Cycles: support for motion vector and UV passes.
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.
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@@ -179,5 +179,68 @@ __device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *s
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}
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}
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/* motion */
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__device int triangle_find_attribute(KernelGlobals *kg, ShaderData *sd, uint id)
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{
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/* find attribute by unique id */
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uint attr_offset = sd->object*kernel_data.bvh.attributes_map_stride;
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uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
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while(attr_map.x != id)
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attr_map = kernel_tex_fetch(__attributes_map, ++attr_offset);
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/* return result */
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return (attr_map.y == ATTR_ELEMENT_NONE)? ATTR_STD_NOT_FOUND: attr_map.z;
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}
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__device float4 triangle_motion_vector(KernelGlobals *kg, ShaderData *sd)
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{
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float3 motion_pre = sd->P, motion_post = sd->P;
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/* deformation motion */
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int offset_pre = triangle_find_attribute(kg, sd, ATTR_STD_MOTION_PRE);
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int offset_post = triangle_find_attribute(kg, sd, ATTR_STD_MOTION_POST);
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if(offset_pre != ATTR_STD_NOT_FOUND)
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motion_pre = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_pre, NULL, NULL);
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if(offset_post != ATTR_STD_NOT_FOUND)
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motion_post = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_post, NULL, NULL);
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/* object motion. note that depending on the mesh having motion vectors, this
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transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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/* camera motion */
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tfm = kernel_data.cam.worldtoraster;
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float3 P = transform_perspective(&tfm, sd->P);
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tfm = kernel_data.cam.motion.pre;
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motion_pre = transform_perspective(&tfm, motion_pre) - P;
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tfm = kernel_data.cam.motion.post;
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motion_post = P - transform_perspective(&tfm, motion_post);
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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__device float3 triangle_uv(KernelGlobals *kg, ShaderData *sd)
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{
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int offset_uv = triangle_find_attribute(kg, sd, ATTR_STD_UV);
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if(offset_uv == ATTR_STD_NOT_FOUND)
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return make_float3(0.0f, 0.0f, 0.0f);
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float3 uv = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, offset_uv, NULL, NULL);
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uv.z = 1.0f;
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return uv;
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}
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CCL_NAMESPACE_END
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