_CULL_FRONT>( rays, TMin, TMax, DirectionSignMask, rslt_out, skip_id, pCallback ); break; case RTE_CULL_BACK: Trace4Rays<RTE_CULL_BACK>( rays, TMin, TMax, DirectionSignMask, rslt_out, skip_id, pCallback ); break; default: Trace4Rays<RTE_CULL_NONE>( rays, TMin, TMax, DirectionSignMask, rslt_out, skip_id, pCallback ); break; } }
template <RTECullMode_t cullMode> void RayTracingEnvironment::Trace4Rays(const FourRays &rays, fltx4 TMin, fltx4 TMax, int DirectionSignMask, RayTracingResult *rslt_out, int32 skip_id, ITransparentTriangleCallback *pCallback ) { rays.Check();
memset( rslt_out->HitIds, 0xff, sizeof( rslt_out->HitIds ) );
rslt_out->HitDistance = ReplicateX4( 1.0e23 );
rslt_out->surface_normal.DuplicateVector( Vector( 0., 0., 0. ) ); FourVectors OneOverRayDir = rays.direction; OneOverRayDir.MakeReciprocalSaturate(); // now, clip rays against bounding box
for( int c = 0; c < 3; c++ ) { fltx4 isect_min_t = MulSIMD( SubSIMD( ReplicateX4( m_MinBound[c] ), rays.origin[c] ), OneOverRayDir[c] ); fltx4 isect_max_t = MulSIMD( SubSIMD( ReplicateX4( m_MaxBound[c] ), rays.origin[c] ), OneOverRayDir[c] ); TMin = MaxSIMD( TMin, MinSIMD( isect_min_t, isect_max_t )); TMax = MinSIMD( TMax, MaxSIMD( isect_min_t, isect_max_t )); } bi32x4 active = CmpLeSIMD( TMin, TMax ); // mask of which rays are active
if ( ! IsAnyTrue( active ) ) return; // missed bounding box
int32 mailboxids[MAILBOX_HASH_SIZE]; // used to avoid redundant triangle tests
memset( mailboxids, 0xff, sizeof( mailboxids )); // !!speed!! keep around?
int front_idx[3], back_idx[3]; // based on ray direction, whether to
// visit left or right node first
if ( DirectionSignMask & 1 ) { back_idx[0] = 0; front_idx[0] = 1; } else { back_idx[0] = 1; front_idx[0] = 0; } if ( DirectionSignMask & 2 ) { back_idx[1] = 0; front_idx[1] = 1; } else { back_idx[1] = 1; front_idx[1] = 0; } if ( DirectionSignMask & 4 ) { back_idx[2] = 0; front_idx[2] = 1; } else { back_idx[2] = 1; front_idx[2] = 0; }
NodeToVisit NodeQueue[MAX_NODE_STACK_LEN]; CacheOptimizedKDNode const *CurNode =& ( OptimizedKDTree[0] ); NodeToVisit *stack_ptr = &NodeQueue[MAX_NODE_STACK_LEN]; while( 1 ) { while ( CurNode->NodeType() != KDNODE_STATE_LEAF ) // traverse until next leaf
{ int split_plane_number = CurNode->NodeType(); CacheOptimizedKDNode const *FrontChild = &( OptimizedKDTree[CurNode->LeftChild()] ); fltx4 dist_to_sep_plane = // dist=(split-org)/dir
MulSIMD( SubSIMD( ReplicateX4( CurNode->SplittingPlaneValue ), rays.origin[split_plane_number] ), OneOverRayDir[split_plane_number] );
bi32x4 active = CmpLeSIMD( TMin, TMax ); // mask of which rays are active
// now, decide how to traverse children. can either do front,back, or do front and push
// back.
bi32x4 hits_front = AndSIMD( active, CmpGeSIMD( dist_to_sep_plane, TMin )); if ( ! IsAnyTrue( hits_front )) { // missed the front. only traverse back
//printf("only visit back %d\n",CurNode->LeftChild()+back_idx[split_plane_number]);
CurNode = FrontChild + back_idx[split_plane_number]; TMin = MaxSIMD( TMin, dist_to_sep_plane );
} else { bi32x4 hits_back = AndSIMD( active, CmpLeSIMD( dist_to_sep_plane, TMax )); if ( ! IsAnyTrue( hits_back ) ) { // missed the back - only need to traverse front node
//printf("only visit front %d\n",CurNode->LeftChild()+front_idx[split_plane_number]);
CurNode = FrontChild + front_idx[split_plane_number]; TMax = MinSIMD( TMax, dist_to_sep_plane ); } else { // at least some rays hit both nodes.
