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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/kernel/kernel_emission.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/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 764ac599991..cd7701a0c75 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -21,7 +21,7 @@ CCL_NAMESPACE_BEGIN
/* Direction Emission */
__device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
- LightSample *ls, float u, float v, float3 I)
+ LightSample *ls, float u, float v, float3 I, float time)
{
/* setup shading at emitter */
ShaderData sd;
@@ -40,7 +40,7 @@ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
else
#endif
{
- shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v);
+ shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, time);
ls->Ng = sd.Ng;
/* no path flag, we're evaluating this for all closures. that's weak but
@@ -76,7 +76,7 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
#endif
{
/* sample a light and position on int */
- light_sample(kg, randt, randu, randv, sd->P, &ls, &pdf);
+ light_sample(kg, randt, randu, randv, sd->time, sd->P, &ls, &pdf);
}
/* compute pdf */
@@ -87,7 +87,7 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
return false;
/* evaluate closure */
- float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D);
+ float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, sd->time);
if(is_zero(light_eval))
return false;