501 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			501 lines
		
	
	
		
			15 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() || b_curve.extrude() != 0.0f || b_curve.bevel_depth() != 0.0f ||
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            b_curve.dimensions() == BL::Curve::dimensions_2D || 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) || 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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/* Object */
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Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
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                                 BL::ViewLayer &b_view_layer,
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                                 BL::DepsgraphObjectInstance &b_instance,
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                                 float motion_time,
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                                 bool use_particle_hair,
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                                 bool show_lights,
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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() : b_instance.object();
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  BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : 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 (!motion && object_is_light(b_ob)) {
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    if (!show_lights) {
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      return NULL;
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    }
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    /* TODO: don't use lights for excluded layers used as mask layer,
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     * when dynamic overrides are back. */
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#if 0
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    if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer)))
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#endif
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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 = get_boolean(cobject, "is_holdout") ||
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                     b_parent.holdout_get(PointerRNA_NULL, b_view_layer);
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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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  /* TODO: make holdout objects on excluded layer invisible for non-camera rays. */
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#if 0
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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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#endif
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  /* Clear camera visibility for indirect only objects. */
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  bool use_indirect_only = !use_holdout &&
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                           b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer);
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  if (use_indirect_only) {
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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, use_particle_hair);
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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_geometry_motion(b_depsgraph, b_ob, object, motion_time, use_particle_hair);
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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_geometry(
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      b_depsgraph, b_ob, b_ob_instance, object_updated, use_particle_hair);
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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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  /* sync the asset name for Cryptomatte */
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  BL::Object parent = b_ob.parent();
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  ustring parent_name;
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  if (parent) {
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    while (parent.parent()) {
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      parent = parent.parent();
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    }
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    parent_name = parent.name();
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  }
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  else {
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    parent_name = b_ob.name();
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  }
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  if (object->asset_name != parent_name) {
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    object->asset_name = parent_name;
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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->color = get_float3(b_ob.color());
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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 (need_motion == Scene::MOTION_BLUR) {
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        motion_steps = object_motion_steps(b_parent, b_ob);
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        mesh->motion_steps = motion_steps;
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        if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
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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()) -
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                                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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    }
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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_uint2(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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  if (is_instance) {
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    /* Sync possible particle data. */
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    sync_dupli_particle(b_parent, b_instance, object);
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  }
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  return object;
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}
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/* Object Loop */
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void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
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                               BL::SpaceView3D &b_v3d,
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                               float motion_time)
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{
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  /* layer data */
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  bool motion = motion_time != 0.0f;
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  if (!motion) {
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    /* prepare for sync */
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    light_map.pre_sync();
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    mesh_map.pre_sync();
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    object_map.pre_sync();
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    particle_system_map.pre_sync();
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    motion_times.clear();
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  }
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  else {
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    mesh_motion_synced.clear();
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  }
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  /* initialize culling */
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  BlenderObjectCulling culling(scene, b_scene);
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  /* object loop */
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  bool cancel = false;
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  bool use_portal = false;
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  const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
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  BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
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  BL::Depsgraph::object_instances_iterator b_instance_iter;
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  for (b_depsgraph.object_instances.begin(b_instance_iter);
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       b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
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       ++b_instance_iter) {
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    BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
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    BL::Object b_ob = b_instance.object();
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    /* Viewport visibility. */
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    const bool show_in_viewport = !b_v3d || b_ob.visible_in_viewport_get(b_v3d);
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    if (show_in_viewport == false) {
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      continue;
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    }
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    /* Load per-object culling data. */
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    culling.init_object(scene, b_ob);
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    /* Object itself. */
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    if (b_instance.show_self()) {
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      sync_object(b_depsgraph,
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                  b_view_layer,
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                  b_instance,
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                  motion_time,
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                  false,
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                  show_lights,
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                  culling,
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                  &use_portal);
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    }
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    /* Particle hair as separate object. */
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    if (b_instance.show_particles() && object_has_particle_hair(b_ob)) {
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      sync_object(b_depsgraph,
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                  b_view_layer,
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                  b_instance,
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                  motion_time,
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                  true,
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                  show_lights,
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                  culling,
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                  &use_portal);
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    }
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    cancel = progress.get_cancel();
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  }
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  progress.set_sync_status("");
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  if (!cancel && !motion) {
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    sync_background_light(b_v3d, use_portal);
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    /* handle removed data and modified pointers */
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    if (light_map.post_sync())
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      scene->light_manager->tag_update(scene);
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    if (mesh_map.post_sync())
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      scene->mesh_manager->tag_update(scene);
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    if (object_map.post_sync())
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      scene->object_manager->tag_update(scene);
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    if (particle_system_map.post_sync())
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      scene->particle_system_manager->tag_update(scene);
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  }
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  if (motion)
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    mesh_motion_synced.clear();
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}
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void BlenderSync::sync_motion(BL::RenderSettings &b_render,
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                              BL::Depsgraph &b_depsgraph,
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                              BL::SpaceView3D &b_v3d,
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                              BL::Object &b_override,
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                              int width,
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                              int height,
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                              void **python_thread_state)
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{
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  if (scene->need_motion() == Scene::MOTION_NONE)
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    return;
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  /* get camera object here to deal with camera switch */
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  BL::Object b_cam = b_scene.camera();
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  if (b_override)
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    b_cam = b_override;
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  Camera prevcam = *(scene->camera);
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  int frame_center = b_scene.frame_current();
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  float subframe_center = b_scene.frame_subframe();
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  float frame_center_delta = 0.0f;
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  if (scene->need_motion() != Scene::MOTION_PASS &&
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      scene->camera->motion_position != Camera::MOTION_POSITION_CENTER) {
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    float shuttertime = scene->camera->shuttertime;
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    if (scene->camera->motion_position == Camera::MOTION_POSITION_END) {
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      frame_center_delta = -shuttertime * 0.5f;
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    }
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    else {
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      assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
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						|
      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, b_v3d, 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, b_v3d, 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
 |