Cycles: De-duplicate check for MIS shaders in meshes

Should be no functional changes.
This commit is contained in:
Sergey Sharybin 2016-07-28 12:20:47 +02:00
parent aaac4e965e
commit 87717c6449
3 changed files with 81 additions and 82 deletions

@ -227,33 +227,30 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(Object *object, scene->objects) { foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh; 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))) if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT)))
continue; continue;
/* skip motion blurred deforming meshes, not supported yet */ /* Skip motion blurred deforming meshes, not supported yet. */
if(mesh->has_motion_blur()) if(mesh->has_motion_blur()) {
continue; 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;
}
} }
/* count triangles */ /* Skip if we have no emission shaders. */
if(have_emission) { if(!mesh->has_mis_emission) {
continue;
}
/* Count triangles. */
size_t mesh_num_triangles = mesh->num_triangles(); size_t mesh_num_triangles = mesh->num_triangles();
for(size_t i = 0; i < mesh_num_triangles; i++) { for(size_t i = 0; i < mesh_num_triangles; i++) {
int shader_index = mesh->shader[i]; int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ? Shader *shader = (shader_index < mesh->used_shaders.size())
mesh->used_shaders[shader_index] : scene->default_surface; ? mesh->used_shaders[shader_index]
: scene->default_surface;
if(shader->use_mis && shader->has_surface_emission) if(shader->use_mis && shader->has_surface_emission) {
num_triangles++; num_triangles++;
} }
} }
@ -271,31 +268,29 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
int j = 0; int j = 0;
foreach(Object *object, scene->objects) { foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh; if(progress.get_cancel()) return;
bool have_emission = false;
/* skip if we are not visible for BSDFs */ Mesh *mesh = object->mesh;
/* Skip if we are not visible for BSDFs. */
if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) { if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) {
j++; j++;
continue; continue;
} }
/* skip motion blurred deforming meshes, not supported yet */ /* Skip motion blurred deforming meshes, not supported yet. */
if(mesh->has_motion_blur()) { if(mesh->has_motion_blur()) {
j++; j++;
continue; continue;
} }
/* skip if we have no emission shaders */ /* Skip if we have no emission shaders. */
foreach(Shader *shader, mesh->used_shaders) { if(!mesh->has_mis_emission) {
if(shader->use_mis && shader->has_surface_emission) { j++;
have_emission = true; continue;
break;
}
} }
/* sum area */ /* sum area */
if(have_emission) {
bool transform_applied = mesh->transform_applied; bool transform_applied = mesh->transform_applied;
Transform tfm = object->tfm; Transform tfm = object->tfm;
int object_id = j; int object_id = j;
@ -324,8 +319,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
size_t mesh_num_triangles = mesh->num_triangles(); size_t mesh_num_triangles = mesh->num_triangles();
for(size_t i = 0; i < mesh_num_triangles; i++) { for(size_t i = 0; i < mesh_num_triangles; i++) {
int shader_index = mesh->shader[i]; int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ? Shader *shader = (shader_index < mesh->used_shaders.size())
mesh->used_shaders[shader_index] : scene->default_surface; ? mesh->used_shaders[shader_index]
: scene->default_surface;
if(shader->use_mis && shader->has_surface_emission) { if(shader->use_mis && shader->has_surface_emission) {
distribution[offset].x = totarea; distribution[offset].x = totarea;
@ -348,9 +344,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
totarea += triangle_area(p1, p2, p3); totarea += triangle_area(p1, p2, p3);
} }
} }
}
if(progress.get_cancel()) return;
j++; j++;
} }

@ -156,6 +156,7 @@ Mesh::Mesh()
geometry_flags = GEOMETRY_NONE; geometry_flags = GEOMETRY_NONE;
has_volume = false; has_volume = false;
has_mis_emission = false;
has_surface_bssrdf = false; has_surface_bssrdf = false;
} }
@ -1289,10 +1290,14 @@ void MeshManager::device_update_flags(Device * /*device*/,
/* update flags */ /* update flags */
foreach(Mesh *mesh, scene->meshes) { foreach(Mesh *mesh, scene->meshes) {
mesh->has_volume = false; mesh->has_volume = false;
mesh->has_mis_emission = false;
foreach(const Shader *shader, mesh->used_shaders) { foreach(const Shader *shader, mesh->used_shaders) {
if(shader->has_volume) { if(shader->has_volume) {
mesh->has_volume = true; mesh->has_volume = true;
} }
if(shader->use_mis && shader->has_surface_emission) {
mesh->has_mis_emission = true;
}
if(shader->has_surface_bssrdf) { if(shader->has_surface_bssrdf) {
mesh->has_surface_bssrdf = true; mesh->has_surface_bssrdf = true;
} }

@ -122,6 +122,7 @@ public:
array<bool> forms_quad; /* used to tell if triangle is part of a quad patch */ array<bool> forms_quad; /* used to tell if triangle is part of a quad patch */
bool has_volume; /* Set in the device_update_flags(). */ bool has_volume; /* Set in the device_update_flags(). */
bool has_mis_emission; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */ bool has_surface_bssrdf; /* Set in the device_update_flags(). */
array<float3> curve_keys; array<float3> curve_keys;