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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@@ -38,15 +38,37 @@ Object::Object()
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visibility = ~0;
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pass_id = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_identity();
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motion.post = transform_identity();
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use_motion = false;
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}
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Object::~Object()
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{
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}
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void Object::compute_bounds()
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void Object::compute_bounds(bool motion_blur)
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{
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bounds = mesh->bounds.transformed(&tfm);
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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MotionTransform decomp;
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transform_motion_decompose(&decomp, &motion);
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += 1.0f/128.0f) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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else
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bounds = mbounds.transformed(&tfm);
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}
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void Object::apply_transform()
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@@ -57,8 +79,8 @@ void Object::apply_transform()
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for(size_t i = 0; i < mesh->verts.size(); i++)
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mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
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Attribute *attr_fN = mesh->attributes.find(Attribute::STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(Attribute::STD_VERTEX_NORMAL);
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Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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Transform ntfm = transform_transpose(transform_inverse(tfm));
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@@ -83,7 +105,7 @@ void Object::apply_transform()
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds();
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compute_bounds(false);
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}
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tfm = transform_identity();
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@@ -123,6 +145,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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int i = 0;
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map<Mesh*, float> surface_area_map;
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Scene::MotionType need_motion = scene->need_motion();
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foreach(Object *ob, scene->objects) {
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Mesh *mesh = ob->mesh;
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@@ -130,7 +153,6 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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/* compute transformations */
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Transform tfm = ob->tfm;
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Transform itfm = transform_inverse(tfm);
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Transform ntfm = transform_transpose(itfm);
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/* compute surface area. for uniform scale we can do avoid the many
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transform calls and share computation for instances */
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@@ -171,10 +193,38 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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/* pack in texture */
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int offset = i*OBJECT_SIZE;
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memcpy(&objects[offset], &tfm, sizeof(float4)*4);
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*4);
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memcpy(&objects[offset+8], &ntfm, sizeof(float4)*4);
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objects[offset+12] = make_float4(surface_area, pass_id, 0.0f, 0.0f);
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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memcpy(&objects[offset+3], &itfm, sizeof(float4)*3);
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objects[offset+6] = make_float4(surface_area, pass_id, 0.0f, 0.0f);
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if(need_motion == Scene::MOTION_PASS) {
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/* motion transformations, is world/object space depending if mesh
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comes with deformed position in object space, or if we transform
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the shading point in world space */
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Transform mtfm_pre = ob->motion.pre;
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Transform mtfm_post = ob->motion.post;
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if(!mesh->attributes.find(ATTR_STD_MOTION_PRE))
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mtfm_pre = mtfm_pre * itfm;
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if(!mesh->attributes.find(ATTR_STD_MOTION_POST))
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mtfm_post = mtfm_post * itfm;
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memcpy(&objects[offset+8], &mtfm_pre, sizeof(float4)*4);
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memcpy(&objects[offset+12], &mtfm_post, sizeof(float4)*4);
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}
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else if(need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation */
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MotionTransform decomp;
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transform_motion_decompose(&decomp, &ob->motion);
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memcpy(&objects[offset+8], &decomp, sizeof(float4)*8);
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}
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else {
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float4 no_motion = make_float4(FLT_MAX);
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memcpy(&objects[offset+8], &no_motion, sizeof(float4));
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}
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}
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i++;
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@@ -225,6 +275,7 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
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/* counter mesh users */
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map<Mesh*, int> mesh_users;
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bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
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foreach(Object *object, scene->objects) {
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map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
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@@ -240,12 +291,14 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
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/* apply transforms for objects with single user meshes */
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foreach(Object *object, scene->objects) {
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if(mesh_users[object->mesh] == 1) {
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if(!object->mesh->transform_applied) {
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object->apply_transform();
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object->mesh->transform_applied = true;
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}
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if(!(motion_blur && object->use_motion)) {
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if(!object->mesh->transform_applied) {
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object->apply_transform();
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object->mesh->transform_applied = true;
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if(progress.get_cancel()) return;
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if(progress.get_cancel()) return;
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}
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}
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}
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}
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}
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