Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.
732 lines
21 KiB
C++
732 lines
21 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/camera.h"
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#include "render/integrator.h"
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#include "render/graph.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/nodes.h"
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#include "render/particles.h"
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#include "render/shader.h"
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#include "blender/blender_object_cull.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::BKE_object_is_modified(BL::Object& b_ob)
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{
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/* test if we can instance or if the object is modified */
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if(b_ob.type() == BL::Object::type_META) {
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/* multi-user and dupli metaballs are fused, can't instance */
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return true;
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}
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else if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
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/* modifiers */
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return true;
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}
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else {
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/* object level material links */
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BL::Object::material_slots_iterator slot;
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
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if(slot->link() == BL::MaterialSlot::link_OBJECT)
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return true;
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}
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return false;
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}
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bool BlenderSync::object_is_mesh(BL::Object& b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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if(!b_ob_data) {
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return false;
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}
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if(b_ob.type() == BL::Object::type_CURVE) {
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/* Skip exporting curves without faces, overhead can be
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* significant if there are many for path animation. */
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BL::Curve b_curve(b_ob.data());
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return (b_curve.bevel_object() ||
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b_curve.extrude() != 0.0f ||
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b_curve.bevel_depth() != 0.0f ||
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b_curve.dimensions() == BL::Curve::dimensions_2D ||
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b_ob.modifiers.length());
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}
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else {
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return (b_ob_data.is_a(&RNA_Mesh) ||
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b_ob_data.is_a(&RNA_Curve) ||
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b_ob_data.is_a(&RNA_MetaBall));
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}
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}
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bool BlenderSync::object_is_light(BL::Object& b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Light));
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}
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static uint object_ray_visibility(BL::Object& b_ob)
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{
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PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
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uint flag = 0;
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flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
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flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
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flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
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flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
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flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
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flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
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return flag;
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}
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/* Light */
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void BlenderSync::sync_light(BL::Object& b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BL::Object& b_ob,
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BL::Object& b_ob_instance,
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int random_id,
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Transform& tfm,
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bool *use_portal)
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{
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_parent, persistent_id, b_ob_instance);
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if(!light_map.sync(&light, b_ob, b_parent, key)) {
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if(light->is_portal)
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*use_portal = true;
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return;
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}
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BL::Light b_light(b_ob.data());
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/* type */
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switch(b_light.type()) {
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case BL::Light::type_POINT: {
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BL::PointLight b_point_light(b_light);
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light->size = b_point_light.shadow_soft_size();
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light->type = LIGHT_POINT;
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break;
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}
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case BL::Light::type_SPOT: {
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BL::SpotLight b_spot_light(b_light);
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light->size = b_spot_light.shadow_soft_size();
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light->type = LIGHT_SPOT;
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light->spot_angle = b_spot_light.spot_size();
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light->spot_smooth = b_spot_light.spot_blend();
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break;
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}
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case BL::Light::type_HEMI: {
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light->type = LIGHT_DISTANT;
