Cycles: Calculate face normal on the fly.
Instead of pre-calculation and storage, we now calculate the face normal during render. This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs, where you have limited VRAM. Part of my GSoC 2014.
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@@ -377,12 +377,10 @@ void Mesh::add_vertex_normals()
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}
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}
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void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
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void Mesh::pack_normals(Scene *scene, float *tri_shader, float4 *vnormal)
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{
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Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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int shader_id = 0;
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uint last_shader = -1;
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@@ -394,24 +392,15 @@ void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
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bool do_transform = transform_applied;
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Transform ntfm = transform_normal;
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/* save shader */
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for(size_t i = 0; i < triangles_size; i++) {
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float3 fNi = fN[i];
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if(do_transform)
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fNi = normalize(transform_direction(&ntfm, fNi));
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normal[i].x = fNi.x;
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normal[i].y = fNi.y;
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normal[i].z = fNi.z;
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/* stuff shader id in here too */
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if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
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last_shader = shader_ptr[i];
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last_smooth = smooth[i];
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shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
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}
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normal[i].w = __int_as_float(shader_id);
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tri_shader[i] = __int_as_float(shader_id);
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}
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size_t verts_size = verts.size();
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@@ -932,13 +921,13 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
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/* normals */
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progress.set_status("Updating Mesh", "Computing normals");
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float4 *normal = dscene->tri_normal.resize(tri_size);
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float *tri_shader = dscene->tri_shader.resize(tri_size);
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float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
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float4 *tri_verts = dscene->tri_verts.resize(vert_size);
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float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
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foreach(Mesh *mesh, scene->meshes) {
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mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
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mesh->pack_normals(scene, &tri_shader[mesh->tri_offset], &vnormal[mesh->vert_offset]);
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mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
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if(progress.get_cancel()) return;
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@@ -947,7 +936,7 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
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/* vertex coordinates */
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progress.set_status("Updating Mesh", "Copying Mesh to device");
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device->tex_alloc("__tri_normal", dscene->tri_normal);
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device->tex_alloc("__tri_shader", dscene->tri_shader);
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device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
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device->tex_alloc("__tri_verts", dscene->tri_verts);
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device->tex_alloc("__tri_vindex", dscene->tri_vindex);
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@@ -1119,7 +1108,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
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device->tex_free(dscene->prim_visibility);
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device->tex_free(dscene->prim_index);
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device->tex_free(dscene->prim_object);
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device->tex_free(dscene->tri_normal);
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device->tex_free(dscene->tri_shader);
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device->tex_free(dscene->tri_vnormal);
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device->tex_free(dscene->tri_vindex);
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device->tex_free(dscene->tri_verts);
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@@ -1136,7 +1125,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
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dscene->prim_visibility.clear();
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dscene->prim_index.clear();
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dscene->prim_object.clear();
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dscene->tri_normal.clear();
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dscene->tri_shader.clear();
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dscene->tri_vnormal.clear();
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dscene->tri_vindex.clear();
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dscene->tri_verts.clear();
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