[Bf-blender-cvs] [0adac9b] temp-cycles-microdisplacement: Remove Mesh::forms_quad array

Mai Lavelle noreply at git.blender.org
Thu Jun 9 12:11:30 CEST 2016


Commit: 0adac9bb463ea66b222247e7baf58639cd4557a2
Author: Mai Lavelle
Date:   Tue Jun 7 23:52:31 2016 -0400
Branches: temp-cycles-microdisplacement
https://developer.blender.org/rB0adac9bb463ea66b222247e7baf58639cd4557a2

Remove Mesh::forms_quad array

No longer needed now that we can have quad patches

===================================================================

M	intern/cycles/blender/blender_mesh.cpp
M	intern/cycles/render/mesh.cpp
M	intern/cycles/render/mesh.h
M	intern/cycles/subd/subd_dice.cpp

===================================================================

diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index f6764a8..2aa488a 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -623,19 +623,18 @@ static void create_mesh(Scene *scene,
 				if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
 				   is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
 				{
-					// TODO(mai): order here is probably wrong
-					mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth, true);
-					mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth, true);
+					mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
+					mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
 					face_flags[fi] |= FACE_FLAG_DIVIDE_24;
 				}
 				else {
-					mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth, true);
-					mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth, true);
+					mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+					mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
 					face_flags[fi] |= FACE_FLAG_DIVIDE_13;
 				}
 			}
 			else
-				mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth, false);
+				mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
 		}
 		else {
 			/* create patches */
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 4c33545..1db3dff 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -151,8 +151,6 @@ void Mesh::resize_mesh(int numverts, int numtris)
 	shader.resize(numtris);
 	smooth.resize(numtris);
 
-	forms_quad.resize(numtris);
-
 	attributes.resize();
 }
 
@@ -164,8 +162,6 @@ void Mesh::reserve_mesh(int numverts, int numtris)
 	shader.reserve(numtris);
 	smooth.reserve(numtris);
 
-	forms_quad.reserve(numtris);
-
 	attributes.resize(true);
 }
 
@@ -207,8 +203,6 @@ void Mesh::clear()
 	shader.clear();
 	smooth.clear();
 
-	forms_quad.clear();
-
 	curve_keys.clear();
 	curve_radius.clear();
 	curve_first_key.clear();
@@ -252,14 +246,13 @@ void Mesh::add_vertex_slow(float3 P)
 	verts.push_back_slow(P);
 }
 
-void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_)
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
 {
 	triangles.push_back_reserved(v0);
 	triangles.push_back_reserved(v1);
 	triangles.push_back_reserved(v2);
 	shader.push_back_reserved(shader_);
 	smooth.push_back_reserved(smooth_);
-	forms_quad.push_back_reserved(forms_quad_);
 }
 
 void Mesh::add_curve_key(float3 co, float radius)
diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h
index b8ea02c..f502037 100644
--- a/intern/cycles/render/mesh.h
+++ b/intern/cycles/render/mesh.h
@@ -121,7 +121,6 @@ public:
 	array<float3> verts;
 	array<int> shader;
 	array<bool> smooth;
-	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_surface_bssrdf;  /* Set in the device_update_flags(). */
@@ -171,7 +170,7 @@ public:
 	void clear();
 	void add_vertex(float3 P);
 	void add_vertex_slow(float3 P);
-	void add_triangle(int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false);
+	void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
 	void add_curve_key(float3 loc, float radius);
 	void add_curve(int first_key, int shader);
 	void add_patch(int v0, int v1, int v2, int v3, int shader_, bool smooth_);
diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp
index 7c74f21..21f3243 100644
--- a/intern/cycles/subd/subd_dice.cpp
+++ b/intern/cycles/subd/subd_dice.cpp
@@ -86,7 +86,7 @@ void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
 	if(mesh->triangles.size() == mesh->triangles.capacity())
 		mesh->reserve_mesh(mesh->verts.size(), size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
 
-	mesh->add_triangle(v0, v1, v2, params.shader, params.smooth, false);
+	mesh->add_triangle(v0, v1, v2, params.shader, params.smooth);
 
 	if(params.ptex) {
 		Attribute *attr_ptex_face_id = params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);




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