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light->size = 0.0f;
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break;
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}
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case BL::Light::type_SUN: {
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BL::SunLight b_sun_light(b_light);
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light->size = b_sun_light.shadow_soft_size();
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light->type = LIGHT_DISTANT;
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break;
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}
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case BL::Light::type_AREA: {
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BL::AreaLight b_area_light(b_light);
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light->size = 1.0f;
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light->axisu = transform_get_column(&tfm, 0);
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light->axisv = transform_get_column(&tfm, 1);
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light->sizeu = b_area_light.size();
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switch(b_area_light.shape()) {
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case BL::AreaLight::shape_SQUARE:
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light->sizev = light->sizeu;
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light->round = false;
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break;
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case BL::AreaLight::shape_RECTANGLE:
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light->sizev = b_area_light.size_y();
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light->round = false;
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break;
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case BL::AreaLight::shape_DISK:
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light->sizev = light->sizeu;
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light->round = true;
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break;
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case BL::AreaLight::shape_ELLIPSE:
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light->sizev = b_area_light.size_y();
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light->round = true;
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break;
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}
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light->type = LIGHT_AREA;
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break;
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}
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}
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/* location and (inverted!) direction */
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light->co = transform_get_column(&tfm, 3);
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light->dir = -transform_get_column(&tfm, 2);
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light->tfm = tfm;
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/* shader */
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vector<Shader*> used_shaders;
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find_shader(b_light, used_shaders, scene->default_light);
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light->shader = used_shaders[0];
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/* shadow */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
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light->cast_shadow = get_boolean(clight, "cast_shadow");
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light->use_mis = get_boolean(clight, "use_multiple_importance_sampling");
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int samples = get_int(clight, "samples");
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if(get_boolean(cscene, "use_square_samples"))
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light->samples = samples * samples;
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else
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light->samples = samples;
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light->max_bounces = get_int(clight, "max_bounces");
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if(b_ob != b_ob_instance) {
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light->random_id = random_id;
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}
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else {
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light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
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}
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if(light->type == LIGHT_AREA)
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light->is_portal = get_boolean(clight, "is_portal");
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else
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light->is_portal = false;
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if(light->is_portal)
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*use_portal = true;
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/* visibility */
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uint visibility = object_ray_visibility(b_ob);
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light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
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light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
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light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
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light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
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/* tag */
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light->tag_update(scene);
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}
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void BlenderSync::sync_background_light(bool use_portal)
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{
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BL::World b_world = b_scene.world();
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if(b_world) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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enum SamplingMethod {
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SAMPLING_NONE = 0,
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SAMPLING_AUTOMATIC,
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SAMPLING_MANUAL,
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SAMPLING_NUM
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};
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int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
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bool sample_as_light = (sampling_method != SAMPLING_NONE);
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if(sample_as_light || use_portal) {
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_world, 0, b_world);
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if(light_map.sync(&light, b_world, b_world, key) ||
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world_recalc ||
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b_world.ptr.data != world_map)
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{
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light->type = LIGHT_BACKGROUND;
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if(sampling_method == SAMPLING_MANUAL) {
