5#ifndef __BVH_EMBREE_H__
6#define __BVH_EMBREE_H__
10# if EMBREE_MAJOR_VERSION >= 4
11# include <embree4/rtcore.h>
12# include <embree4/rtcore_scene.h>
14# include <embree3/rtcore.h>
15# include <embree3/rtcore_scene.h>
32class BVHEmbree :
public BVH {
34 void build(Progress &progress,
37 const bool isSyclEmbreeDevice =
false);
38 void refit(Progress &progress);
40# if defined(WITH_EMBREE_GPU) && RTC_VERSION >= 40302
44 const char *get_error_string(RTCError error_code);
50 BVHEmbree(
const BVHParams &
params,
51 const vector<Geometry *> &geometry,
52 const vector<Object *> &objects);
55 void add_object(
Object *ob,
int i);
56 void add_instance(
Object *ob,
int i);
59 void add_triangles(
const Object *ob,
const Mesh *mesh,
int i);
62 void set_tri_vertex_buffer(RTCGeometry geom_id,
const Mesh *mesh,
const bool update);
63 void set_curve_vertex_buffer(RTCGeometry geom_id,
const Hair *hair,
const bool update);
64 void set_point_vertex_buffer(RTCGeometry geom_id,
69 bool rtc_device_is_sycl;
70 enum RTCBuildQuality build_quality;
struct PointCloud PointCloud
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
void refit(btStridingMeshInterface *triangles, const btVector3 &aabbMin, const btVector3 &aabbMax)
void build(btStridingMeshInterface *triangles, bool useQuantizedAabbCompression, const btVector3 &bvhAabbMin, const btVector3 &bvhAabbMax)
#define CCL_NAMESPACE_END
ccl_device bool BVH_FUNCTION_FULL_NAME BVH(KernelGlobals kg, ccl_private const Ray *ray, ccl_private LocalIntersection *local_isect, int local_object, ccl_private uint *lcg_state, int max_hits)
void add_curves(bke::CurvesGeometry &curves, const Span< int > new_sizes)
static void update(bNodeTree *ntree)