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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-02 20:15:18 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-02 20:15:18 +0400
commit67030aaf84229b4d0dc52fbe07e91c2c9d320b0d (patch)
tree9b8d2402b3dd92134d78d1661d678effd8a70ecd /intern/cycles/render/light.cpp
parent1135875ab1501ff38184b91dc541aa8a2fe89c92 (diff)
Cycles: optimizations for instances in scene updates before render starts,
should load a non-trivial mesh instanced many times quite a bit faster now.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp63
1 files changed, 44 insertions, 19 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 88a797f753d..feb9e35e785 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -61,12 +61,24 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
+ bool have_emission = false;
- for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Shader *shader = scene->shaders[mesh->shader[i]];
+ /* skip if we have no emission shaders */
+ foreach(uint sindex, mesh->used_shaders) {
+ if(scene->shaders[sindex]->has_surface_emission) {
+ have_emission = true;
+ break;
+ }
+ }
- if(shader->has_surface_emission)
- num_triangles++;
+ /* count triangles */
+ if(have_emission) {
+ for(size_t i = 0; i < mesh->triangles.size(); i++) {
+ Shader *shader = scene->shaders[mesh->shader[i]];
+
+ if(shader->has_surface_emission)
+ num_triangles++;
+ }
}
}
@@ -82,25 +94,38 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
- Transform tfm = object->tfm;
- int object_id = (mesh->transform_applied)? -j-1: j;
+ bool have_emission = false;
+
+ /* skip if we have no emission shaders */
+ foreach(uint sindex, mesh->used_shaders) {
+ if(scene->shaders[sindex]->has_surface_emission) {
+ have_emission = true;
+ break;
+ }
+ }
+
+ /* sum area */
+ if(have_emission) {
+ Transform tfm = object->tfm;
+ int object_id = (mesh->transform_applied)? -j-1: j;
- for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Shader *shader = scene->shaders[mesh->shader[i]];
+ for(size_t i = 0; i < mesh->triangles.size(); i++) {
+ Shader *shader = scene->shaders[mesh->shader[i]];
- if(shader->has_surface_emission) {
- distribution[offset].x = totarea;
- distribution[offset].y = __int_as_float(i + mesh->tri_offset);
- distribution[offset].z = 1.0f;
- distribution[offset].w = __int_as_float(object_id);
- offset++;
+ if(shader->has_surface_emission) {
+ distribution[offset].x = totarea;
+ distribution[offset].y = __int_as_float(i + mesh->tri_offset);
+ distribution[offset].z = 1.0f;
+ distribution[offset].w = __int_as_float(object_id);
+ offset++;
- Mesh::Triangle t = mesh->triangles[i];
- float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
- float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
- float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
+ Mesh::Triangle t = mesh->triangles[i];
+ float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
+ float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
+ float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
- totarea += triangle_area(p1, p2, p3);
+ totarea += triangle_area(p1, p2, p3);
+ }
}
}