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light->map_resolution = get_int(cworld, "sample_map_resolution");
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}
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else {
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light->map_resolution = 0;
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}
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light->shader = scene->default_background;
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light->use_mis = sample_as_light;
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light->max_bounces = get_int(cworld, "max_bounces");
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int samples = get_int(cworld, "samples");
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if(get_boolean(cscene, "use_square_samples"))
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light->samples = samples * samples;
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else
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light->samples = samples;
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light->tag_update(scene);
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light_map.set_recalc(b_world);
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}
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}
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}
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world_map = b_world.ptr.data;
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world_recalc = false;
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}
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/* Object */
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Object *BlenderSync::sync_object(BL::Depsgraph& b_depsgraph,
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BL::DepsgraphObjectInstance& b_instance,
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uint layer_flag,
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float motion_time,
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bool hide_tris,
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BlenderObjectCulling& culling,
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bool *use_portal)
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{
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const bool is_instance = b_instance.is_instance();
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BL::Object b_ob = b_instance.object();
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BL::Object b_parent = is_instance ? b_instance.parent()
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: b_instance.object();
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BL::Object b_ob_instance = is_instance ? b_instance.instance_object()
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: b_ob;
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const bool motion = motion_time != 0.0f;
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/*const*/ Transform tfm = get_transform(b_ob.matrix_world());
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int *persistent_id = NULL;
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BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
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if(is_instance) {
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persistent_id_array = b_instance.persistent_id();
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persistent_id = persistent_id_array.data;
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}
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/* light is handled separately */
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if(object_is_light(b_ob)) {
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/* don't use lights for excluded layers used as mask layer */
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if(!motion && !((layer_flag & view_layer.holdout_layer) &&
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(layer_flag & view_layer.exclude_layer)))
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{
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sync_light(b_parent,
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persistent_id,
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b_ob,
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b_ob_instance,
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is_instance ? b_instance.random_id() : 0,
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tfm,
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use_portal);
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}
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return NULL;
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}
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/* only interested in object that we can create meshes from */
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if(!object_is_mesh(b_ob)) {
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return NULL;
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}
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/* Perform object culling. */
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if(culling.test(scene, b_ob, tfm)) {
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return NULL;
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}
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/* Visibility flags for both parent and child. */
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PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
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bool use_holdout = (layer_flag & view_layer.holdout_layer) != 0 ||
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get_boolean(cobject, "is_holdout");
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uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
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if(b_parent.ptr.data != b_ob.ptr.data) {
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visibility &= object_ray_visibility(b_parent);
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}
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/* Make holdout objects on excluded layer invisible for non-camera rays. */
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if(use_holdout && (layer_flag & view_layer.exclude_layer)) {
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visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
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}
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/* Hide objects not on render layer from camera rays. */
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if(!(layer_flag & view_layer.layer)) {
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visibility &= ~PATH_RAY_CAMERA;
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}
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/* Don't export completely invisible objects. */
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if(visibility == 0) {
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return NULL;
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}
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/* key to lookup object */
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ObjectKey key(b_parent, persistent_id, b_ob_instance);
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Object *object;
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/* motion vector case */
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if(motion) {
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object = object_map.find(key);