// must push far, traverse near
//printf("visit %d,%d\n",CurNode->LeftChild()+front_idx[split_plane_number],
// CurNode->LeftChild()+back_idx[split_plane_number]);
assert( stack_ptr > NodeQueue ); -- stack_ptr; stack_ptr->node = FrontChild + back_idx[split_plane_number]; stack_ptr->TMin = MaxSIMD( TMin, dist_to_sep_plane ); stack_ptr->TMax = TMax; CurNode = FrontChild + front_idx[split_plane_number]; TMax = MinSIMD( TMax, dist_to_sep_plane ); } } } // hit a leaf! must do intersection check
int ntris = CurNode->NumberOfTrianglesInLeaf(); if ( ntris ) { int32 const * tlist =& ( TriangleIndexList[CurNode->TriangleIndexStart()] ); do { int tnum =* ( tlist++ ); //printf("try tri %d\n",tnum);
// check mailbox
int mbox_slot = tnum & ( MAILBOX_HASH_SIZE - 1 ); TriIntersectData_t const * tri = &( OptimizedTriangleList[tnum].m_Data.m_IntersectData ); if ( ( mailboxids[mbox_slot] != tnum ) && ( tri->m_nTriangleID != skip_id ) ) { n_intersection_calculations++; mailboxids[mbox_slot] = tnum; // compute plane intersection
FourVectors N; N.x = ReplicateX4( tri->m_flNx ); N.y = ReplicateX4( tri->m_flNy ); N.z = ReplicateX4( tri->m_flNz );
fltx4 DDotN = rays.direction * N;
bi32x4 did_hit = OrSIMD( CmpGtSIMD( DDotN, FourEpsilons ), CmpLtSIMD( DDotN, FourNegativeEpsilons ) ); did_hit = DidHit<cullMode>( DDotN, did_hit );
fltx4 numerator = SubSIMD( ReplicateX4( tri->m_flD ), rays.origin * N );
fltx4 isect_t = DivSIMD( numerator, DDotN ); // now, we have the distance to the plane. lets update our mask
did_hit = AndSIMD( did_hit, CmpGtSIMD( isect_t, FourZeros ) ); //did_hit=AndSIMD(did_hit,CmpLtSIMD(isect_t,TMax));
did_hit = AndSIMD( did_hit, CmpLtSIMD( isect_t, rslt_out->HitDistance ) );
if ( ! IsAnyTrue( did_hit ) ) continue;
// now, check 3 edges
fltx4 hitc1 = AddSIMD( rays.origin[tri->m_nCoordSelect0], MulSIMD( isect_t, rays.direction[ tri->m_nCoordSelect0] ) ); fltx4 hitc2 = AddSIMD( rays.origin[tri->m_nCoordSelect1], MulSIMD( isect_t, rays.direction[tri->m_nCoordSelect1] ) ); // do barycentric coordinate check
fltx4 B0 = MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[0] ), hitc1 );
B0 = AddSIMD( B0, MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[1] ), hitc2 ) ); B0 = AddSIMD( B0, ReplicateX4( tri->m_ProjectedEdgeEquations[2] ) );
did_hit = AndSIMD( did_hit, CmpGeSIMD( B0, FourZeros ) );
fltx4 B1 = MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[3] ), hitc1 ); B1 = AddSIMD( B1, MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[4]), hitc2 ) );
B1 = AddSIMD( B1, ReplicateX4( tri->m_ProjectedEdgeEquations[5] ) ); did_hit = AndSIMD( did_hit, CmpGeSIMD( B1, FourZeros ) );
fltx4 B2 = AddSIMD( B1, B0 ); did_hit = AndSIMD( did_hit, CmpLeSIMD( B2, Four_Ones ) );
if ( ! IsAnyTrue( did_hit ) ) continue;
// if the triangle is transparent
if ( tri->m_nFlags & FCACHETRI_TRANSPARENT ) { if ( pCallback ) { // assuming a triangle indexed as v0, v1, v2
// the projected edge equations are set up such that the vert opposite the first
// equation is v2, and the vert opposite the second equation is v0
// Therefore we pass them back in 1, 2, 0 order
// Also B2 is currently B1 + B0 and needs to be 1 - (B1+B0) in order to be a real
// barycentric coordinate. Compute that now and pass it to the callback
