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Diffstat (limited to 'intern/cycles/blender/object.cpp')
-rw-r--r--intern/cycles/blender/object.cpp769
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diff --git a/intern/cycles/blender/object.cpp b/intern/cycles/blender/object.cpp
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+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "blender/object_cull.h"
+#include "blender/sync.h"
+#include "blender/util.h"
+
+#include "scene/alembic.h"
+#include "scene/camera.h"
+#include "scene/integrator.h"
+#include "scene/light.h"
+#include "scene/mesh.h"
+#include "scene/object.h"
+#include "scene/particles.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_graph.h"
+#include "scene/shader_nodes.h"
+
+#include "util/foreach.h"
+#include "util/hash.h"
+#include "util/log.h"
+#include "util/task.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Utilities */
+
+bool BlenderSync::BKE_object_is_modified(BL::Object &b_ob)
+{
+ /* test if we can instance or if the object is modified */
+ if (b_ob.type() == BL::Object::type_META) {
+ /* multi-user and dupli metaballs are fused, can't instance */
+ return true;
+ }
+ else if (ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
+ /* modifiers */
+ return true;
+ }
+ else {
+ /* object level material links */
+ for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
+ if (b_slot.link() == BL::MaterialSlot::link_OBJECT) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+bool BlenderSync::object_is_geometry(BL::Object &b_ob)
+{
+ BL::ID b_ob_data = b_ob.data();
+
+ if (!b_ob_data) {
+ return false;
+ }
+
+ BL::Object::type_enum type = b_ob.type();
+
+ if (type == BL::Object::type_VOLUME || type == BL::Object::type_HAIR) {
+ /* Will be exported attached to mesh. */
+ return true;
+ }
+ else if (type == BL::Object::type_CURVE) {
+ /* Skip exporting curves without faces, overhead can be
+ * significant if there are many for path animation. */
+ BL::Curve b_curve(b_ob_data);
+
+ return (b_curve.bevel_object() || b_curve.extrude() != 0.0f || b_curve.bevel_depth() != 0.0f ||
+ b_curve.dimensions() == BL::Curve::dimensions_2D || b_ob.modifiers.length());
+ }
+ else {
+ return (b_ob_data.is_a(&RNA_Mesh) || b_ob_data.is_a(&RNA_Curve) ||
+ b_ob_data.is_a(&RNA_MetaBall));
+ }
+}
+
+bool BlenderSync::object_is_light(BL::Object &b_ob)
+{
+ BL::ID b_ob_data = b_ob.data();
+
+ return (b_ob_data && b_ob_data.is_a(&RNA_Light));
+}
+
+void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object)
+{
+ /* Initialize motion blur for object, detecting if it's enabled and creating motion
+ * steps array if so. */
+ array<Transform> motion;
+ object->set_motion(motion);
+
+ Geometry *geom = object->get_geometry();
+ if (!geom) {
+ return;
+ }
+
+ int motion_steps = 0;
+ bool use_motion_blur = false;
+
+ Scene::MotionType need_motion = scene->need_motion();
+ if (need_motion == Scene::MOTION_BLUR) {
+ motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS);
+ if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
+ use_motion_blur = true;
+ }
+ }
+ else if (need_motion != Scene::MOTION_NONE) {
+ motion_steps = 3;
+ }
+
+ geom->set_use_motion_blur(use_motion_blur);
+ geom->set_motion_steps(motion_steps);
+
+ motion.resize(motion_steps, transform_empty());
+
+ if (motion_steps) {
+ motion[motion_steps / 2] = object->get_tfm();
+
+ /* update motion socket before trying to access object->motion_time */
+ object->set_motion(motion);
+
+ for (size_t step = 0; step < motion_steps; step++) {
+ motion_times.insert(object->motion_time(step));
+ }
+ }
+}
+
+Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