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if(object && object->use_motion()) {
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/* Set transform at matching motion time step. */
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int time_index = object->motion_step(motion_time);
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if(time_index >= 0) {
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object->motion[time_index] = tfm;
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}
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/* mesh deformation */
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if(object->mesh)
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sync_mesh_motion(b_depsgraph, b_ob, object, motion_time);
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}
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return object;
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}
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/* test if we need to sync */
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bool object_updated = false;
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if(object_map.sync(&object, b_ob, b_parent, key))
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object_updated = true;
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/* mesh sync */
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object->mesh = sync_mesh(b_depsgraph, b_ob, b_ob_instance, object_updated, hide_tris);
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/* special case not tracked by object update flags */
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/* holdout */
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if(use_holdout != object->use_holdout) {
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object->use_holdout = use_holdout;
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scene->object_manager->tag_update(scene);
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object_updated = true;
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}
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if(visibility != object->visibility) {
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object->visibility = visibility;
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object_updated = true;
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}
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bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
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if(is_shadow_catcher != object->is_shadow_catcher) {
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object->is_shadow_catcher = is_shadow_catcher;
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object_updated = true;
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}
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/* object sync
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* transform comparison should not be needed, but duplis don't work perfect
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* in the depsgraph and may not signal changes, so this is a workaround */
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if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
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object->name = b_ob.name().c_str();
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object->pass_id = b_ob.pass_index();
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object->tfm = tfm;
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object->motion.clear();
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/* motion blur */
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Scene::MotionType need_motion = scene->need_motion();
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if(need_motion != Scene::MOTION_NONE && object->mesh) {
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Mesh *mesh = object->mesh;
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mesh->use_motion_blur = false;
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mesh->motion_steps = 0;
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uint motion_steps;
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if(scene->need_motion() == Scene::MOTION_BLUR) {
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motion_steps = object_motion_steps(b_parent, b_ob);
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if(motion_steps && object_use_deform_motion(b_parent, b_ob)) {
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mesh->motion_steps = motion_steps;
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mesh->use_motion_blur = true;
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}
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}
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else {
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motion_steps = 3;
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mesh->motion_steps = motion_steps;
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}
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object->motion.clear();
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object->motion.resize(motion_steps, transform_empty());
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if(motion_steps) {
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object->motion[motion_steps/2] = tfm;
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for(size_t step = 0; step < motion_steps; step++) {
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motion_times.insert(object->motion_time(step));
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}
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}
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}
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/* dupli texture coordinates and random_id */
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if(is_instance) {
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object->dupli_generated = 0.5f*get_float3(b_instance.orco()) - make_float3(0.5f, 0.5f, 0.5f);
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object->dupli_uv = get_float2(b_instance.uv());
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object->random_id = b_instance.random_id();
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/* Sync possible particle data. */
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sync_dupli_particle(b_ob, b_instance, object);
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}
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else {
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object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
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object->dupli_uv = make_float2(0.0f, 0.0f);
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object->random_id = hash_int_2d(hash_string(object->name.c_str()), 0);
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}
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object->tag_update(scene);
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}
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return object;
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}
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static bool object_render_hide_original(BL::Object::type_enum ob_type,
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BL::Object::dupli_type_enum dupli_type)
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{
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/* metaball exception, they duplicate self */
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if(ob_type == BL::Object::type_META)
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return false;