fltx4 b2 = SubSIMD( Four_Ones, B2 ); if ( pCallback->VisitTriangle_ShouldContinue( *tri, rays, &did_hit, &B1, &b2, &B0, tnum ) ) { did_hit = (bi32x4)Four_Zeros; } } } // now, set the hit_id and closest_hit fields for any enabled rays
i32x4 replicated_n = ReplicateIX4(tnum); StoreAlignedSIMD( (float * ) rslt_out->HitIds, OrSIMD( AndSIMD( (bi32x4)replicated_n, did_hit ), AndNotSIMD( did_hit, LoadAlignedSIMD( ( float * ) rslt_out->HitIds )) )); rslt_out->HitDistance = OrSIMD( AndSIMD( isect_t, did_hit ), AndNotSIMD( did_hit, rslt_out->HitDistance ));
rslt_out->surface_normal.x = OrSIMD( AndSIMD( N.x, did_hit ), AndNotSIMD( did_hit, rslt_out->surface_normal.x )); rslt_out->surface_normal.y = OrSIMD( AndSIMD( N.y, did_hit ), AndNotSIMD( did_hit, rslt_out->surface_normal.y )); rslt_out->surface_normal.z = OrSIMD( AndSIMD( N.z, did_hit ), AndNotSIMD( did_hit, rslt_out->surface_normal.z )); } } while (--ntris); // now, check if all rays have terminated
bi32x4 raydone = CmpLeSIMD( TMax, rslt_out->HitDistance ); if (! IsAnyTrue(raydone)) { return; } } if ( stack_ptr == &NodeQueue[MAX_NODE_STACK_LEN] ) { return; } // pop stack!
CurNode = stack_ptr->node; TMin = stack_ptr->TMin; TMax = stack_ptr->TMax; stack_ptr++; } }
int RayTracingEnvironment::MakeLeafNode(int first_tri, int last_tri) { CacheOptimizedKDNode ret; ret.Children = KDNODE_STATE_LEAF + ( TriangleIndexList.Count() << 2 ); ret.SetNumberOfTrianglesInLeafNode( 1 + ( last_tri - first_tri )); for( int tnum = first_tri; tnum <= last_tri; tnum++ ) TriangleIndexList.AddToTail( tnum ); OptimizedKDTree.AddToTail( ret ); return OptimizedKDTree.Count() - 1; }
void RayTracingEnvironment::CalculateTriangleListBounds(int32 const *tris,int ntris, Vector &minout, Vector &maxout) { minout = Vector( 1.0e23, 1.0e23, 1.0e23 ); maxout = Vector( - 1.0e23, - 1.0e23, - 1.0e23 ); for( int i = 0; i < ntris; i++ ) { CacheOptimizedTriangle const &tri = OptimizedTriangleList[tris[i]]; for( int v = 0; v < 3; v++ ) for( int c = 0; c < 3; c++ ) { minout[c]=MIN(minout[c],tri.Vertex(v)[c]); maxout[c]=MAX(maxout[c],tri.Vertex(v)[c]); } } }
// Both the "quick" and regular kd tree building algorithms here use the "surface area heuristic":
// the relative probability of hitting the "left" subvolume (Vl) from a split is equal to that
// subvolume's surface area divided by its parent's surface area (Vp) : P(Vl | V) = SA(Vl)/SA(Vp).
// The same holds for the right subvolume, Vp. Nl is the number of triangles in the left volume,
// and Nr in the right volume. if Ct is the cost of traversing one tree node, and Ci is the cost of
// intersection with the primitive, than the cost of splitting is estimated as:
//
// Ct+Ci*((SA(Vl)/SA(V))*Nl+(SA(Vr)/SA(V)*Nr)).
// and the cost of not splitting is
// Ci*N
//
// This both provides a metric to minimize when computing how and where to split, and also a
// termination criterion.
//
// the "quick" method just splits down the middle, while the slow method splits at the best
// discontinuity of the cost formula. The quick method splits along the longest axis ; the
// regular algorithm tries all 3 to find which one results in the minimum cost
//
// both methods use the additional optimization of "growing" empty nodes - if the split results in
// one side being devoid of triangles, the empty side is "grown" as much as possible.
