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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_sync.h
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_sync.h')
-rw-r--r--intern/cycles/blender/blender_sync.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index ab8e4bd8d00..acdcea1ef9b 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -54,7 +54,7 @@ public:
/* sync */
bool sync_recalc();
- void sync_data(BL::SpaceView3D b_v3d, const char *layer = 0);
+ void sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, const char *layer = 0);
void sync_camera(BL::Object b_override, int width, int height);
void sync_view(BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height);
int get_layer_samples() { return render_layer.samples; }
@@ -69,7 +69,8 @@ private:
/* sync */
void sync_lamps();
void sync_materials();
- void sync_objects(BL::SpaceView3D b_v3d);
+ void sync_objects(BL::SpaceView3D b_v3d, int motion = 0);
+ void sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override);
void sync_film();
void sync_integrator();
void sync_view();
@@ -79,9 +80,11 @@ private:
void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
Mesh *sync_mesh(BL::Object b_ob, bool holdout, bool object_updated);
- void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint layer_flag);
+ void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint layer_flag, int motion);
void sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm);
void sync_background_light();
+ void sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion);
+ void sync_camera_motion(BL::Object b_ob, int motion);
/* util */
void find_shader(BL::ID id, vector<uint>& used_shaders, int default_shader);