+ BL::ViewLayer &b_view_layer,
+ BL::DepsgraphObjectInstance &b_instance,
+ float motion_time,
+ bool use_particle_hair,
+ bool show_lights,
+ BlenderObjectCulling &culling,
+ bool *use_portal,
+ TaskPool *geom_task_pool)
+{
+ const bool is_instance = b_instance.is_instance();
+ BL::Object b_ob = b_instance.object();
+ BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object();
+ BObjectInfo b_ob_info{b_ob, is_instance ? b_instance.instance_object() : b_ob, b_ob.data()};
+ const bool motion = motion_time != 0.0f;
+ /*const*/ Transform tfm = get_transform(b_ob.matrix_world());
+ int *persistent_id = NULL;
+ BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
+ if (is_instance) {
+ persistent_id_array = b_instance.persistent_id();
+ persistent_id = persistent_id_array.data;
+ }
+
+ /* light is handled separately */
+ if (!motion && object_is_light(b_ob)) {
+ if (!show_lights) {
+ return NULL;
+ }
+
+ /* TODO: don't use lights for excluded layers used as mask layer,
+ * when dynamic overrides are back. */
+#if 0
+ if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer)))
+#endif
+ {
+ sync_light(b_parent,
+ persistent_id,
+ b_ob_info,
+ is_instance ? b_instance.random_id() : 0,
+ tfm,
+ use_portal);
+ }
+
+ return NULL;
+ }
+
+ /* only interested in object that we can create meshes from */
+ if (!object_is_geometry(b_ob)) {
+ return NULL;
+ }
+
+ /* Perform object culling. */
+ if (culling.test(scene, b_ob, tfm)) {
+ return NULL;
+ }
+
+ /* Visibility flags for both parent and child. */
+ PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
+ bool use_holdout = b_parent.holdout_get(PointerRNA_NULL, b_view_layer);
+ uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
+
+ if (b_parent.ptr.data != b_ob.ptr.data) {
+ visibility &= object_ray_visibility(b_parent);
+ }
+
+ /* TODO: make holdout objects on excluded layer invisible for non-camera rays. */
+#if 0
+ if (use_holdout && (layer_flag & view_layer.exclude_layer)) {
+ visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
+ }
+#endif
+
+ /* Clear camera visibility for indirect only objects. */
+ bool use_indirect_only = !use_holdout &&
+ b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer);
+ if (use_indirect_only) {
+ visibility &= ~PATH_RAY_CAMERA;
+ }
+
+ /* Don't export completely invisible objects. */
+ if (visibility == 0) {
+ return NULL;
+ }
+
+ /* Use task pool only for non-instances, since sync_dupli_particle accesses
+ * geometry. This restriction should be removed for better performance. */
+ TaskPool *object_geom_task_pool = (is_instance) ? NULL : geom_task_pool;
+
+ /* key to lookup object */
+ ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, use_particle_hair);
+ Object *object;
+
+ /* motion vector case */
+ if (motion) {
+ object = object_map.find(key);
+
+ if (object && object->use_motion()) {
+ /* Set transform at matching motion time step. */
+ int time_index = object->motion_step(motion_time);
+ if (time_index >= 0) {
+ array<Transform> motion = object->get_motion();
+ motion[time_index] = tfm;
+ object->set_motion(motion);
+ }
+
+ /* mesh deformation */
+ if (object->get_geometry())
+ sync_geometry_motion(
+ b_depsgraph, b_ob_info, object, motion_time, use_particle_hair, object_geom_task_pool);
+ }
+
+ return object;
+ }
+
+ /* test if we need to sync */
+ bool object_updated = object_map.add_or_update(&object, b_ob, b_parent, key) ||
+ (tfm != object->get_tfm());
+
+ /* mesh sync */
+ Geometry *geometry = sync_geometry(
+ b_depsgraph, b_ob_info, object_updated, use_particle_hair, object_geom_task_pool);
+ object->set_geometry(geometry);
+
+ /* special case not tracked by object update flags */