//
#define COST_OF_TRAVERSAL 75 // approximate #operations
#define COST_OF_INTERSECTION 167 // approximate #operations
float RayTracingEnvironment::CalculateCostsOfSplit( int split_plane,int32 const *tri_list,int ntris, Vector MinBound,Vector MaxBound, float &split_value, int &nleft, int &nright, int &nboth) { // determine the costs of splitting on a given axis, and label triangles with respect to
// that axis by storing the value in coordselect0. It will also return the number of
// tris in the left, right, and nboth groups, in order to facilitate memory
nleft = nboth = nright = 0;
// now, label each triangle. Since we have not converted the triangles into
// intersection fromat yet, we can use the CoordSelect0 field of each as a temp.
nleft = 0; nright = 0; nboth = 0; float min_coord = 1.0e23, max_coord =- 1.0e23;
for( int t = 0; t < ntris; t++ ) { CacheOptimizedTriangle &tri = OptimizedTriangleList[tri_list[t]]; // determine max and min coordinate values for later optimization
for( int v = 0; v < 3; v++ ) { min_coord = MIN( min_coord, tri.Vertex(v)[split_plane] ); max_coord = MAX( max_coord, tri.Vertex(v)[split_plane] ); } switch( tri.ClassifyAgainstAxisSplit( split_plane, split_value )) { case PLANECHECK_NEGATIVE: nleft++; tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_NEGATIVE; break;
case PLANECHECK_POSITIVE: nright++; tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_POSITIVE; break;
case PLANECHECK_STRADDLING: nboth++; tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_STRADDLING; break; } } // now, if the split resulted in one half being empty, "grow" the empty half
if ( nleft && ( nboth == 0 ) && ( nright == 0 )) split_value = max_coord; if ( nright && ( nboth == 0 ) && ( nleft == 0 )) split_value = min_coord;
// now, perform surface area/cost check to determine whether this split was worth it
Vector LeftMins = MinBound; Vector LeftMaxes = MaxBound; Vector RightMins = MinBound; Vector RightMaxes = MaxBound; LeftMaxes[split_plane] = split_value; RightMins[split_plane] = split_value; float SA_L = BoxSurfaceArea( LeftMins, LeftMaxes ); float SA_R = BoxSurfaceArea( RightMins, RightMaxes ); float ISA = 1.0 / BoxSurfaceArea( MinBound, MaxBound ); float cost_of_split = COST_OF_TRAVERSAL + COST_OF_INTERSECTION * ( nboth + ( SA_L * ISA * ( nleft )) + ( SA_R * ISA * ( nright )) ); return cost_of_split; }
#define NEVER_SPLIT 0
void RayTracingEnvironment::RefineNode( int node_number, int32 const * tri_list, int ntris, Vector MinBound, Vector MaxBound, int depth ) { if ( ntris < 3 ) // never split empty lists
{ // no point in continuing
OptimizedKDTree[node_number].Children = KDNODE_STATE_LEAF + ( TriangleIndexList.Count() << 2 ); OptimizedKDTree[node_number].SetNumberOfTrianglesInLeafNode( ntris );
#ifdef DEBUG_RAYTRACE
OptimizedKDTree[node_number].vecMins = MinBound; OptimizedKDTree[node_number].vecMaxs = MaxBound; #endif
for( int t = 0; t < ntris; t++ ) TriangleIndexList.AddToTail( tri_list[t] ); return; }
float best_cost = 1.0e23; int best_nleft = 0, best_nright = 0, best_nboth = 0; float best_splitvalue = 0; int split_plane = 0;
int tri_skip = 1 + ( ntris / 10 ); // don't try all trinagles as split
// points when there are a lot of them
for( int axis = 0; axis < 3; axis++ ) { for( int ts =- 1; ts < ntris; ts += tri_skip ) { for( int tv = 0; tv < 3; tv++ ) { int trial_nleft, trial_nright, trial_nboth; float trial_splitvalue; if ( ts ==- 1 ) trial_splitvalue = 0.5 * ( MinBound[axis]+ MaxBound[axis] ); else { // else, split at the triangle vertex if possible
