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Signed-off-by: Larry Gritz <[email protected]>
1 parent 59a7b48 commit 9f18135

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-18
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1 file changed

+20
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src/testrender/simpleraytracer.cpp

Lines changed: 20 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -475,7 +475,8 @@ SimpleRaytracer::parse_scene_xml(const std::string& scenefile)
475475
if (auto it = shadermap.find(name); it != shadermap.end()) {
476476
int shaderID = it->second;
477477
if (shaderID >= 0 && shaderID < int(shaders().size())) {
478-
fprintf(stderr, "Updating shader %d - %s\n", shaderID, shadertype.c_str());
478+
print(stderr, "Updating shader {} - {}\n", shaderID,
479+
shadertype);
479480
// we already have a material under this name,
480481
Material& m = shaders()[shaderID];
481482
// TODO: could we query the shadertype directly from the ShaderGroup?
@@ -1234,13 +1235,15 @@ SimpleRaytracer::prepare_render()
12341235
// Loop through all triangles and run displacement shader if there is one
12351236
// or copy the input point if there is none
12361237
std::vector<Vec3> disp_verts(scene.verts.size(), Vec3(0, 0, 0));
1237-
std::vector<int> valance(scene.verts.size(), 0); // number of times each vertex has been displaced
1238+
std::vector<int> valance(scene.verts.size(), 0);
1239+
// ^ number of times each vertex has been displaced
12381240

12391241
OSL::PerThreadInfo* thread_info = shadingsys->create_thread_info();
12401242
ShadingContext* ctx = shadingsys->get_context(thread_info);
12411243

12421244
bool has_smooth_normals = false;
1243-
for (int primID = 0, nprims = scene.triangles.size(); primID < nprims; primID++) {
1245+
for (int primID = 0, nprims = scene.triangles.size(); primID < nprims;
1246+
primID++) {
12441247
Vec3 p[3], n[3];
12451248
Vec2 uv[3];
12461249

@@ -1261,13 +1264,13 @@ SimpleRaytracer::prepare_render()
12611264
}
12621265

12631266

1264-
Vec3 Ng = (p[0] - p[1]).cross(p[0] - p[2]);
1267+
Vec3 Ng = (p[0] - p[1]).cross(p[0] - p[2]);
12651268
float area = 0.5f * Ng.length();
1266-
Ng = Ng.normalize();
1269+
Ng = Ng.normalize();
12671270
if (scene.n_triangles[primID].a >= 0) {
1268-
n[0] = scene.normals[scene.n_triangles[primID].a];
1269-
n[1] = scene.normals[scene.n_triangles[primID].b];
1270-
n[2] = scene.normals[scene.n_triangles[primID].c];
1271+
n[0] = scene.normals[scene.n_triangles[primID].a];
1272+
n[1] = scene.normals[scene.n_triangles[primID].b];
1273+
n[2] = scene.normals[scene.n_triangles[primID].c];
12711274
has_smooth_normals = true;
12721275
} else {
12731276
n[0] = n[1] = n[2] = Ng;
@@ -1283,18 +1286,16 @@ SimpleRaytracer::prepare_render()
12831286

12841287
// displace each vertex
12851288
for (int i = 0; i < 3; i++) {
1286-
ShaderGlobals sg = {};
1287-
sg.P = p[i];
1288-
sg.Ng = Ng;
1289-
sg.N = n[i];
1290-
sg.u = uv[i].x;
1291-
sg.v = uv[i].y;
1292-
sg.I = (p[i] - camera.eye).normalize();
1289+
ShaderGlobals sg;
1290+
sg.P = p[i];
1291+
sg.Ng = Ng;
1292+
sg.N = n[i];
1293+
sg.u = uv[i].x;
1294+
sg.v = uv[i].y;
1295+
sg.I = (p[i] - camera.eye).normalize();
12931296
sg.surfacearea = area;
12941297
sg.renderstate = &sg;
1295-
12961298
shadingsys->execute(*ctx, *m_shaders[shaderID].disp, sg);
1297-
12981299
p[i] = sg.P;
12991300
}
13001301
disp_verts[scene.triangles[primID].a] += p[0];
@@ -1319,7 +1320,8 @@ SimpleRaytracer::prepare_render()
13191320
if (has_smooth_normals) {
13201321
// Recompute the vertex normals (if we had some)
13211322
std::vector<Vec3> disp_normals(scene.normals.size(), Vec3(0, 0, 0));
1322-
for (int primID = 0, nprims = scene.triangles.size(); primID < nprims; primID++) {
1323+
for (int primID = 0, nprims = scene.triangles.size();
1324+
primID < nprims; primID++) {
13231325
if (scene.n_triangles[primID].a >= 0) {
13241326
Vec3 p[3];
13251327
p[0] = scene.verts[scene.triangles[primID].a];

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