diff options
-rw-r--r-- | intern/cycles/render/mesh.cpp | 97 |
1 files changed, 47 insertions, 50 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 9166d3bcd5e..d6c37c22099 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -2057,7 +2057,9 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen VLOG(1) << "Total " << scene->meshes.size() << " meshes."; - /* Update normals. */ + bool true_displacement_used = false; + size_t total_tess_needed = 0; + foreach(Mesh *mesh, scene->meshes) { foreach(Shader *shader, mesh->used_shaders) { if(shader->need_update_mesh) @@ -2065,6 +2067,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen } if(mesh->need_update) { + /* Update normals. */ mesh->add_face_normals(); mesh->add_vertex_normals(); @@ -2072,57 +2075,53 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen mesh->add_undisplaced(); } + /* Test if we need tesselation. */ + if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE && + mesh->num_subd_verts == 0 && + mesh->subd_params) + { + total_tess_needed++; + } + + /* Test if we need displacement. */ + if(mesh->has_true_displacement()) { + true_displacement_used = true; + } + if(progress.get_cancel()) return; } } /* Tessellate meshes that are using subdivision */ - size_t total_tess_needed = 0; - foreach(Mesh *mesh, scene->meshes) { - if(mesh->need_update && - mesh->subdivision_type != Mesh::SUBDIVISION_NONE && - mesh->num_subd_verts == 0 && - mesh->subd_params) - { - total_tess_needed++; - } - } + if(total_tess_needed) { + size_t i = 0; + foreach(Mesh *mesh, scene->meshes) { + if(mesh->need_update && + mesh->subdivision_type != Mesh::SUBDIVISION_NONE && + mesh->num_subd_verts == 0 && + mesh->subd_params) + { + string msg = "Tessellating "; + if(mesh->name == "") + msg += string_printf("%u/%u", (uint)(i+1), (uint)total_tess_needed); + else + msg += string_printf("%s %u/%u", mesh->name.c_str(), (uint)(i+1), (uint)total_tess_needed); - size_t i = 0; - foreach(Mesh *mesh, scene->meshes) { - if(mesh->need_update && - mesh->subdivision_type != Mesh::SUBDIVISION_NONE && - mesh->num_subd_verts == 0 && - mesh->subd_params) - { - string msg = "Tessellating "; - if(mesh->name == "") - msg += string_printf("%u/%u", (uint)(i+1), (uint)total_tess_needed); - else - msg += string_printf("%s %u/%u", mesh->name.c_str(), (uint)(i+1), (uint)total_tess_needed); + progress.set_status("Updating Mesh", msg); - progress.set_status("Updating Mesh", msg); + DiagSplit dsplit(*mesh->subd_params); + mesh->tessellate(&dsplit); - DiagSplit dsplit(*mesh->subd_params); - mesh->tessellate(&dsplit); + i++; - i++; + if(progress.get_cancel()) return; + } - if(progress.get_cancel()) return; } } /* Update images needed for true displacement. */ - bool true_displacement_used = false; bool old_need_object_flags_update = false; - foreach(Mesh *mesh, scene->meshes) { - if(mesh->need_update && - mesh->has_true_displacement()) - { - true_displacement_used = true; - break; - } - } if(true_displacement_used) { VLOG(1) << "Updating images used for true displacement."; device_update_displacement_images(device, scene, progress); @@ -2148,11 +2147,17 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen /* Update displacement. */ bool displacement_done = false; + size_t num_bvh = 0; + foreach(Mesh *mesh, scene->meshes) { - if(mesh->need_update && - displace(device, dscene, scene, mesh, progress)) - { - displacement_done = true; + if(mesh->need_update) { + if(displace(device, dscene, scene, mesh, progress)) { + displacement_done = true; + } + + if(mesh->need_build_bvh()) { + num_bvh++; + } } } @@ -2167,17 +2172,9 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen if(progress.get_cancel()) return; } - /* Update bvh. */ - size_t num_bvh = 0; - foreach(Mesh *mesh, scene->meshes) { - if(mesh->need_update && mesh->need_build_bvh()) { - num_bvh++; - } - } - TaskPool pool; - i = 0; + size_t i = 0; foreach(Mesh *mesh, scene->meshes) { if(mesh->need_update) { pool.push(function_bind(&Mesh::compute_bvh, |