From 87717c64490f3fe3a00e5df844f3d03923ceca34 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Thu, 28 Jul 2016 12:20:47 +0200 Subject: Cycles: De-duplicate check for MIS shaders in meshes Should be no functional changes. --- intern/cycles/render/light.cpp | 149 ++++++++++++++++++++--------------------- 1 file changed, 71 insertions(+), 78 deletions(-) (limited to 'intern/cycles/render/light.cpp') diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 34c5eac76fd..41af209226d 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -227,34 +227,31 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen foreach(Object *object, scene->objects) { Mesh *mesh = object->mesh; - bool have_emission = false; - /* skip if we are not visible for BSDFs */ + /* Skip if we are not visible for BSDFs. */ if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) continue; - /* skip motion blurred deforming meshes, not supported yet */ - if(mesh->has_motion_blur()) + /* Skip motion blurred deforming meshes, not supported yet. */ + if(mesh->has_motion_blur()) { continue; + } - /* skip if we have no emission shaders */ - foreach(Shader *shader, mesh->used_shaders) { - if(shader->use_mis && shader->has_surface_emission) { - have_emission = true; - break; - } + /* Skip if we have no emission shaders. */ + if(!mesh->has_mis_emission) { + continue; } - /* count triangles */ - if(have_emission) { - size_t mesh_num_triangles = mesh->num_triangles(); - for(size_t i = 0; i < mesh_num_triangles; i++) { - int shader_index = mesh->shader[i]; - Shader *shader = (shader_index < mesh->used_shaders.size()) ? - mesh->used_shaders[shader_index] : scene->default_surface; + /* Count triangles. */ + size_t mesh_num_triangles = mesh->num_triangles(); + for(size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) + ? mesh->used_shaders[shader_index] + : scene->default_surface; - if(shader->use_mis && shader->has_surface_emission) - num_triangles++; + if(shader->use_mis && shader->has_surface_emission) { + num_triangles++; } } } @@ -271,87 +268,83 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen int j = 0; foreach(Object *object, scene->objects) { + if(progress.get_cancel()) return; + Mesh *mesh = object->mesh; - bool have_emission = false; - /* skip if we are not visible for BSDFs */ + /* Skip if we are not visible for BSDFs. */ if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) { j++; continue; } - /* skip motion blurred deforming meshes, not supported yet */ + /* Skip motion blurred deforming meshes, not supported yet. */ if(mesh->has_motion_blur()) { j++; continue; } - /* skip if we have no emission shaders */ - foreach(Shader *shader, mesh->used_shaders) { - if(shader->use_mis && shader->has_surface_emission) { - have_emission = true; - break; - } + /* Skip if we have no emission shaders. */ + if(!mesh->has_mis_emission) { + j++; + continue; } /* sum area */ - if(have_emission) { - bool transform_applied = mesh->transform_applied; - Transform tfm = object->tfm; - int object_id = j; - int shader_flag = 0; + bool transform_applied = mesh->transform_applied; + Transform tfm = object->tfm; + int object_id = j; + int shader_flag = 0; - if(transform_applied) - object_id = ~object_id; + if(transform_applied) + object_id = ~object_id; - if(!(object->visibility & PATH_RAY_DIFFUSE)) { - shader_flag |= SHADER_EXCLUDE_DIFFUSE; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_GLOSSY)) { - shader_flag |= SHADER_EXCLUDE_GLOSSY; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_TRANSMIT)) { - shader_flag |= SHADER_EXCLUDE_TRANSMIT; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) { - shader_flag |= SHADER_EXCLUDE_SCATTER; - use_light_visibility = true; - } + if(!(object->visibility & PATH_RAY_DIFFUSE)) { + shader_flag |= SHADER_EXCLUDE_DIFFUSE; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_GLOSSY)) { + shader_flag |= SHADER_EXCLUDE_GLOSSY; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_TRANSMIT)) { + shader_flag |= SHADER_EXCLUDE_TRANSMIT; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) { + shader_flag |= SHADER_EXCLUDE_SCATTER; + use_light_visibility = true; + } + + size_t mesh_num_triangles = mesh->num_triangles(); + for(size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) + ? mesh->used_shaders[shader_index] + : scene->default_surface; - size_t mesh_num_triangles = mesh->num_triangles(); - for(size_t i = 0; i < mesh_num_triangles; i++) { - int shader_index = mesh->shader[i]; - Shader *shader = (shader_index < mesh->used_shaders.size()) ? - mesh->used_shaders[shader_index] : scene->default_surface; - - if(shader->use_mis && shader->has_surface_emission) { - distribution[offset].x = totarea; - distribution[offset].y = __int_as_float(i + mesh->tri_offset); - distribution[offset].z = __int_as_float(shader_flag); - distribution[offset].w = __int_as_float(object_id); - offset++; - - Mesh::Triangle t = mesh->get_triangle(i); - float3 p1 = mesh->verts[t.v[0]]; - float3 p2 = mesh->verts[t.v[1]]; - float3 p3 = mesh->verts[t.v[2]]; - - if(!transform_applied) { - p1 = transform_point(&tfm, p1); - p2 = transform_point(&tfm, p2); - p3 = transform_point(&tfm, p3); - } - - totarea += triangle_area(p1, p2, p3); + if(shader->use_mis && shader->has_surface_emission) { + distribution[offset].x = totarea; + distribution[offset].y = __int_as_float(i + mesh->tri_offset); + distribution[offset].z = __int_as_float(shader_flag); + distribution[offset].w = __int_as_float(object_id); + offset++; + + Mesh::Triangle t = mesh->get_triangle(i); + float3 p1 = mesh->verts[t.v[0]]; + float3 p2 = mesh->verts[t.v[1]]; + float3 p3 = mesh->verts[t.v[2]]; + + if(!transform_applied) { + p1 = transform_point(&tfm, p1); + p2 = transform_point(&tfm, p2); + p3 = transform_point(&tfm, p3); } + + totarea += triangle_area(p1, p2, p3); } } - if(progress.get_cancel()) return; - j++; } -- cgit v1.2.3