forked from bartvdbraak/blender
7377d411b4
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
76 lines
914 B
CMake
76 lines
914 B
CMake
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set(INC
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..
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../../glew-mx
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)
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set(INC_SYS
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${GLEW_INCLUDE_DIR}
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)
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set(SRC
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attribute.cpp
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background.cpp
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bake.cpp
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buffers.cpp
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camera.cpp
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constant_fold.cpp
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film.cpp
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graph.cpp
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image.cpp
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integrator.cpp
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light.cpp
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mesh.cpp
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mesh_displace.cpp
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mesh_subdivision.cpp
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mesh_volume.cpp
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nodes.cpp
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object.cpp
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osl.cpp
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particles.cpp
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curves.cpp
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scene.cpp
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session.cpp
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shader.cpp
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sobol.cpp
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svm.cpp
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tables.cpp
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tile.cpp
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)
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set(SRC_HEADERS
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attribute.h
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bake.h
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background.h
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buffers.h
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camera.h
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constant_fold.h
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film.h
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graph.h
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image.h
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integrator.h
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light.h
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mesh.h
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nodes.h
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object.h
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osl.h
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particles.h
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curves.h
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scene.h
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session.h
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shader.h
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sobol.h
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svm.h
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tables.h
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tile.h
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)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${RTTI_DISABLE_FLAGS}")
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include_directories(${INC})
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include_directories(SYSTEM ${INC_SYS})
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add_definitions(${GL_DEFINITIONS})
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cycles_add_library(cycles_render ${SRC} ${SRC_HEADERS})
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