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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
commit1d8c79818870b92df46c443d7778438aa67d019c (patch)
treeba3fc305671261e40851d8a230a33ebe19396e95 /intern/cycles/blender/blender_mesh.cpp
parent796dd8a321108df26757fb9df5c2aa6eb42c9633 (diff)
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.
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp69
1 files changed, 39 insertions, 30 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 7caa6b3d511..f77e6551de0 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -33,30 +33,6 @@ CCL_NAMESPACE_BEGIN
/* Find/Add */
-static bool mesh_need_attribute(Scene *scene, Mesh *mesh, Attribute::Standard std)
-{
- if(std == Attribute::STD_NONE)
- return false;
-
- foreach(uint shader, mesh->used_shaders)
- if(scene->shaders[shader]->attributes.find(std))
- return true;
-
- return false;
-}
-
-static bool mesh_need_attribute(Scene *scene, Mesh *mesh, ustring name)
-{
- if(name == ustring())
- return false;
-
- foreach(uint shader, mesh->used_shaders)
- if(scene->shaders[shader]->attributes.find(name))
- return true;
-
- return false;
-}
-
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
{
/* create vertices */
@@ -66,7 +42,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
mesh->verts.push_back(get_float3(v->co()));
/* create vertex normals */
- Attribute *attr_N = mesh->attributes.add(Attribute::STD_VERTEX_NORMAL);
+ Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *N = attr_N->data_float3();
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
@@ -94,8 +70,8 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
/* create generated coordinates. todo: we should actually get the orco
coordinates from modifiers, for now we use texspace loc/size which
is available in the api. */
- if(mesh_need_attribute(scene, mesh, Attribute::STD_GENERATED)) {
- Attribute *attr = mesh->attributes.add(Attribute::STD_GENERATED);
+ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
+ Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
float3 loc = get_float3(b_mesh.texspace_location());
float3 size = get_float3(b_mesh.texspace_size());
@@ -118,7 +94,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
BL::Mesh::tessface_vertex_colors_iterator l;
for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
- if(!mesh_need_attribute(scene, mesh, ustring(l->name().c_str())))
+ if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
Attribute *attr = mesh->attributes.add(
@@ -150,10 +126,10 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
BL::Mesh::tessface_uv_textures_iterator l;
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
- Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE;
+ AttributeStandard std = (l->active_render())? ATTR_STD_UV: ATTR_STD_NONE;
ustring name = ustring(l->name().c_str());
- if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std)))
+ if(!(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)))
continue;
Attribute *attr;
@@ -329,5 +305,38 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool holdout, bool object_updated)
return mesh;
}
+void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
+{
+ /* todo: displacement, subdivision */
+ BL::ID b_ob_data = b_ob.data();
+ size_t size = mesh->verts.size();
+
+ /* skip objects without deforming modifiers. this is not a totally reliable,
+ * would need a more extensive check to see which objects are animated */
+ if(!size || !ccl::object_is_deform_modified(b_ob, b_scene, preview))
+ return;
+
+ /* get derived mesh */
+ BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
+
+ if(b_mesh) {
+ BL::Mesh::vertices_iterator v;
+ AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST;
+ Attribute *attr_M = mesh->attributes.add(std);
+ float3 *M = attr_M->data_float3();
+ size_t i = 0, size = mesh->verts.size();
+
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < size; ++v, M++, i++)
+ *M = get_float3(v->co());
+
+ /* if number of vertices changed, or if coordinates stayed the same, drop it */
+ if(i != size || memcmp(M, &mesh->verts[0], sizeof(float3)*size) == 0)
+ mesh->attributes.remove(std);
+
+ /* free derived mesh */
+ object_remove_mesh(b_data, b_mesh);
+ }
+}
+
CCL_NAMESPACE_END