Cycles Volume Render: optimization to avoid exporting surface attributes when

only a volume shader is used.
This commit is contained in:
Brecht Van Lommel
2013-12-31 17:30:34 +01:00
parent 9939ec06dd
commit 6b03f92aa7
7 changed files with 88 additions and 63 deletions

View File

@@ -217,19 +217,19 @@ ShaderNode *ImageTextureNode::clone() const
return node;
}
void ImageTextureNode::attributes(AttributeRequestSet *attributes)
void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
#ifdef WITH_PTEX
/* todo: avoid loading other texture coordinates when using ptex,
* and hide texture coordinate socket in the UI */
if (string_endswith(filename, ".ptx")) {
if (shader->has_surface && string_endswith(filename, ".ptx")) {
/* ptex */
attributes->add(ATTR_STD_PTEX_FACE_ID);
attributes->add(ATTR_STD_PTEX_UV);
}
#endif
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void ImageTextureNode::compile(SVMCompiler& compiler)
@@ -367,17 +367,17 @@ ShaderNode *EnvironmentTextureNode::clone() const
return node;
}
void EnvironmentTextureNode::attributes(AttributeRequestSet *attributes)
void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
#ifdef WITH_PTEX
if (string_endswith(filename, ".ptx")) {
if (shader->has_surface && string_endswith(filename, ".ptx")) {
/* ptex */
attributes->add(ATTR_STD_PTEX_FACE_ID);
attributes->add(ATTR_STD_PTEX_UV);
}
#endif
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void EnvironmentTextureNode::compile(SVMCompiler& compiler)
@@ -1533,14 +1533,16 @@ WardBsdfNode::WardBsdfNode()
add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
}
void WardBsdfNode::attributes(AttributeRequestSet *attributes)
void WardBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
ShaderInput *tangent_in = input("Tangent");
if(shader->has_surface) {
ShaderInput *tangent_in = input("Tangent");
if(!tangent_in->link)
attributes->add(ATTR_STD_GENERATED);
if(!tangent_in->link)
attributes->add(ATTR_STD_GENERATED);
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void WardBsdfNode::compile(SVMCompiler& compiler)
@@ -2088,12 +2090,14 @@ GeometryNode::GeometryNode()
add_output("Backfacing", SHADER_SOCKET_FLOAT);
}
void GeometryNode::attributes(AttributeRequestSet *attributes)
void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(!output("Tangent")->links.empty())
attributes->add(ATTR_STD_GENERATED);
if(shader->has_surface) {
if(!output("Tangent")->links.empty())
attributes->add(ATTR_STD_GENERATED);
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void GeometryNode::compile(SVMCompiler& compiler)
@@ -2178,16 +2182,18 @@ TextureCoordinateNode::TextureCoordinateNode()
from_dupli = false;
}
void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)
void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(!from_dupli) {
if(!output("Generated")->links.empty())
attributes->add(ATTR_STD_GENERATED);
if(!output("UV")->links.empty())
attributes->add(ATTR_STD_UV);
if(shader->has_surface) {
if(!from_dupli) {
if(!output("Generated")->links.empty())
attributes->add(ATTR_STD_GENERATED);
if(!output("UV")->links.empty())
attributes->add(ATTR_STD_UV);
}
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void TextureCoordinateNode::compile(SVMCompiler& compiler)
@@ -2490,7 +2496,7 @@ ParticleInfoNode::ParticleInfoNode()
add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
}
void ParticleInfoNode::attributes(AttributeRequestSet *attributes)
void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(!output("Index")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
@@ -2511,7 +2517,7 @@ void ParticleInfoNode::attributes(AttributeRequestSet *attributes)
if(!output("Angular Velocity")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void ParticleInfoNode::compile(SVMCompiler& compiler)
@@ -2588,14 +2594,16 @@ HairInfoNode::HairInfoNode()
/*add_output("Fade", SHADER_SOCKET_FLOAT);*/
}
void HairInfoNode::attributes(AttributeRequestSet *attributes)
void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
ShaderOutput *intercept_out = output("Intercept");
if(shader->has_surface) {
ShaderOutput *intercept_out = output("Intercept");
if(!intercept_out->links.empty())
attributes->add(ATTR_STD_CURVE_INTERCEPT);
if(!intercept_out->links.empty())
attributes->add(ATTR_STD_CURVE_INTERCEPT);
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void HairInfoNode::compile(SVMCompiler& compiler)
@@ -3106,16 +3114,18 @@ AttributeNode::AttributeNode()
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void AttributeNode::attributes(AttributeRequestSet *attributes)
void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
if(shader->has_surface) {
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
attributes->add(attribute);
if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
attributes->add(attribute);
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void AttributeNode::compile(SVMCompiler& compiler)
@@ -3831,9 +3841,9 @@ NormalMapNode::NormalMapNode()
add_output("Normal", SHADER_SOCKET_NORMAL);
}
void NormalMapNode::attributes(AttributeRequestSet *attributes)
void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(space == ustring("Tangent")) {
if(shader->has_surface && space == ustring("Tangent")) {
if(attribute == ustring("")) {
attributes->add(ATTR_STD_UV_TANGENT);
attributes->add(ATTR_STD_UV_TANGENT_SIGN);
@@ -3846,7 +3856,7 @@ void NormalMapNode::attributes(AttributeRequestSet *attributes)
attributes->add(ATTR_STD_VERTEX_NORMAL);
}
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void NormalMapNode::compile(SVMCompiler& compiler)
@@ -3935,18 +3945,20 @@ TangentNode::TangentNode()
add_output("Tangent", SHADER_SOCKET_NORMAL);
}
void TangentNode::attributes(AttributeRequestSet *attributes)
void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(direction_type == ustring("UV Map")) {
if(attribute == ustring(""))
attributes->add(ATTR_STD_UV_TANGENT);
if(shader->has_surface) {
if(direction_type == ustring("UV Map")) {
if(attribute == ustring(""))
attributes->add(ATTR_STD_UV_TANGENT);
else
attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
}
else
attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
attributes->add(ATTR_STD_GENERATED);
}
else
attributes->add(ATTR_STD_GENERATED);
ShaderNode::attributes(attributes);
ShaderNode::attributes(shader, attributes);
}
void TangentNode::compile(SVMCompiler& compiler)