[Bf-blender-cvs] [1073c6a] master: Cycles: Don't check shader for volume when checking if camera is inside volume
Sergey Sharybin
noreply at git.blender.org
Tue Nov 4 19:58:05 CET 2014
Commit: 1073c6ae8e2337ef95eca69b201ddfca44db8415
Author: Sergey Sharybin
Date: Tue Nov 4 19:57:15 2014 +0100
Branches: master
https://developer.blender.org/rB1073c6ae8e2337ef95eca69b201ddfca44db8415
Cycles: Don't check shader for volume when checking if camera is inside volume
Intersection code already ignores objects without volume closure so checking it
afterwards is not needed.
===================================================================
M intern/cycles/kernel/kernel_volume.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index ce20f20..cba95ab 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -992,31 +992,29 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &volume_ray, 0, 0);
- if(sd.flag & SD_HAS_VOLUME) {
- if(sd.flag & SD_BACKFACING) {
- /* If ray exited the volume and never entered to that volume
- * it means that camera is inside such a volume.
- */
- bool is_enclosed = false;
- for(int i = 0; i < enclosed_index; ++i) {
- if(enclosed_volumes[i] == sd.object) {
- is_enclosed = true;
- break;
- }
- }
- if(is_enclosed == false) {
- stack[stack_index].object = sd.object;
- stack[stack_index].shader = sd.shader;
- ++stack_index;
+ if(sd.flag & SD_BACKFACING) {
+ /* If ray exited the volume and never entered to that volume
+ * it means that camera is inside such a volume.
+ */
+ bool is_enclosed = false;
+ for(int i = 0; i < enclosed_index; ++i) {
+ if(enclosed_volumes[i] == sd.object) {
+ is_enclosed = true;
+ break;
}
}
- else {
- /* If ray from camera enters the volume, this volume shouldn't
- * be added to the stak on exit.
- */
- enclosed_volumes[enclosed_index++] = sd.object;
+ if(is_enclosed == false) {
+ stack[stack_index].object = sd.object;
+ stack[stack_index].shader = sd.shader;
+ ++stack_index;
}
}
+ else {
+ /* If ray from camera enters the volume, this volume shouldn't
+ * be added to the stak on exit.
+ */
+ enclosed_volumes[enclosed_index++] = sd.object;
+ }
/* Move ray forward. */
volume_ray.P = ray_offset(sd.P, -sd.Ng);
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