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			| be11144 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 | #pragma once
#include "diffvg.h"
#include "aabb.h"
#include <vector>
struct Shape;
struct ShapeGroup;
struct Filter;
struct DFilter;
struct BVHNode {
    int child0, child1; // child1 is negative if it is a leaf
    AABB box;
    float max_radius;
};
struct Scene {
    Scene(int canvas_width,
          int canvas_height,
          const std::vector<const Shape *> &shape_list,
          const std::vector<const ShapeGroup *> &shape_group_list,
          const Filter &filter,
          bool use_gpu,
          int gpu_index);
    ~Scene();
    int canvas_width;
    int canvas_height;
    uint8_t *buffer;
    Shape *shapes;
    Shape *d_shapes;
    ShapeGroup *shape_groups;
    ShapeGroup *d_shape_groups;
    Filter *filter;
    DFilter *d_filter;
    // For accelerating intersection
    AABB *shapes_bbox;
    BVHNode **path_bvhs; // Only for Path
    BVHNode **shape_groups_bvh_nodes; // One BVH for each shape group
    BVHNode *bvh_nodes;
    int num_shapes;
    int num_shape_groups;
    // shape_groups reuse shape, so the total number of shapes
    // doesn't equal to num_shapes
    int num_total_shapes;
    bool use_gpu;
    int gpu_index;
    // For edge sampling
    float *shapes_length;
    float *sample_shapes_cdf;
    float *sample_shapes_pmf;
    int *sample_shape_id;
    int *sample_group_id;
    float **path_length_cdf;
    float **path_length_pmf;
    int **path_point_id_map;
    ShapeGroup get_d_shape_group(int group_id) const;
    Shape get_d_shape(int shape_id) const;
    float get_d_filter_radius() const;
};
struct SceneData {
    int canvas_width;
    int canvas_height;
    Shape *shapes;
    Shape *d_shapes;
    ShapeGroup *shape_groups;
    ShapeGroup *d_shape_groups;
    Filter *filter;
    DFilter *d_filter;
    AABB *shapes_bbox;
    BVHNode **path_bvhs; // Only for Path
    BVHNode **shape_groups_bvh_nodes;
    BVHNode *bvh_nodes;
    int num_shapes;
    int num_shape_groups;
    int num_total_shapes;
    // For edge sampling
    float *shapes_length;
    float *sample_shapes_cdf;
    float *sample_shapes_pmf;
    int *sample_shape_id;
    int *sample_group_id;
    float **path_length_cdf;
    float **path_length_pmf;
    int **path_point_id_map;
};
inline SceneData get_scene_data(const Scene &scene) {
    return SceneData{scene.canvas_width,
                     scene.canvas_height,
                     scene.shapes,
                     scene.d_shapes,
                     scene.shape_groups,
                     scene.d_shape_groups,
                     scene.filter,
                     scene.d_filter,
                     scene.shapes_bbox,
                     scene.path_bvhs,
                     scene.shape_groups_bvh_nodes,
                     scene.bvh_nodes,
                     scene.num_shapes,
                     scene.num_shape_groups,
                     scene.num_total_shapes,
                     scene.shapes_length,
                     scene.sample_shapes_cdf,
                     scene.sample_shapes_pmf,
                     scene.sample_shape_id,
                     scene.sample_group_id,
                     scene.path_length_cdf,
                     scene.path_length_pmf,
                     scene.path_point_id_map};
}
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