diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-18 00:07:22 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-18 00:07:22 +0400 |
commit | ed1a08382f2b9f9d11661d2f4c68c496c49f274a (patch) | |
tree | 493b75861ce91041475ff7de0169051e43b455a1 /intern/cycles/render/object.cpp | |
parent | f3f5e9553ecf43cbe19d40607ef27e0ea1a73085 (diff) |
Cycles: code refactoring to deduplicate the various BVH traversal variations.
Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.
This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index 17008b7a7f3..1a2780995e3 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -156,6 +156,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene map<Mesh*, float> surface_area_map; Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading); bool have_motion = false; + bool have_curves = false; objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size()); if(need_motion == Scene::MOTION_PASS) @@ -176,7 +177,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene float surface_area = 0.0f; float pass_id = ob->pass_id; float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF); - + if(transform_uniform_scale(tfm, uniform_scale)) { map<Mesh*, float>::iterator it = surface_area_map.find(mesh); @@ -282,6 +283,10 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene flag |= SD_HOLDOUT_MASK; object_flag[i] = flag; + /* have curves */ + if(mesh->curves.size()) + have_curves = true; + i++; if(progress.get_cancel()) return; @@ -292,6 +297,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene device->tex_alloc("__objects_vector", dscene->objects_vector); dscene->data.bvh.have_motion = have_motion; + dscene->data.bvh.have_curves = have_curves; + dscene->data.bvh.have_instancing = true; } void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) @@ -319,7 +326,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc /* todo: do before to support getting object level coords? */ if(scene->params.bvh_type == SceneParams::BVH_STATIC) { progress.set_status("Updating Objects", "Applying Static Transformations"); - apply_static_transforms(scene, object_flag, progress); + apply_static_transforms(dscene, scene, object_flag, progress); } /* allocate object flag */ @@ -338,7 +345,7 @@ void ObjectManager::device_free(Device *device, DeviceScene *dscene) dscene->object_flag.clear(); } -void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Progress& progress) +void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress) { /* todo: normals and displacement should be done before applying transform! */ /* todo: create objects/meshes in right order! */ @@ -352,6 +359,7 @@ void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Pro bool motion_blur = false; #endif int i = 0; + bool have_instancing = false; foreach(Object *object, scene->objects) { map<Mesh*, int>::iterator it = mesh_users.find(object->mesh); @@ -377,10 +385,16 @@ void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Pro object_flag[i] |= SD_TRANSFORM_APPLIED; } + else + have_instancing = true; } + else + have_instancing = true; i++; } + + dscene->data.bvh.have_instancing = have_instancing; } void ObjectManager::tag_update(Scene *scene) |