Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.

Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.
This commit is contained in:
Brecht Van Lommel
2012-12-01 19:15:05 +00:00
parent 807fd448a5
commit 7c0a0bae79
19 changed files with 276 additions and 282 deletions

View File

@@ -148,10 +148,9 @@ ObjectManager::~ObjectManager()
{
}
void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
{
float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
uint *object_flag = dscene->object_flag.resize(scene->objects.size());
int i = 0;
map<Mesh*, float> surface_area_map;
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
@@ -257,7 +256,6 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
}
device->tex_alloc("__objects", dscene->objects);
device->tex_alloc("__object_flag", dscene->object_flag);
dscene->data.bvh.have_motion = have_motion;
}
@@ -272,9 +270,12 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
if(scene->objects.size() == 0)
return;
/* object info flag */
uint *object_flag = dscene->object_flag.resize(scene->objects.size());
/* set object transform matrices, before applying static transforms */
progress.set_status("Updating Objects", "Copying Transformations to device");
device_update_transforms(device, dscene, scene, progress);
device_update_transforms(device, dscene, scene, object_flag, progress);
if(progress.get_cancel()) return;
@@ -282,10 +283,11 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
/* todo: do before to support getting object level coords? */
if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
progress.set_status("Updating Objects", "Applying Static Transformations");
apply_static_transforms(scene, progress);
apply_static_transforms(scene, object_flag, progress);
}
if(progress.get_cancel()) return;
/* allocate object flag */
device->tex_alloc("__object_flag", dscene->object_flag);
need_update = false;
}
@@ -299,7 +301,7 @@ void ObjectManager::device_free(Device *device, DeviceScene *dscene)
dscene->object_flag.clear();
}
void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Progress& progress)
{
/* todo: normals and displacement should be done before applying transform! */
/* todo: create objects/meshes in right order! */
@@ -312,6 +314,7 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
#else
bool motion_blur = false;
#endif
int i = 0;
foreach(Object *object, scene->objects) {
map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
@@ -334,8 +337,12 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
if(progress.get_cancel()) return;
}
object_flag[i] |= SD_TRANSFORM_APPLIED;
}
}
i++;
}
}