+
+ if (sync_object_attributes(b_instance, object)) {
+ object_updated = true;
+ }
+
+ /* holdout */
+ object->set_use_holdout(use_holdout);
+
+ object->set_visibility(visibility);
+
+ object->set_is_shadow_catcher(b_ob.is_shadow_catcher());
+
+ float shadow_terminator_shading_offset = get_float(cobject, "shadow_terminator_offset");
+ object->set_shadow_terminator_shading_offset(shadow_terminator_shading_offset);
+
+ float shadow_terminator_geometry_offset = get_float(cobject,
+ "shadow_terminator_geometry_offset");
+ object->set_shadow_terminator_geometry_offset(shadow_terminator_geometry_offset);
+
+ float ao_distance = get_float(cobject, "ao_distance");
+ if (ao_distance == 0.0f && b_parent.ptr.data != b_ob.ptr.data) {
+ PointerRNA cparent = RNA_pointer_get(&b_parent.ptr, "cycles");
+ ao_distance = get_float(cparent, "ao_distance");
+ }
+ object->set_ao_distance(ao_distance);
+
+ /* sync the asset name for Cryptomatte */
+ BL::Object parent = b_ob.parent();
+ ustring parent_name;
+ if (parent) {
+ while (parent.parent()) {
+ parent = parent.parent();
+ }
+ parent_name = parent.name();
+ }
+ else {
+ parent_name = b_ob.name();
+ }
+ object->set_asset_name(parent_name);
+
+ /* object sync
+ * transform comparison should not be needed, but duplis don't work perfect
+ * in the depsgraph and may not signal changes, so this is a workaround */
+ if (object->is_modified() || object_updated ||
+ (object->get_geometry() && object->get_geometry()->is_modified())) {
+ object->name = b_ob.name().c_str();
+ object->set_pass_id(b_ob.pass_index());
+ object->set_color(get_float3(b_ob.color()));
+ object->set_tfm(tfm);
+
+ /* dupli texture coordinates and random_id */
+ if (is_instance) {
+ object->set_dupli_generated(0.5f * get_float3(b_instance.orco()) -
+ make_float3(0.5f, 0.5f, 0.5f));
+ object->set_dupli_uv(get_float2(b_instance.uv()));
+ object->set_random_id(b_instance.random_id());
+ }
+ else {
+ object->set_dupli_generated(zero_float3());
+ object->set_dupli_uv(zero_float2());
+ object->set_random_id(hash_uint2(hash_string(object->name.c_str()), 0));
+ }
+
+ object->tag_update(scene);
+ }
+
+ sync_object_motion_init(b_parent, b_ob, object);
+
+ if (is_instance) {
+ /* Sync possible particle data. */
+ sync_dupli_particle(b_parent, b_instance, object);
+ }
+
+ return object;
+}
+
+/* This function mirrors drw_uniform_property_lookup in draw_instance_data.cpp */
+static bool lookup_property(BL::ID b_id, const string &name, float4 *r_value)
+{
+ PointerRNA ptr;
+ PropertyRNA *prop;
+
+ if (!RNA_path_resolve(&b_id.ptr, name.c_str(), &ptr, &prop)) {
+ return false;
+ }
+
+ if (prop == NULL) {
+ return false;
+ }
+
+ PropertyType type = RNA_property_type(prop);
+ int arraylen = RNA_property_array_length(&ptr, prop);
+
+ if (arraylen == 0) {
+ float value;
+
+ if (type == PROP_FLOAT)
+ value = RNA_property_float_get(&ptr, prop);
+ else if (type == PROP_INT)
+ value = static_cast<float>(RNA_property_int_get(&ptr, prop));
+ else
+ return false;
+
+ *r_value = make_float4(value, value, value, 1.0f);
+ return true;
+ }
+ else if (type == PROP_FLOAT && arraylen <= 4) {
+ *r_value = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
+ RNA_property_float_get_array(&ptr, prop, &r_value->x);
+ return true;
+ }
+
+ return false;
+}
+
+/* This function mirrors drw_uniform_attribute_lookup in draw_instance_data.cpp */
+static float4 lookup_instance_property(BL::DepsgraphObjectInstance &b_instance,
+ const string &name,
+ bool use_instancer)
+{
+ string idprop_name = string_printf("[\"%s\"]", name.c_str());
+ float4 value;
+
+ /* If requesting instance data, check the parent particle system and object. */
