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authorCampbell Barton <ideasman42@gmail.com>2018-07-29 05:12:36 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-29 05:12:36 +0300
commit66a00b64c5cc64e28289147fdfbcf5bf8f046c34 (patch)
treeda8549b8e9b8b49d8d80f5801a83b80c9b72e2cb /intern
parent8f01623ef314f72ac7628d7fd54c1855cd0cb731 (diff)
parent018c9af446de10f038a6e641ca3a61ce451a7c92 (diff)
Merge branch 'master' into blender2.8
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/kernel_light.h25
-rw-r--r--intern/cycles/render/mesh_volume.cpp91
2 files changed, 35 insertions, 81 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h
index 32cb924d25f..0165eaa606f 100644
--- a/intern/cycles/kernel/kernel_light.h
+++ b/intern/cycles/kernel/kernel_light.h
@@ -72,24 +72,17 @@ ccl_device_inline float rect_light_sample(float3 P,
float y0 = dot(dir, y);
float x1 = x0 + axisu_len;
float y1 = y0 + axisv_len;
- /* Create vectors to four vertices. */
- float3 v00 = make_float3(x0, y0, z0);
- float3 v01 = make_float3(x0, y1, z0);
- float3 v10 = make_float3(x1, y0, z0);
- float3 v11 = make_float3(x1, y1, z0);
- /* Compute normals to edges. */
- float3 n0 = normalize(cross(v00, v10));
- float3 n1 = normalize(cross(v10, v11));
- float3 n2 = normalize(cross(v11, v01));
- float3 n3 = normalize(cross(v01, v00));
/* Compute internal angles (gamma_i). */
- float g0 = safe_acosf(-dot(n0, n1));
- float g1 = safe_acosf(-dot(n1, n2));
- float g2 = safe_acosf(-dot(n2, n3));
- float g3 = safe_acosf(-dot(n3, n0));
+ float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1);
+ float4 nz = make_float4(y0, x1, y1, x0) * diff;
+ nz = nz / sqrt(sqr(z0 * diff) + sqr(nz));
+ float g0 = safe_acosf(-nz.x * nz.y);
+ float g1 = safe_acosf(-nz.y * nz.z);
+ float g2 = safe_acosf(-nz.z * nz.w);
+ float g3 = safe_acosf(-nz.w * nz.x);
/* Compute predefined constants. */
- float b0 = n0.z;
- float b1 = n2.z;
+ float b0 = nz.x;
+ float b1 = nz.z;
float b0sq = b0 * b0;
float k = M_2PI_F - g2 - g3;
/* Compute solid angle from internal angles. */
diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp
index d1c49b456ff..3ee4124ba0f 100644
--- a/intern/cycles/render/mesh_volume.cpp
+++ b/intern/cycles/render/mesh_volume.cpp
@@ -87,23 +87,31 @@ const float3 quads_normals[6] = {
make_float3(0.0f, 0.0f, 1.0f),
};
-static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int face_index)
+static int add_vertex(int3 v, vector<int3> &vertices, int3 res, unordered_map<size_t, int> &used_verts)
{
- size_t vertex_offset = vertices.size();
+ size_t vert_key = v.x + v.y * (res.x+1) + v.z * (res.x+1)*(res.y+1);
+ unordered_map<size_t, int>::iterator it = used_verts.find(vert_key);
+ if(it != used_verts.end()) {
+ return it->second;
+ }
+
+ int vertex_offset = vertices.size();
+ used_verts[vert_key] = vertex_offset;
+ vertices.push_back(v);
+ return vertex_offset;
+}
+
+static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int3 res, unordered_map<size_t, int> &used_verts, int face_index)
+{
QuadData quad;
- quad.v0 = vertex_offset + 0;
- quad.v1 = vertex_offset + 1;
- quad.v2 = vertex_offset + 2;
- quad.v3 = vertex_offset + 3;
+ quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts);
+ quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts);
+ quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts);
+ quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts);
quad.normal = quads_normals[face_index];
quads.push_back(quad);
-
- vertices.push_back(corners[quads_indices[face_index][0]]);
- vertices.push_back(corners[quads_indices[face_index][1]]);
- vertices.push_back(corners[quads_indices[face_index][2]]);
- vertices.push_back(corners[quads_indices[face_index][3]]);
}
struct VolumeParams {
@@ -159,9 +167,6 @@ private:
void generate_vertices_and_quads(vector<int3> &vertices_is,
vector<QuadData> &quads);
- void deduplicate_vertices(vector<int3> &vertices,
- vector<QuadData> &quads);
-
void convert_object_space(const vector<int3> &vertices,
vector<float3> &out_vertices);
@@ -234,8 +239,6 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
generate_vertices_and_quads(vertices_is, quads);
- deduplicate_vertices(vertices_is, quads);
-
convert_object_space(vertices_is, vertices);
convert_quads_to_tris(quads, indices, face_normals);
@@ -245,10 +248,7 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
vector<ccl::int3> &vertices_is,
vector<QuadData> &quads)
{
- /* Overallocation, we could count the number of quads and vertices to create
- * in a pre-pass if memory becomes an issue. */
- vertices_is.reserve(number_of_nodes*8);
- quads.reserve(number_of_nodes*6);
+ unordered_map<size_t, int> used_verts;
for(int z = 0; z < res.z; ++z) {
for(int y = 0; y < res.y; ++y) {
@@ -283,77 +283,38 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
voxel_index = compute_voxel_index(res, x - 1, y, z);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_X_MIN);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MIN);
}
voxel_index = compute_voxel_index(res, x + 1, y, z);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_X_MAX);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MAX);
}
voxel_index = compute_voxel_index(res, x, y - 1, z);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_Y_MIN);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MIN);
}
voxel_index = compute_voxel_index(res, x, y + 1, z);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_Y_MAX);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MAX);
}
voxel_index = compute_voxel_index(res, x, y, z - 1);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_Z_MIN);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MIN);
}
voxel_index = compute_voxel_index(res, x, y, z + 1);
if(voxel_index == -1 || grid[voxel_index] == 0) {
- create_quad(corners, vertices_is, quads, QUAD_Z_MAX);
+ create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MAX);
}
}
}
}
}
-void VolumeMeshBuilder::deduplicate_vertices(vector<int3> &vertices,
- vector<QuadData> &quads)
-{
- vector<int3> sorted_vertices = vertices;
- std::sort(sorted_vertices.begin(), sorted_vertices.end());
- vector<int3>::iterator it = std::unique(sorted_vertices.begin(), sorted_vertices.end());
- sorted_vertices.resize(std::distance(sorted_vertices.begin(), it));
-
- vector<QuadData> new_quads = quads;
-
- for(size_t i = 0; i < vertices.size(); ++i) {
- for(size_t j = 0; j < sorted_vertices.size(); ++j) {
- if(vertices[i] != sorted_vertices[j]) {
- continue;
- }
-
- for(int k = 0; k < quads.size(); ++k) {
- if(quads[k].v0 == i) {
- new_quads[k].v0 = j;
- }
- else if(quads[k].v1 == i) {
- new_quads[k].v1 = j;
- }
- else if(quads[k].v2 == i) {
- new_quads[k].v2 = j;
- }
- else if(quads[k].v3 == i) {
- new_quads[k].v3 = j;
- }
- }
-
- break;
- }
- }
-
- vertices = sorted_vertices;
- quads = new_quads;
-}
-
void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
vector<float3> &out_vertices)
{