[Bf-blender-cvs] [594015fb7e] master: Cycles: Use Cycles-side mesh instead of C++ RNA
Sergey Sharybin
noreply at git.blender.org
Mon Feb 13 12:00:55 CET 2017
Commit: 594015fb7e00ce48dee0412f581b0283ff57b46b
Author: Sergey Sharybin
Date: Mon Feb 13 10:40:05 2017 +0100
Branches: master
https://developer.blender.org/rB594015fb7e00ce48dee0412f581b0283ff57b46b
Cycles: Use Cycles-side mesh instead of C++ RNA
Those are now matching and it's faster to skip C++ RNA to
calculate pointiness.
===================================================================
M intern/cycles/blender/blender_mesh.cpp
===================================================================
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index ebf295ab03..a87f1724e8 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -544,21 +544,15 @@ static void attr_create_pointiness(Scene *scene,
* index.
*/
vector<int> vert_orig_index(num_verts);
- BL::Mesh::vertices_iterator v;
- int vert_index = 0;
- for(b_mesh.vertices.begin(v);
- v != b_mesh.vertices.end();
- ++v, ++vert_index)
- {
- const float3 vert_co = get_float3(v->co());
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ const float3 &vert_co = mesh->verts[vert_index];
bool found = false;
int other_vert_index;
for(other_vert_index = 0;
other_vert_index < vert_index;
++other_vert_index)
{
- const float3 other_vert_co =
- get_float3(b_mesh.vertices[other_vert_index].co());
+ const float3 &other_vert_co = mesh->verts[other_vert_index];
if(other_vert_co == vert_co) {
found = true;
break;
@@ -576,7 +570,7 @@ static void attr_create_pointiness(Scene *scene,
*/
vector<float3> vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f));
/* First we accumulate all vertex normals in the original index. */
- for(vert_index = 0; vert_index < num_verts; ++vert_index) {
+ for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const float3 normal = get_float3(b_mesh.vertices[vert_index].normal());
const int orig_index = vert_orig_index[vert_index];
vert_normal[orig_index] += normal;
@@ -584,7 +578,7 @@ static void attr_create_pointiness(Scene *scene,
/* Then we normalize the accumulated result and flush it to all duplicates
* as well.
*/
- for(vert_index = 0; vert_index < num_verts; ++vert_index) {
+ for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
vert_normal[vert_index] = normalize(vert_normal[orig_index]);
}
@@ -611,8 +605,7 @@ static void attr_create_pointiness(Scene *scene,
++counter[v0];
++counter[v1];
}
- vert_index = 0;
- for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++vert_index) {
+ for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
if(orig_index != vert_index) {
/* Skip duplicates, they'll be overwritten later on. */
@@ -646,11 +639,11 @@ static void attr_create_pointiness(Scene *scene,
++counter[v0];
++counter[v1];
}
- for(vert_index = 0; vert_index < num_verts; ++vert_index) {
+ for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
data[vert_index] /= counter[vert_index] + 1;
}
/* STEP 4: Copy attribute to the duplicated vertices. */
- for(vert_index = 0; vert_index < num_verts; ++vert_index) {
+ for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
data[vert_index] = data[orig_index];
}
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