+ if (use_instancer && b_instance.is_instance()) {
+ BL::ParticleSystem b_psys = b_instance.particle_system();
+
+ if (b_psys) {
+ if (lookup_property(b_psys.settings(), idprop_name, &value) ||
+ lookup_property(b_psys.settings(), name, &value)) {
+ return value;
+ }
+ }
+ if (lookup_property(b_instance.parent(), idprop_name, &value) ||
+ lookup_property(b_instance.parent(), name, &value)) {
+ return value;
+ }
+ }
+
+ /* Check the object and mesh. */
+ BL::Object b_ob = b_instance.object();
+ BL::ID b_data = b_ob.data();
+
+ if (lookup_property(b_ob, idprop_name, &value) || lookup_property(b_ob, name, &value) ||
+ lookup_property(b_data, idprop_name, &value) || lookup_property(b_data, name, &value)) {
+ return value;
+ }
+
+ return make_float4(0.0f);
+}
+
+bool BlenderSync::sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object)
+{
+ /* Find which attributes are needed. */
+ AttributeRequestSet requests = object->get_geometry()->needed_attributes();
+
+ /* Delete attributes that became unnecessary. */
+ vector<ParamValue> &attributes = object->attributes;
+ bool changed = false;
+
+ for (int i = attributes.size() - 1; i >= 0; i--) {
+ if (!requests.find(attributes[i].name())) {
+ attributes.erase(attributes.begin() + i);
+ changed = true;
+ }
+ }
+
+ /* Update attribute values. */
+ foreach (AttributeRequest &req, requests.requests) {
+ ustring name = req.name;
+
+ std::string real_name;
+ BlenderAttributeType type = blender_attribute_name_split_type(name, &real_name);
+
+ if (type != BL::ShaderNodeAttribute::attribute_type_GEOMETRY) {
+ bool use_instancer = (type == BL::ShaderNodeAttribute::attribute_type_INSTANCER);
+ float4 value = lookup_instance_property(b_instance, real_name, use_instancer);
+
+ /* Try finding the existing attribute value. */
+ ParamValue *param = NULL;
+
+ for (size_t i = 0; i < attributes.size(); i++) {
+ if (attributes[i].name() == name) {
+ param = &attributes[i];
+ break;
+ }
+ }
+
+ /* Replace or add the value. */
+ ParamValue new_param(name, TypeDesc::TypeFloat4, 1, &value);
+ assert(new_param.datasize() == sizeof(value));
+
+ if (!param) {
+ changed = true;
+ attributes.push_back(new_param);
+ }
+ else if (memcmp(param->data(), &value, sizeof(value)) != 0) {
+ changed = true;
+ *param = new_param;
+ }
+ }
+ }
+
+ return changed;
+}
+
+/* Object Loop */
+
+void BlenderSync::sync_procedural(BL::Object &b_ob,
+ BL::MeshSequenceCacheModifier &b_mesh_cache,
+ bool has_subdivision_modifier)
+{
+#ifdef WITH_ALEMBIC
+ BL::CacheFile cache_file = b_mesh_cache.cache_file();
+ void *cache_file_key = cache_file.ptr.data;
+
+ AlembicProcedural *procedural = static_cast<AlembicProcedural *>(
+ procedural_map.find(cache_file_key));
+
+ if (procedural == nullptr) {
+ procedural = scene->create_node<AlembicProcedural>();
+ procedural_map.add(cache_file_key, procedural);
+ }
+ else {
+ procedural_map.used(procedural);
+ }
+
+ float current_frame = static_cast<float>(b_scene.frame_current());
+ if (cache_file.override_frame()) {
+ current_frame = cache_file.frame();
+ }
+
+ if (!cache_file.override_frame()) {
+ procedural->set_start_frame(static_cast<float>(b_scene.frame_start()));
+ procedural->set_end_frame(static_cast<float>(b_scene.frame_end()));
+ }
+
+ procedural->set_frame(current_frame);
+ procedural->set_frame_rate(b_scene.render().fps() / b_scene.render().fps_base());
+ procedural->set_frame_offset(cache_file.frame_offset());
+
+ string absolute_path = blender_absolute_path(b_data, b_ob, b_mesh_cache.cache_file().filepath());
+ procedural->set_filepath(ustring(absolute_path));
+
+ procedural->set_scale(cache_file.scale());
+
