Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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enum ObjectTransform {
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OBJECT_TRANSFORM = 0,
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OBJECT_INVERSE_TRANSFORM = 3,
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OBJECT_PROPERTIES = 6,
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OBJECT_TRANSFORM_MOTION_PRE = 8,
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OBJECT_TRANSFORM_MOTION_POST = 12
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};
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__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
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{
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Transform tfm;
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#ifdef __MOTION__
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/* if we do motion blur */
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if(time != TIME_INVALID) {
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int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;
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float4 have_motion = kernel_tex_fetch(__objects, offset + 0);
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/* if this object have motion */
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if(have_motion.x != FLT_MAX) {
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/* fetch motion transforms */
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MotionTransform motion;
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motion.pre.x = have_motion;
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motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
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motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
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motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
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motion.post.x = kernel_tex_fetch(__objects, offset + 4);
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motion.post.y = kernel_tex_fetch(__objects, offset + 5);
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motion.post.z = kernel_tex_fetch(__objects, offset + 6);
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motion.post.w = kernel_tex_fetch(__objects, offset + 7);
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/* interpolate (todo: do only once per object) */
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transform_motion_interpolate(&tfm, &motion, time);
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/* invert */
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if(type == OBJECT_INVERSE_TRANSFORM)
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tfm = transform_quick_inverse(tfm);
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return tfm;
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}
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}
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#endif
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int offset = object*OBJECT_SIZE + (int)type;
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tfm.x = kernel_tex_fetch(__objects, offset + 0);
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tfm.y = kernel_tex_fetch(__objects, offset + 1);
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tfm.z = kernel_tex_fetch(__objects, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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__device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
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{
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#ifdef __MOTION__
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*P = transform_point(&sd->ob_tfm, *P);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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__device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
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{
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#ifdef __MOTION__
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*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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__device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
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{
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#ifdef __MOTION__
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*D = transform_direction(&sd->ob_tfm, *D);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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#endif
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}
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__device_inline float object_surface_area(KernelGlobals *kg, int object)
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{
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.x;
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}
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__device_inline float object_pass_id(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.y;
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}
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CCL_NAMESPACE_END
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