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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-01-03 16:08:54 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-01-03 16:08:54 +0400
commit57cf48e7c6fd04f864072c21433a822907774f78 (patch)
tree45f3fa51f532a03e25c4d8ffa0c1be58027d01b2 /intern/cycles/render/light.cpp
parent8ca977b16e745f716d044a5b6ccbb5be4a70ac94 (diff)
Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 66e528c7230..cab6008dd7c 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -142,7 +142,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* count */
size_t num_lights = scene->lights.size();
size_t num_triangles = 0;
- size_t num_curve_segs = 0;
+ size_t num_curve_segments = 0;
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
@@ -172,16 +172,16 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
}
/* disabled for strands*/
- /*for(size_t i = 0; i < mesh->curve_segs.size(); i++) {
- * Shader *shader = scene->shaders[mesh->curve_segs[i].curveshader];
+ /*for(size_t i = 0; i < mesh->curve_segments.size(); i++) {
+ * Shader *shader = scene->shaders[mesh->curve_segments[i].shader];
*
* if(shader->sample_as_light && shader->has_surface_emission)
- * num_curve_segs++;
+ * num_curve_segments++;
}*/
}
}
- size_t num_distribution = num_triangles + num_curve_segs;
+ size_t num_distribution = num_triangles + num_curve_segments;
num_distribution += num_lights;
/* emission area */
@@ -245,8 +245,8 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
}
/*sample as light disabled for strands*/
- /*for(size_t i = 0; i < mesh->curve_segs.size(); i++) {
- * Shader *shader = scene->shaders[mesh->curve_segs[i].curveshader];
+ /*for(size_t i = 0; i < mesh->curve_segments.size(); i++) {
+ * Shader *shader = scene->shaders[mesh->curve_segments[i].shader];
*
* if(shader->sample_as_light && shader->has_surface_emission) {
* distribution[offset].x = totarea;
@@ -255,7 +255,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
* distribution[offset].w = __int_as_float(object_id);
* offset++;
*
- * Mesh::CurveSeg s = mesh->curve_segs[i];
+ * Mesh::CurveSeg s = mesh->curve_segments[i];
* float3 p1 = mesh->curve_keys[s.v[0]].loc;
* float r1 = mesh->curve_keys[s.v[0]].radius;
* float3 p2 = mesh->curve_keys[s.v[1]].loc;