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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_object.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_object.h')
-rw-r--r--intern/cycles/kernel/kernel_object.h70
1 files changed, 58 insertions, 12 deletions
diff --git a/intern/cycles/kernel/kernel_object.h b/intern/cycles/kernel/kernel_object.h
index b676f58e5d4..262ca848f28 100644
--- a/intern/cycles/kernel/kernel_object.h
+++ b/intern/cycles/kernel/kernel_object.h
@@ -20,41 +20,87 @@ CCL_NAMESPACE_BEGIN
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
- OBJECT_INVERSE_TRANSFORM = 4,
- OBJECT_NORMAL_TRANSFORM = 8,
- OBJECT_PROPERTIES = 12
+ OBJECT_INVERSE_TRANSFORM = 3,
+ OBJECT_PROPERTIES = 6,
+ OBJECT_TRANSFORM_MOTION_PRE = 8,
+ OBJECT_TRANSFORM_MOTION_POST = 12
};
-__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
+__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
{
Transform tfm;
+#ifdef __MOTION__
+ /* if we do motion blur */
+ if(time != TIME_INVALID) {
+ int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;
+ float4 have_motion = kernel_tex_fetch(__objects, offset + 0);
+
+ /* if this object have motion */
+ if(have_motion.x != FLT_MAX) {
+ /* fetch motion transforms */
+ MotionTransform motion;
+
+ motion.pre.x = have_motion;
+ motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
+ motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
+ motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
+
+ motion.post.x = kernel_tex_fetch(__objects, offset + 4);
+ motion.post.y = kernel_tex_fetch(__objects, offset + 5);
+ motion.post.z = kernel_tex_fetch(__objects, offset + 6);
+ motion.post.w = kernel_tex_fetch(__objects, offset + 7);
+
+ /* interpolate (todo: do only once per object) */
+ transform_motion_interpolate(&tfm, &motion, time);
+
+ /* invert */
+ if(type == OBJECT_INVERSE_TRANSFORM)
+ tfm = transform_quick_inverse(tfm);
+
+ return tfm;
+ }
+ }
+#endif
+
int offset = object*OBJECT_SIZE + (int)type;
tfm.x = kernel_tex_fetch(__objects, offset + 0);
tfm.y = kernel_tex_fetch(__objects, offset + 1);
tfm.z = kernel_tex_fetch(__objects, offset + 2);
- tfm.w = kernel_tex_fetch(__objects, offset + 3);
+ tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
return tfm;
}
-__device_inline void object_position_transform(KernelGlobals *kg, int object, float3 *P)
+__device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
{
- Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
+#ifdef __MOTION__
+ *P = transform_point(&sd->ob_tfm, *P);
+#else
+ Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
+#endif
}
-__device_inline void object_normal_transform(KernelGlobals *kg, int object, float3 *N)
+__device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
{
- Transform tfm = object_fetch_transform(kg, object, OBJECT_NORMAL_TRANSFORM);
- *N = normalize(transform_direction(&tfm, *N));
+#ifdef __MOTION__
+ *N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
+#else
+ Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
+ *N = normalize(transform_direction_transposed(&tfm, *N));
+#endif
}
-__device_inline void object_dir_transform(KernelGlobals *kg, int object, float3 *D)
+__device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
{
- Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
+#ifdef __MOTION__
+ *D = transform_direction(&sd->ob_tfm, *D);
+#else
+ Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
+#endif
}
__device_inline float object_surface_area(KernelGlobals *kg, int object)