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return (dupli_type == BL::Object::dupli_type_VERTS ||
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dupli_type == BL::Object::dupli_type_FACES ||
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dupli_type == BL::Object::dupli_type_FRAMES);
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}
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static bool object_render_hide(BL::Object& b_ob,
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bool top_level,
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bool parent_hide,
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bool& hide_triangles,
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BL::Depsgraph::mode_enum depsgraph_mode)
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{
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/* check if we should render or hide particle emitter */
|
|
BL::Object::particle_systems_iterator b_psys;
|
|
|
|
bool hair_present = false;
|
|
bool has_particles = false;
|
|
bool show_emitter = false;
|
|
bool hide_emitter = false;
|
|
bool hide_as_dupli_parent = false;
|
|
bool hide_as_dupli_child_original = false;
|
|
|
|
for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
|
|
if((b_psys->settings().render_type() == BL::ParticleSettings::render_type_PATH) &&
|
|
(b_psys->settings().type()==BL::ParticleSettings::type_HAIR))
|
|
hair_present = true;
|
|
has_particles = true;
|
|
}
|
|
|
|
/* Both mode_PREVIEW and mode_VIEWPORT are treated the same here.*/
|
|
const bool show_duplicator = depsgraph_mode == BL::Depsgraph::mode_RENDER
|
|
? b_ob.show_duplicator_for_render()
|
|
: b_ob.show_duplicator_for_viewport();
|
|
|
|
if(has_particles) {
|
|
show_emitter = show_duplicator;
|
|
hide_emitter = !show_emitter;
|
|
} else if(b_ob.is_duplicator()) {
|
|
if(top_level || show_duplicator) {
|
|
hide_as_dupli_parent = true;
|
|
}
|
|
}
|
|
|
|
/* hide original object for duplis */
|
|
BL::Object parent = b_ob.parent();
|
|
while(parent) {
|
|
if(object_render_hide_original(b_ob.type(),
|
|
parent.dupli_type()))
|
|
{
|
|
if(parent_hide) {
|
|
hide_as_dupli_child_original = true;
|
|
break;
|
|
}
|
|
}
|
|
parent = parent.parent();
|
|
}
|
|
|
|
hide_triangles = hide_emitter;
|
|
|
|
if(show_emitter) {
|
|
return false;
|
|
}
|
|
else if(hair_present) {
|
|
return hide_as_dupli_child_original;
|
|
}
|
|
else {
|
|
return (hide_as_dupli_parent || hide_as_dupli_child_original);
|
|
}
|
|
}
|
|
|
|
/* Object Loop */
|
|
|
|
void BlenderSync::sync_objects(BL::Depsgraph& b_depsgraph, float motion_time)
|
|
{
|
|
/* layer data */
|
|
bool motion = motion_time != 0.0f;
|
|
|
|
if(!motion) {
|
|
/* prepare for sync */
|
|
light_map.pre_sync();
|
|
mesh_map.pre_sync();
|
|
object_map.pre_sync();
|
|
particle_system_map.pre_sync();
|
|
motion_times.clear();
|
|
}
|
|
else {
|
|
mesh_motion_synced.clear();
|
|
}
|
|
|
|
/* initialize culling */
|
|
BlenderObjectCulling culling(scene, b_scene);
|
|
|
|
/* object loop */
|
|
bool cancel = false;
|
|
bool use_portal = false;
|
|
|
|
BL::Depsgraph::mode_enum depsgraph_mode = b_depsgraph.mode();
|
|
|
|
BL::Depsgraph::object_instances_iterator b_instance_iter;
|
|
for(b_depsgraph.object_instances.begin(b_instance_iter);
|
|
b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
|
|
++b_instance_iter)
|
|
{
|
|
BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
|
|
BL::Object b_ob = b_instance.object();
|
|
|
|
progress.set_sync_status("Synchronizing object", b_ob.name());
|
|
|
|
/* load per-object culling data */
|
|
culling.init_object(scene, b_ob);
|
|
|
|
/* test if object needs to be hidden */
|
|
bool hide_tris;
|
|
|
|
if(!object_render_hide(b_ob, true, true, hide_tris, depsgraph_mode)) {
|
|
/* object itself */
|
|
sync_object(b_depsgraph,
|
|
b_instance,
|
|
~(0), /* until we get rid of layers */
|
|
motion_time,
|
|
hide_tris,
|
|
culling,
|
|
&use_portal);
|
|
}
|
|
|
|
cancel = progress.get_cancel();
|
|
}
|
|
|
|
progress.set_sync_status("");
|
|
|
|
if(!cancel && !motion) {
|
|
sync_background_light(use_portal);
|
|
|
|
/* handle removed data and modified pointers */
|
|
if(light_map.post_sync())
|
|
scene->light_manager->tag_update(scene);
|
|
if(mesh_map.post_sync())
|
|
scene->mesh_manager->tag_update(scene);
|
|
if(object_map.post_sync())
|
|
scene->object_manager->tag_update(scene);
|
|
if(particle_system_map.post_sync())
|
|
scene->particle_system_manager->tag_update(scene);
|
|
}
|
|
|
|
if(motion)
|
|
mesh_motion_synced.clear();
|
|
}
|
|
|
|
void BlenderSync::sync_motion(BL::RenderSettings& b_render,
|
|
BL::Depsgraph& b_depsgraph,
|
|
BL::Object& b_override,
|
|
int width, int height,
|
|
void **python_thread_state)
|
|
{
|
|
if(scene->need_motion() == Scene::MOTION_NONE)
|
|
return;
|
|
|
|
/* get camera object here to deal with camera switch */
|
|
BL::Object b_cam = b_scene.camera();
|
|
if(b_override)
|
|
b_cam = b_override;
|
|
|
|
Camera prevcam = *(scene->camera);
|
|
|
|
int frame_center = b_scene.frame_current();
|
|
float subframe_center = b_scene.frame_subframe();
|
|
float frame_center_delta = 0.0f;
|
|
|
|
if(scene->need_motion() != Scene::MOTION_PASS &&
|
|
scene->camera->motion_position != Camera::MOTION_POSITION_CENTER)
|
|
{
|
|
float shuttertime = scene->camera->shuttertime;
|
|
if(scene->camera->motion_position == Camera::MOTION_POSITION_END) {
|
|
frame_center_delta = -shuttertime * 0.5f;
|
|
}
|
|
else {
|
|
assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
|
|
frame_center_delta = shuttertime * 0.5f;
|
|
}
|
|
|
|
float time = frame_center + subframe_center + frame_center_delta;
|
|
int frame = (int)floorf(time);
|
|
float subframe = time - frame;
|
|
python_thread_state_restore(python_thread_state);
|
|
b_engine.frame_set(frame, subframe);
|
|
python_thread_state_save(python_thread_state);
|
|
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
|
|
sync_objects(b_depsgraph, 0.0f);
|
|
}
|
|
|
|
/* always sample these times for camera motion */
|
|
motion_times.insert(-1.0f);
|
|
motion_times.insert(1.0f);
|
|
|
|
/* note iteration over motion_times set happens in sorted order */
|
|
foreach(float relative_time, motion_times) {
|
|
/* center time is already handled. */
|
|
if(relative_time == 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
VLOG(1) << "Synchronizing motion for the relative time "
|
|
<< relative_time << ".";
|
|
|
|
/* fixed shutter time to get previous and next frame for motion pass */
|
|
float shuttertime = scene->motion_shutter_time();
|
|
|
|
/* compute frame and subframe time */
|
|
float time = frame_center + subframe_center + frame_center_delta + relative_time * shuttertime * 0.5f;
|
|
int frame = (int)floorf(time);
|
|
float subframe = time - frame;
|
|
|
|
/* change frame */
|
|
python_thread_state_restore(python_thread_state);
|
|
b_engine.frame_set(frame, subframe);
|
|
python_thread_state_save(python_thread_state);
|
|
|
|
/* sync camera, only supports two times at the moment */
|
|
if(relative_time == -1.0f || relative_time == 1.0f) {
|
|
sync_camera_motion(b_render,
|
|
b_cam,
|
|
width, height,
|
|
relative_time);
|
|
}
|
|
|
|
/* sync object */
|
|
sync_objects(b_depsgraph, relative_time);
|
|
}
|
|
|
|
/* we need to set the python thread state again because this
|
|
* function assumes it is being executed from python and will
|
|
* try to save the thread state */
|
|
python_thread_state_restore(python_thread_state);
|
|
b_engine.frame_set(frame_center, subframe_center);
|
|
python_thread_state_save(python_thread_state);
|
|
|
|
/* tag camera for motion update */
|
|
if(scene->camera->motion_modified(prevcam))
|
|
scene->camera->tag_update();
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|