CacheOptimizedTriangle &tri = OptimizedTriangleList[tri_list[ts]]; trial_splitvalue = tri.Vertex( tv )[axis]; if ( (trial_splitvalue > MaxBound[axis] ) || ( trial_splitvalue < MinBound[axis] )) continue; // don't try this vertex - not inside
} // printf("ts=%d tv=%d tp=%f\n",ts,tv,trial_splitvalue);
float trial_cost = CalculateCostsOfSplit( axis, tri_list, ntris, MinBound, MaxBound, trial_splitvalue, trial_nleft, trial_nright, trial_nboth ); // printf("try %d cost=%f nl=%d nr=%d nb=%d sp=%f\n",axis,trial_cost,trial_nleft,trial_nright, trial_nboth,
// trial_splitvalue);
if ( trial_cost < best_cost ) { split_plane = axis; best_cost = trial_cost; best_nleft = trial_nleft; best_nright = trial_nright; best_nboth = trial_nboth; best_splitvalue = trial_splitvalue; // save away the axis classification of each triangle
for( int t = 0 ; t < ntris; t++ ) { CacheOptimizedTriangle &tri = OptimizedTriangleList[tri_list[t]]; tri.m_Data.m_GeometryData.m_nTmpData1 = tri.m_Data.m_GeometryData.m_nTmpData0; } } if ( ts ==- 1 ) break; } }
} float cost_of_no_split = COST_OF_INTERSECTION * ntris; if ( ( cost_of_no_split <= best_cost ) || NEVER_SPLIT || ( depth > MAX_TREE_DEPTH )) { // no benefit to splitting. just make this a leaf node
OptimizedKDTree[node_number].Children = KDNODE_STATE_LEAF + ( TriangleIndexList.Count() << 2 ); OptimizedKDTree[node_number].SetNumberOfTrianglesInLeafNode( ntris ); #ifdef DEBUG_RAYTRACE
OptimizedKDTree[node_number].vecMins = MinBound; OptimizedKDTree[node_number].vecMaxs = MaxBound; #endif
for( int t = 0; t < ntris; t++ ) TriangleIndexList.AddToTail( tri_list[t] ); } else { // printf("best split was %d at %f (mid=%f,n=%d, sk=%d)\n",split_plane,best_splitvalue,
// 0.5*(MinBound[split_plane]+MaxBound[split_plane]),ntris,tri_skip);
// its worth splitting!
// we will achieve the splitting without sorting by using a selection algorithm.
int32 * new_triangle_list; new_triangle_list = new int32[ntris];
// now, perform surface area/cost check to determine whether this split was worth it
Vector LeftMins = MinBound; Vector LeftMaxes = MaxBound; Vector RightMins = MinBound; Vector RightMaxes = MaxBound; LeftMaxes[split_plane] = best_splitvalue; RightMins[split_plane] = best_splitvalue;
int n_left_output = 0; int n_both_output = 0; int n_right_output = 0; for( int t = 0; t < ntris; t++ ) { CacheOptimizedTriangle &tri = OptimizedTriangleList[tri_list[t]]; switch( tri.m_Data.m_GeometryData.m_nTmpData1 ) { case PLANECHECK_NEGATIVE: // printf("%d goes left\n",t);
new_triangle_list[n_left_output++] = tri_list[t]; break; case PLANECHECK_POSITIVE: n_right_output++; // printf("%d goes right\n",t);
new_triangle_list[ntris - n_right_output] = tri_list[t]; break; case PLANECHECK_STRADDLING: // printf("%d goes both\n",t);
new_triangle_list[best_nleft + n_both_output] = tri_list[t]; n_both_output++; break;
} } int left_child = OptimizedKDTree.Count(); int right_child = left_child + 1; // printf("node %d split on axis %d at %f, nl=%d nr=%d nb=%d lc=%d rc=%d\n",node_number,
// split_plane,best_splitvalue,best_nleft,best_nright,best_nboth,
// left_child,right_child);
OptimizedKDTree[node_number].Children = split_plane + ( left_child << 2 ); OptimizedKDTree[node_number].SplittingPlaneValue = best_splitvalue; #ifdef DEBUG_RAYTRACE
OptimizedKDTree[node_number].vecMins = MinBound; OptimizedKDTree[node_number].vecMaxs = MaxBound; #endif
CacheOptimizedKDNode newnode; OptimizedKDTree.AddToTail( newnode ); OptimizedKDTree.AddToTail( newnode ); // now, recurse!
