424 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			424 lines
		
	
	
		
			11 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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#include "camera.h"
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#include "integrator.h"
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "nodes.h"
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#include "shader.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_foreach.h"
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#include "util_hash.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(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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	return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) ||
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		b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall)));
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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_Lamp));
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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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	return flag;
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}
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/* Light */
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void BlenderSync::sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm)
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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, b_index, b_ob);
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	if(!light_map.sync(&light, b_ob, b_parent, key))
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		return;
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	BL::Lamp b_lamp(b_ob.data());
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	/* type */
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	switch(b_lamp.type()) {
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		case BL::Lamp::type_POINT: {
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			BL::PointLamp b_point_lamp(b_lamp);
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			light->size = b_point_lamp.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::Lamp::type_SPOT: {
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			BL::SpotLamp b_spot_lamp(b_lamp);
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			light->size = b_spot_lamp.shadow_soft_size();
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			light->type = LIGHT_SPOT;
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			light->spot_angle = b_spot_lamp.spot_size();
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			light->spot_smooth = b_spot_lamp.spot_blend();
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			break;
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		}
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		case BL::Lamp::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::Lamp::type_SUN: {
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			BL::SunLamp b_sun_lamp(b_lamp);
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			light->size = b_sun_lamp.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::Lamp::type_AREA: {
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			BL::AreaLamp b_area_lamp(b_lamp);
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			light->size = 1.0f;
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			light->axisu = make_float3(tfm.x.x, tfm.y.x, tfm.z.x);
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			light->axisv = make_float3(tfm.x.y, tfm.y.y, tfm.z.y);
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			light->sizeu = b_area_lamp.size();
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			if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
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				light->sizev = b_area_lamp.size_y();
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			else
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				light->sizev = light->sizeu;
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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 = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
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	light->dir = -make_float3(tfm.x.z, tfm.y.z, tfm.z.z);
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	/* shader */
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	vector<uint> used_shaders;
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	find_shader(b_lamp, used_shaders, scene->default_light);
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	if(used_shaders.size() == 0)
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		used_shaders.push_back(scene->default_light);
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	light->shader = used_shaders[0];
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	/* shadow */
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	PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
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	light->cast_shadow = get_boolean(clamp, "cast_shadow");
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	light->samples = get_int(clamp, "samples");
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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()
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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 cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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		bool sample_as_light = get_boolean(cworld, "sample_as_light");
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		if(sample_as_light) {
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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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				light->map_resolution  = get_int(cworld, "sample_map_resolution");
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				light->samples  = get_int(cworld, "samples");
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				light->shader = scene->default_background;
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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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void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::DupliObject b_dupli_ob, Transform& tfm, uint layer_flag, int motion, int particle_id)
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{
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	BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
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	/* light is handled separately */
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	if(object_is_light(b_ob)) {
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		if(!motion)
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			sync_light(b_parent, b_index, b_ob, tfm);
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		return;
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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;
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	/* key to lookup object */
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	ObjectKey key(b_parent, b_index, b_ob);
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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) {
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			if(tfm != object->tfm) {
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				if(motion == -1)
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					object->motion.pre = tfm;
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				else
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					object->motion.post = tfm;
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				object->use_motion = true;
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			}
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			/* mesh deformation blur not supported yet */
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			if(!scene->integrator->motion_blur)
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				sync_mesh_motion(b_ob, object->mesh, motion);
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		}
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		return;
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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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	bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
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	/* mesh sync */
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	object->mesh = sync_mesh(b_ob, object_updated);
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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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	}
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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.pre = tfm;
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		object->motion.post = tfm;
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		object->use_motion = false;
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		object->random_id = hash_int_2d(hash_string(object->name.c_str()), b_index);
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		/* visibility flags for both parent */
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		object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
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		if(b_parent.ptr.data != b_ob.ptr.data) {
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			object->visibility &= object_ray_visibility(b_parent);
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			object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
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		}
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		/* camera flag is not actually used, instead is tested
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		 * against render layer flags */
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		if(object->visibility & PATH_RAY_CAMERA) {
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			object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
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			object->visibility &= ~PATH_RAY_CAMERA;
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		}
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		if (b_dupli_ob) {
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			object->dupli_generated = get_float3(b_dupli_ob.orco());
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			object->dupli_uv = get_float2(b_dupli_ob.uv());
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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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		}
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		object->particle_id = particle_id;
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		object->tag_update(scene);
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	}
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}
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/* Object Loop */
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void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, int motion)
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{
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	/* layer data */
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	uint scene_layer = render_layer.scene_layer;
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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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		mesh_synced.clear();
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	}
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	/* object loop */
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	BL::Scene::objects_iterator b_ob;
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	BL::Scene b_sce = b_scene;
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	int particle_offset = 1;	/* first particle is dummy for regular, non-instanced objects */
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	bool cancel = false;
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	for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
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		for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end() && !cancel; ++b_ob) {
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			bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
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			uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), render_layer.use_localview, object_is_light(*b_ob));
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			hide = hide || !(ob_layer & scene_layer);
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			if(!hide) {
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				progress.set_sync_status("Synchronizing object", (*b_ob).name());
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				int num_particles = object_count_particles(*b_ob);
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				if(b_ob->is_duplicator()) {
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					hide = true;	/* duplicators hidden by default */
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					/* dupli objects */
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					object_create_duplilist(*b_ob, b_scene);
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					BL::Object::dupli_list_iterator b_dup;
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					int b_index = 0;
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					for(b_ob->dupli_list.begin(b_dup); b_dup != b_ob->dupli_list.end(); ++b_dup) {
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						Transform tfm = get_transform(b_dup->matrix());
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						BL::Object b_dup_ob = b_dup->object();
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						bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render();
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						if(!(b_dup->hide() || dup_hide)) {
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							sync_object(*b_ob, b_index, *b_dup, tfm, ob_layer, motion, b_dup->particle_index() + particle_offset);
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						}
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						++b_index;
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					}
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					object_free_duplilist(*b_ob);
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				}
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				/* check if we should render or hide particle emitter */
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				BL::Object::particle_systems_iterator b_psys;
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				for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
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					if(b_psys->settings().use_render_emitter())
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						hide = false;
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				if(!hide) {
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					/* object itself */
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					Transform tfm = get_transform(b_ob->matrix_world());
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					sync_object(*b_ob, 0, PointerRNA_NULL, tfm, ob_layer, motion, 0);
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				}
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				particle_offset += num_particles;
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			}
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			cancel = progress.get_cancel();
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		}
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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();
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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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		mesh_synced.clear();
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	}
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}
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void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
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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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	/* go back and forth one frame */
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	int frame = b_scene.frame_current();
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	for(int motion = -1; motion <= 1; motion += 2) {
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		scene_frame_set(b_scene, frame + motion);
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		/* camera object */
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		if(b_cam)
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			sync_camera_motion(b_cam, motion);
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		/* mesh objects */
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		sync_objects(b_v3d, motion);
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	}
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	scene_frame_set(b_scene, frame);
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	/* tag camera for motion update */
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	if(scene->camera->motion_modified(prevcam))
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		scene->camera->tag_update();
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}
 | 
						|
 | 
						|
CCL_NAMESPACE_END
 | 
						|
 |