+ procedural->set_use_prefetch(cache_file.use_prefetch());
+ procedural->set_prefetch_cache_size(cache_file.prefetch_cache_size());
+
+ /* create or update existing AlembicObjects */
+ ustring object_path = ustring(b_mesh_cache.object_path());
+
+ AlembicObject *abc_object = procedural->get_or_create_object(object_path);
+
+ array<Node *> used_shaders = find_used_shaders(b_ob);
+ abc_object->set_used_shaders(used_shaders);
+
+ PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
+ const float subd_dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
+ abc_object->set_subd_dicing_rate(subd_dicing_rate);
+ abc_object->set_subd_max_level(max_subdivisions);
+
+ abc_object->set_ignore_subdivision(!has_subdivision_modifier);
+
+ if (abc_object->is_modified() || procedural->is_modified()) {
+ procedural->tag_update(scene);
+ }
+#else
+ (void)b_ob;
+ (void)b_mesh_cache;
+ (void)has_subdivision_modifier;
+#endif
+}
+
+void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
+ float motion_time)
+{
+ /* Task pool for multithreaded geometry sync. */
+ TaskPool geom_task_pool;
+
+ /* layer data */
+ bool motion = motion_time != 0.0f;
+
+ if (!motion) {
+ /* prepare for sync */
+ light_map.pre_sync();
+ geometry_map.pre_sync();
+ object_map.pre_sync();
+ procedural_map.pre_sync();
+ particle_system_map.pre_sync();
+ motion_times.clear();
+ }
+ else {
+ geometry_motion_synced.clear();
+ }
+
+ /* initialize culling */
+ BlenderObjectCulling culling(scene, b_scene);
+
+ /* object loop */
+ bool cancel = false;
+ bool use_portal = false;
+ const bool show_lights = BlenderViewportParameters(b_v3d, use_developer_ui).use_scene_lights;
+
+ BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
+ BL::Depsgraph::object_instances_iterator b_instance_iter;
+
+ for (b_depsgraph.object_instances.begin(b_instance_iter);
+ b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
+ ++b_instance_iter) {
+ BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
+ BL::Object b_ob = b_instance.object();
+
+ /* Viewport visibility. */
+ const bool show_in_viewport = !b_v3d || b_ob.visible_in_viewport_get(b_v3d);
+ if (show_in_viewport == false) {
+ continue;
+ }
+
+ /* Load per-object culling data. */
+ culling.init_object(scene, b_ob);
+
+ /* Ensure the object geom supporting the hair is processed before adding
+ * the hair processing task to the task pool, calling .to_mesh() on the
+ * same object in parallel does not work. */
+ const bool sync_hair = b_instance.show_particles() && object_has_particle_hair(b_ob);
+
+ /* Object itself. */
+ if (b_instance.show_self()) {
+#ifdef WITH_ALEMBIC
+ bool use_procedural = false;
+ bool has_subdivision_modifier = false;
+ BL::MeshSequenceCacheModifier b_mesh_cache(PointerRNA_NULL);
+
+ /* Experimental as Blender does not have good support for procedurals at the moment, also
+ * only available in preview renders since currently do not have a good cache policy, the
+ * data being loaded at once for all the frames. */
+ if (experimental && b_v3d) {
+ b_mesh_cache = object_mesh_cache_find(b_ob, &has_subdivision_modifier);
+ use_procedural = b_mesh_cache && b_mesh_cache.cache_file().use_render_procedural();
+ }
+
+ if (use_procedural) {
+ /* Skip in the motion case, as generating motion blur data will be handled in the
+ * procedural. */
+ if (!motion) {
+ sync_procedural(b_ob, b_mesh_cache, has_subdivision_modifier);
+ }
+ }
+ else
+#endif
+ {
+ sync_object(b_depsgraph,
+ b_view_layer,
+ b_instance,
+ motion_time,
+ false,
+ show_lights,
+ culling,
+ &use_portal,
+ sync_hair ? NULL : &geom_task_pool);
+ }
+ }
+
+ /* Particle hair as separate object. */
+ if (sync_hair) {
+ sync_object(b_depsgraph,
+ b_view_layer,