if ( ( ntris < 20 ) && ( (best_nleft == 0 ) || ( best_nright == 0 )) ) depth += 100; RefineNode( left_child, new_triangle_list, best_nleft + best_nboth, LeftMins, LeftMaxes, depth + 1 ); RefineNode( right_child, new_triangle_list + best_nleft, best_nright + best_nboth, RightMins, RightMaxes, depth + 1 ); delete[] new_triangle_list; } }
void RayTracingEnvironment::SetupAccelerationStructure( void ) { CacheOptimizedKDNode root; OptimizedKDTree.AddToTail( root ); int32 * root_triangle_list = new int32[OptimizedTriangleList.Count()]; for( int t = 0; t < OptimizedTriangleList.Count(); t++ ) root_triangle_list[t] = t; CalculateTriangleListBounds( root_triangle_list, OptimizedTriangleList.Count(), m_MinBound, m_MaxBound ); RefineNode( 0, root_triangle_list, OptimizedTriangleList.Count(), m_MinBound, m_MaxBound, 0 ); delete[] root_triangle_list;
// now, convert all triangles to "intersection format"
for( int i = 0; i < OptimizedTriangleList.Count(); i++ ) OptimizedTriangleList[i].ChangeIntoIntersectionFormat(); }
void RayTracingEnvironment::AddInfinitePointLight( Vector position, Vector intensity ) { LightDesc_t mylight( position, intensity ); LightList.AddToTail( mylight );
}
#define RTENV_SERIALIZATION_VERSION 1
struct RayTracingSerializationHeader { uint32 m_nVersionNumber; uint32 m_nSerializationFlags; uint32 m_nNumKDNodes; uint32 m_nNumTriangles; uint32 m_nNumTriangleIndices; uint32 m_nNumColors; Vector m_vMinBound; Vector m_vMaxBound;
RayTracingSerializationHeader( void ) { m_nVersionNumber = RTENV_SERIALIZATION_VERSION; }
void Put( CUtlBuffer &outbuf ) { outbuf.PutInt( m_nVersionNumber ); outbuf.PutInt( m_nSerializationFlags ); outbuf.PutInt( m_nNumKDNodes ); outbuf.PutInt( m_nNumTriangles ); outbuf.PutInt( m_nNumTriangleIndices ); outbuf.PutInt( m_nNumColors ); outbuf.PutFloat( m_vMinBound.x ); outbuf.PutFloat( m_vMinBound.y ); outbuf.PutFloat( m_vMinBound.z ); outbuf.PutFloat( m_vMaxBound.x ); outbuf.PutFloat( m_vMaxBound.y ); outbuf.PutFloat( m_vMaxBound.z ); }
void Get( CUtlBuffer &inbuf ) { m_nVersionNumber = inbuf.GetInt(); m_nSerializationFlags = inbuf.GetInt(); m_nNumKDNodes = inbuf.GetInt(); m_nNumTriangles = inbuf.GetInt(); m_nNumTriangleIndices = inbuf.GetInt(); m_nNumColors = inbuf.GetInt(); m_vMinBound.x = inbuf.GetFloat(); m_vMinBound.y = inbuf.GetFloat(); m_vMinBound.z = inbuf.GetFloat(); m_vMaxBound.x = inbuf.GetFloat(); m_vMaxBound.y = inbuf.GetFloat(); m_vMaxBound.z = inbuf.GetFloat(); } };
size_t RayTracingEnvironment::GetSerializationNumBytes( uint32 nSerializationFlags ) const { size_t nRet = sizeof( RayTracingSerializationHeader ); nRet += sizeof( CacheOptimizedKDNode ) * OptimizedKDTree.Count(); nRet += sizeof( CacheOptimizedTriangle ) * OptimizedTriangleList.Count(); nRet += sizeof( int32 ) * TriangleIndexList.Count();
if ( nSerializationFlags & RT_ENV_SERIALIZE_COLORS ) nRet += sizeof( Vector ) * TriangleColors.Count(); return nRet; }
