Cleanup: remove unnecessary data from LocalIntersection

This commit is contained in:
Brecht Van Lommel 2021-10-07 17:05:25 +02:00
parent 9708b1f317
commit 4ee97f129a
2 changed files with 10 additions and 13 deletions

View File

@ -866,9 +866,6 @@ typedef struct VolumeStack {
/* Struct to gather multiple nearby intersections. */
typedef struct LocalIntersection {
Ray ray;
float3 weight[LOCAL_MAX_HITS];
int num_hits;
struct Intersection hits[LOCAL_MAX_HITS];
float3 Ng[LOCAL_MAX_HITS];

View File

@ -182,17 +182,17 @@ ccl_device float3 svm_bevel(INTEGRATOR_STATE_CONST_ARGS,
float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
/* Create ray. */
Ray *ray = &isect.ray;
ray->P = sd->P + disk_N * disk_height + disk_P;
ray->D = -disk_N;
ray->t = 2.0f * disk_height;
ray->dP = differential_zero_compact();
ray->dD = differential_zero_compact();
ray->time = sd->time;
Ray ray ccl_optional_struct_init;
ray.P = sd->P + disk_N * disk_height + disk_P;
ray.D = -disk_N;
ray.t = 2.0f * disk_height;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
ray.time = sd->time;
/* Intersect with the same object. if multiple intersections are found it
* will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */
scene_intersect_local(kg, ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
scene_intersect_local(kg, &ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);
@ -201,14 +201,14 @@ ccl_device float3 svm_bevel(INTEGRATOR_STATE_CONST_ARGS,
float3 hit_P;
if (sd->type & PRIMITIVE_TRIANGLE) {
hit_P = triangle_refine_local(
kg, sd, ray->P, ray->D, ray->t, isect.hits[hit].object, isect.hits[hit].prim);
kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim);
}
# ifdef __OBJECT_MOTION__
else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
float3 verts[3];
motion_triangle_vertices(kg, sd->object, isect.hits[hit].prim, sd->time, verts);
hit_P = motion_triangle_refine_local(
kg, sd, ray->P, ray->D, ray->t, isect.hits[hit].object, isect.hits[hit].prim, verts);
kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim, verts);
}
# endif /* __OBJECT_MOTION__ */