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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:46 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:46 +0400
commit99f59930885ed69890967f8864a3aa0626249d86 (patch)
treeb6f8dcc40c294077d585639e701f7fdf9b6c0dcb /intern/cycles/render/object.cpp
parent934767cf7f51ae82224138de2ffcafe7bae2b8fa (diff)
Cycles code refactor: improve vertex motion attribute storage and export.
This now supports multiple steps and subframe sampling of motion. There is one difference for object and camera transform motion blur. It still only supports two steps there, but the transforms are now sampled at subframe times instead of the previous and next frame and then interpolated/extrapolated. This will give different render results in some cases but it's more accurate. Part of the code is from the summer of code project by Gavin Howard, but it has been significantly rewritten and extended.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp61
1 files changed, 50 insertions, 11 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 362b4762b74..e99ca323929 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -55,7 +55,7 @@ Object::~Object()
{
}
-void Object::compute_bounds(bool motion_blur, float shuttertime)
+void Object::compute_bounds(bool motion_blur)
{
BoundBox mbounds = mesh->bounds;
@@ -68,10 +68,7 @@ void Object::compute_bounds(bool motion_blur, float shuttertime)
/* todo: this is really terrible. according to pbrt there is a better
* way to find this iteratively, but did not find implementation yet
* or try to implement myself */
- float start_t = 0.5f - shuttertime*0.25f;
- float end_t = 0.5f + shuttertime*0.25f;
-
- for(float t = start_t; t < end_t; t += (1.0f/128.0f)*shuttertime) {
+ for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
Transform ttfm;
transform_motion_interpolate(&ttfm, &decomp, t);
@@ -96,6 +93,15 @@ void Object::apply_transform()
for(size_t i = 0; i < mesh->verts.size(); i++)
mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
+ Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (attr) {
+ size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ }
+
/* apply to curve keys */
for(size_t i = 0; i < mesh->curve_keys.size(); i++) {
float3 co = transform_point(&tfm, float4_to_float3(mesh->curve_keys[i]));
@@ -106,6 +112,15 @@ void Object::apply_transform()
mesh->curve_keys[i].w *= radius;
}
+ Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (curve_attr) {
+ size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
+ float3 *vert_steps = curve_attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ }
+
/* store matrix to transform later. when accessing these as attributes we
* do not want the transform to be applied for consistency between static
* and dynamic BVH, so we do it on packing. */
@@ -118,7 +133,7 @@ void Object::apply_transform()
if(bounds.valid()) {
mesh->compute_bounds();
- compute_bounds(false, 0.0f);
+ compute_bounds(false);
}
/* tfm is not reset to identity, all code that uses it needs to check the
@@ -144,6 +159,25 @@ void Object::tag_update(Scene *scene)
scene->object_manager->need_update = true;
}
+vector<float> Object::motion_times()
+{
+ /* compute times at which we sample motion for this object */
+ vector<float> times;
+ int motion_steps = mesh->motion_steps;
+
+ if(!mesh || motion_steps == 1)
+ return times;
+
+ for(int step = 0; step < motion_steps; step++) {
+ if(step != motion_steps / 2) {
+ float time = 2.0f * step / (motion_steps - 1) - 1.0f;
+ times.push_back(time);
+ }
+ }
+
+ return times;
+}
+
/* Object Manager */
ObjectManager::ObjectManager()
@@ -239,10 +273,10 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
Transform mtfm_pre = ob->motion.pre;
Transform mtfm_post = ob->motion.post;
- if(!(mesh->attributes.find(ATTR_STD_MOTION_PRE) || mesh->curve_attributes.find(ATTR_STD_MOTION_PRE)))
+ if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
mtfm_pre = mtfm_pre * itfm;
- if(!(mesh->attributes.find(ATTR_STD_MOTION_POST) || mesh->curve_attributes.find(ATTR_STD_MOTION_POST)))
mtfm_post = mtfm_post * itfm;
+ }
memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3);
memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3);
@@ -261,9 +295,14 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
}
#endif
- /* dupli object coords */
- objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], 0.0f);
- objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], 0.0f, 0.0f);
+ /* dupli object coords and motion info */
+ int totalsteps = mesh->motion_steps;
+ int numsteps = (totalsteps - 1)/2;
+ int numverts = mesh->verts.size();
+ int numkeys = mesh->curve_keys.size();
+
+ objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
+ objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
/* object flag */
if(ob->use_holdout)