void RayTracingEnvironment::Serialize( CUtlBuffer &outbuf, uint32 nSerializationFlags ) const { outbuf.ActivateByteSwappingIfBigEndian(); RayTracingSerializationHeader hdr; hdr.m_nSerializationFlags = nSerializationFlags; hdr.m_nNumKDNodes = OptimizedKDTree.Count(); hdr.m_nNumTriangles = OptimizedTriangleList.Count(); hdr.m_nNumTriangleIndices = TriangleIndexList.Count(); hdr.m_nNumColors = ( nSerializationFlags & RT_ENV_SERIALIZE_COLORS ) ? TriangleColors.Count() : 0; hdr.m_vMinBound = m_MinBound; hdr.m_vMaxBound = m_MaxBound; hdr.Put( outbuf ); for( int i = 0 ; i < OptimizedKDTree.Count(); i++ ) { CacheOptimizedKDNode const * pNode = &OptimizedKDTree[i]; outbuf.PutInt( pNode->Children ); if ( pNode->NodeType() == KDNODE_STATE_LEAF ) outbuf.PutInt( * ( reinterpret_cast < int32 const *> ( &pNode->SplittingPlaneValue ) ) ); else outbuf.PutFloat( pNode->SplittingPlaneValue ); } for( int i = 0; i < OptimizedTriangleList.Count() ; i++ ) { TriIntersectData_t const * pTri = &( OptimizedTriangleList[i].m_Data.m_IntersectData ); outbuf.PutFloat( pTri->m_flNx ); outbuf.PutFloat( pTri->m_flNy ); outbuf.PutFloat( pTri->m_flNz ); outbuf.PutFloat( pTri->m_flD ); outbuf.PutFloat( pTri->m_nTriangleID ); for( int j = 0; j < ARRAYSIZE( pTri->m_ProjectedEdgeEquations ); j++ ) outbuf.PutFloat( pTri->m_ProjectedEdgeEquations[j] ); outbuf.PutUnsignedChar( pTri->m_nCoordSelect0 ); outbuf.PutUnsignedChar( pTri->m_nCoordSelect1 ); outbuf.PutUnsignedChar( pTri->m_nFlags ); outbuf.PutUnsignedChar( 0 ); // for unused.
} for( int i = 0; i < TriangleIndexList.Count(); i++ ) outbuf.PutInt( TriangleIndexList[i] ); if ( nSerializationFlags & RT_ENV_SERIALIZE_COLORS ) for( int i = 0 ; i < TriangleColors.Count() ; i++ ) { Vector const &v = TriangleColors[i]; outbuf.PutFloat( v.x ); outbuf.PutFloat( v.y ); outbuf.PutFloat( v.z ); } }
void RayTracingEnvironment::UnSerialize( CUtlBuffer &inbuf ) { inbuf.ActivateByteSwappingIfBigEndian(); RayTracingSerializationHeader hdr; hdr.Get( inbuf ); m_MinBound = hdr.m_vMinBound; m_MaxBound = hdr.m_vMaxBound; OptimizedKDTree.SetCount( hdr.m_nNumKDNodes ); for( int i = 0; i < hdr.m_nNumKDNodes; i++ ) { CacheOptimizedKDNode *pNode = &OptimizedKDTree[i]; pNode->Children = inbuf.GetInt(); if ( pNode->NodeType() == KDNODE_STATE_LEAF ) { *( ( int32 * ) &pNode->SplittingPlaneValue ) = inbuf.GetInt(); } else { pNode->SplittingPlaneValue = inbuf.GetFloat(); } } // now, read the triangles
OptimizedTriangleList.SetCount( hdr.m_nNumTriangles ); for( int i = 0; i < OptimizedTriangleList.Count() ; i++ ) { TriIntersectData_t * pTri = &( OptimizedTriangleList[i].m_Data.m_IntersectData ); pTri->m_flNx = inbuf.GetFloat(); pTri->m_flNy = inbuf.GetFloat(); pTri->m_flNz = inbuf.GetFloat(); pTri->m_flD = inbuf.GetFloat(); pTri->m_nTriangleID = inbuf.GetFloat(); for( int j = 0; j < ARRAYSIZE( pTri->m_ProjectedEdgeEquations ); j++ ) { pTri->m_ProjectedEdgeEquations[j] = inbuf.GetFloat(); } pTri->m_nCoordSelect0 = inbuf.GetUnsignedChar(); pTri->m_nCoordSelect1 = inbuf.GetUnsignedChar(); pTri->m_nFlags = inbuf.GetUnsignedChar(); inbuf.GetUnsignedChar(); // for unused.
} TriangleIndexList.SetCount( hdr.m_nNumTriangleIndices ); for( int i = 0; i < TriangleIndexList.Count(); i++ ) { TriangleIndexList[i] = inbuf.GetInt(); } TriangleColors.SetCount( hdr.m_nNumColors ); for( int i = 0 ; i < TriangleColors.Count() ; i++ ) { Vector &v = TriangleColors[i]; v.x = inbuf.GetFloat(); v.y = inbuf.GetFloat(); v.z = inbuf.GetFloat(); } }
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