From bf25f1ea96d01b513907cf3067e8e2dd3c7e41b4 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 3 Jan 2013 12:09:09 +0000 Subject: Cycles Hair: refactoring to store curves with the index of the first key and the number of keys in the curve, rather than curve segments with the indices of two keys. ShaderData.segment now stores the segment number in the curve. --- intern/cycles/render/light.cpp | 73 ++++++++++++++++++++++++------------------ 1 file changed, 41 insertions(+), 32 deletions(-) (limited to 'intern/cycles/render/light.cpp') diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index cab6008dd7c..c8e3e94ec98 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -171,13 +171,14 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen num_triangles++; } - /* disabled for strands*/ - /*for(size_t i = 0; i < mesh->curve_segments.size(); i++) { - * Shader *shader = scene->shaders[mesh->curve_segments[i].shader]; - * - * if(shader->sample_as_light && shader->has_surface_emission) - * num_curve_segments++; - }*/ + /* disabled for curves */ +#if 0 + foreach(Mesh::Curve& curve, mesh->curves) { + Shader *shader = scene->shaders[curve.shader]; + + if(shader->sample_as_light && shader->has_surface_emission) + num_curve_segments += curve.num_segments(); +#endif } } @@ -225,7 +226,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen if(shader->sample_as_light && shader->has_surface_emission) { distribution[offset].x = totarea; distribution[offset].y = __int_as_float(i + mesh->tri_offset); - distribution[offset].z = 1.0f; + distribution[offset].z = __int_as_float(~0); distribution[offset].w = __int_as_float(object_id); offset++; @@ -245,30 +246,38 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen } /*sample as light disabled for strands*/ - /*for(size_t i = 0; i < mesh->curve_segments.size(); i++) { - * Shader *shader = scene->shaders[mesh->curve_segments[i].shader]; - * - * if(shader->sample_as_light && shader->has_surface_emission) { - * distribution[offset].x = totarea; - * distribution[offset].y = __int_as_float(i + mesh->curveseg_offset); - * distribution[offset].z = 0.0f; - * distribution[offset].w = __int_as_float(object_id); - * offset++; - * - * Mesh::CurveSeg s = mesh->curve_segments[i]; - * float3 p1 = mesh->curve_keys[s.v[0]].loc; - * float r1 = mesh->curve_keys[s.v[0]].radius; - * float3 p2 = mesh->curve_keys[s.v[1]].loc; - * float r2 = mesh->curve_keys[s.v[1]].radius; - * - * if(!transform_applied) { - * p1 = transform_point(&tfm, p1); - * p2 = transform_point(&tfm, p2); - * } - * - * totarea += M_PI_F * (r1 + r2) * len(p1 - p2); - * } - }*/ +#if 0 + size_t i = 0; + + foreach(Mesh::Curve& curve, mesh->curves) { + Shader *shader = scene->shaders[curve.shader]; + int first_key = curve.first_key; + + if(shader->sample_as_light && shader->has_surface_emission) { + for(int j = 0; j < curve.num_segments(); j++) { + distribution[offset].x = totarea; + distribution[offset].y = __int_as_float(i + mesh->curve_offset); // XXX fix kernel code + distribution[offset].z = __int_as_float(j); + distribution[offset].w = __int_as_float(object_id); + offset++; + + float3 p1 = mesh->curve_keys[first_key + j].loc; + float r1 = mesh->curve_keys[first_key + j].radius; + float3 p2 = mesh->curve_keys[first_key + j + 1].loc; + float r2 = mesh->curve_keys[first_key + j + 1].radius; + + if(!transform_applied) { + p1 = transform_point(&tfm, p1); + p2 = transform_point(&tfm, p2); + } + + totarea += M_PI_F * (r1 + r2) * len(p1 - p2); + } + } + + i++; + } +#endif } if(progress.get_cancel()) return; -- cgit v1.2.3