Cycles: Use Cycles-side mesh instead of C++ RNA

Those are now matching and it's faster to skip C++ RNA to
calculate pointiness.
This commit is contained in:
Sergey Sharybin 2017-02-13 10:40:05 +01:00
parent 9148ce9f3c
commit 594015fb7e

@ -544,21 +544,15 @@ static void attr_create_pointiness(Scene *scene,
* index.
*/
vector<int> vert_orig_index(num_verts);
BL::Mesh::vertices_iterator v;
int vert_index = 0;
for(b_mesh.vertices.begin(v);
v != b_mesh.vertices.end();
++v, ++vert_index)
{
const float3 vert_co = get_float3(v->co());
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
const float3 &vert_co = mesh->verts[vert_index];
bool found = false;
int other_vert_index;
for(other_vert_index = 0;
other_vert_index < vert_index;
++other_vert_index)
{
const float3 other_vert_co =
get_float3(b_mesh.vertices[other_vert_index].co());
const float3 &other_vert_co = mesh->verts[other_vert_index];
if(other_vert_co == vert_co) {
found = true;
break;
@ -576,7 +570,7 @@ static void attr_create_pointiness(Scene *scene,
*/
vector<float3> vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f));
/* First we accumulate all vertex normals in the original index. */
for(vert_index = 0; vert_index < num_verts; ++vert_index) {
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const float3 normal = get_float3(b_mesh.vertices[vert_index].normal());
const int orig_index = vert_orig_index[vert_index];
vert_normal[orig_index] += normal;
@ -584,7 +578,7 @@ static void attr_create_pointiness(Scene *scene,
/* Then we normalize the accumulated result and flush it to all duplicates
* as well.
*/
for(vert_index = 0; vert_index < num_verts; ++vert_index) {
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
vert_normal[vert_index] = normalize(vert_normal[orig_index]);
}
@ -611,8 +605,7 @@ static void attr_create_pointiness(Scene *scene,
++counter[v0];
++counter[v1];
}
vert_index = 0;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++vert_index) {
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
if(orig_index != vert_index) {
/* Skip duplicates, they'll be overwritten later on. */
@ -646,11 +639,11 @@ static void attr_create_pointiness(Scene *scene,
++counter[v0];
++counter[v1];
}
for(vert_index = 0; vert_index < num_verts; ++vert_index) {
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
data[vert_index] /= counter[vert_index] + 1;
}
/* STEP 4: Copy attribute to the duplicated vertices. */
for(vert_index = 0; vert_index < num_verts; ++vert_index) {
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
data[vert_index] = data[orig_index];
}