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Diffstat (limited to 'source/blender/render/intern/source/rayshade.c')
-rw-r--r--source/blender/render/intern/source/rayshade.c40
1 files changed, 17 insertions, 23 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 015922216f9..724fd9a3110 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -41,9 +41,10 @@
#include "BKE_node.h"
#include "BKE_utildefines.h"
-#include "BLI_math.h"
#include "BLI_blenlib.h"
+#include "BLI_cpu.h"
#include "BLI_jitter.h"
+#include "BLI_math.h"
#include "BLI_rand.h"
#include "PIL_time.h"
@@ -98,7 +99,7 @@ RayObject* RE_rayobject_create(Render *re, int type, int size)
//TODO
//if(detect_simd())
#ifdef __SSE__
- type = R_RAYSTRUCTURE_SIMD_SVBVH;
+ type = BLI_cpu_support_sse2()? R_RAYSTRUCTURE_SIMD_SVBVH: R_RAYSTRUCTURE_VBVH;
#else
type = R_RAYSTRUCTURE_VBVH;
#endif
@@ -240,7 +241,9 @@ RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi)
if(is_raytraceable_vlr(re, vlr))
faces++;
}
- assert( faces > 0 );
+
+ if (faces == 0)
+ return NULL;
//Create Ray cast accelaration structure
raytree = RE_rayobject_create( re, re->r.raytrace_structure, faces );
@@ -370,7 +373,12 @@ static void makeraytree_single(Render *re)
if(has_special_rayobject(re, obi))
{
RayObject *obj = makeraytree_object(re, obi);
- RE_rayobject_add( re->raytree, obj );
+
+ if(test_break(re))
+ break;
+
+ if (obj)
+ RE_rayobject_add( re->raytree, obj );
}
else
{
@@ -523,10 +531,6 @@ void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shade_input_set_normals(shi);
- /* point normals to viewing direction */
- if(INPR(shi->facenor, shi->view) < 0.0f)
- shade_input_flip_normals(shi);
-
shade_input_set_shade_texco(shi);
if (shi->mat->material_type == MA_TYPE_VOLUME) {
if(ELEM(is->mode, RE_RAY_SHADOW, RE_RAY_SHADOW_TRA)) {
@@ -550,19 +554,9 @@ void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
}
else {
- int tempdepth;
- /* XXX dodgy business here, set ray depth to -1
- * to ignore raytrace in shade_material_loop()
- * this could really use a refactor --Matt */
- if (shi->volume_depth == 0) {
- tempdepth = shi->depth;
- shi->depth = -1;
- shade_material_loop(shi, shr);
- shi->depth = tempdepth;
- } else {
- shade_material_loop(shi, shr);
- }
+ shade_material_loop(shi, shr);
}
+
/* raytrace likes to separate the spec color */
VECSUB(shr->diff, shr->combined, shr->spec);
}
@@ -1310,7 +1304,7 @@ static void trace_refract(float *col, ShadeInput *shi, ShadeResult *shr)
/* and perturb the refraction vector in it */
add_v3_v3v3(v_refract_new, v_refract, orthx);
- add_v3_v3v3(v_refract_new, v_refract_new, orthy);
+ add_v3_v3(v_refract_new, orthy);
normalize_v3(v_refract_new);
} else {
@@ -1405,7 +1399,7 @@ static void trace_reflect(float *col, ShadeInput *shi, ShadeResult *shr, float f
/* and perturb the normal in it */
add_v3_v3v3(v_nor_new, shi->vn, orthx);
- add_v3_v3v3(v_nor_new, v_nor_new, orthy);
+ add_v3_v3(v_nor_new, orthy);
normalize_v3(v_nor_new);
} else {
/* no blurriness, use the original normal */
@@ -1728,7 +1722,7 @@ static void DS_energy(float *sphere, int tot, float *vec)
}
mul_v3_fl(res, 0.5);
- add_v3_v3v3(vec, vec, res);
+ add_v3_v3(vec, res);
normalize_v3(vec);
}