+ b_instance,
+ motion_time,
+ true,
+ show_lights,
+ culling,
+ &use_portal,
+ &geom_task_pool);
+ }
+
+ cancel = progress.get_cancel();
+ }
+
+ geom_task_pool.wait_work();
+
+ progress.set_sync_status("");
+
+ if (!cancel && !motion) {
+ sync_background_light(b_v3d, use_portal);
+
+ /* Handle removed data and modified pointers, as this may free memory, delete Nodes in the
+ * right order to ensure that dependent data is freed after their users. Objects should be
+ * freed before particle systems and geometries. */
+ light_map.post_sync();
+ object_map.post_sync();
+ geometry_map.post_sync();
+ particle_system_map.post_sync();
+ procedural_map.post_sync();
+ }
+
+ if (motion)
+ geometry_motion_synced.clear();
+}
+
+void BlenderSync::sync_motion(BL::RenderSettings &b_render,
+ BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
+ BL::Object &b_override,
+ int width,
+ int height,
+ void **python_thread_state)
+{
+ if (scene->need_motion() == Scene::MOTION_NONE)
+ return;
+
+ /* get camera object here to deal with camera switch */
+ BL::Object b_cam = b_scene.camera();
+ if (b_override)
+ b_cam = b_override;
+
+ int frame_center = b_scene.frame_current();
+ float subframe_center = b_scene.frame_subframe();
+ float frame_center_delta = 0.0f;
+
+ if (scene->need_motion() != Scene::MOTION_PASS &&
+ scene->camera->get_motion_position() != Camera::MOTION_POSITION_CENTER) {
+ float shuttertime = scene->camera->get_shuttertime();
+ if (scene->camera->get_motion_position() == Camera::MOTION_POSITION_END) {
+ frame_center_delta = -shuttertime * 0.5f;
+ }
+ else {
+ assert(scene->camera->get_motion_position() == Camera::MOTION_POSITION_START);
+ frame_center_delta = shuttertime * 0.5f;
+ }
+
+ float time = frame_center + subframe_center + frame_center_delta;
+ int frame = (int)floorf(time);
+ float subframe = time - frame;
+ python_thread_state_restore(python_thread_state);
+ b_engine.frame_set(frame, subframe);
+ python_thread_state_save(python_thread_state);
+ if (b_cam) {
+ sync_camera_motion(b_render, b_cam, width, height, 0.0f);
+ }
+ sync_objects(b_depsgraph, b_v3d);
+ }
+
+ /* Insert motion times from camera. Motion times from other objects
+ * have already been added in a sync_objects call. */
+ if (b_cam) {
+ uint camera_motion_steps = object_motion_steps(b_cam, b_cam);
+ for (size_t step = 0; step < camera_motion_steps; step++) {
+ motion_times.insert(scene->camera->motion_time(step));
+ }
+ }
+
+ /* Check which geometry already has motion blur so it can be skipped. */
+ geometry_motion_attribute_synced.clear();
+ for (Geometry *geom : scene->geometry) {
+ if (geom->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
+ geometry_motion_attribute_synced.insert(geom);
+ }
+ }
+
+ /* note iteration over motion_times set happens in sorted order */
+ foreach (float relative_time, motion_times) {
+ /* center time is already handled. */
+ if (relative_time == 0.0f) {
+ continue;
+ }
+
+ VLOG(1) << "Synchronizing motion for the relative time " << relative_time << ".";
+
+ /* fixed shutter time to get previous and next frame for motion pass */
+ float shuttertime = scene->motion_shutter_time();
+
+ /* compute frame and subframe time */
+ float time = frame_center + subframe_center + frame_center_delta +
+ relative_time * shuttertime * 0.5f;
+ int frame = (int)floorf(time);
+ float subframe = time - frame;
+
+ /* change frame */
+ python_thread_state_restore(python_thread_state);
+ b_engine.frame_set(frame, subframe);
+ python_thread_state_save(python_thread_state);
+
+ /* Syncs camera motion if relative_time is one of the camera's motion times. */
+ sync_camera_motion(b_render, b_cam, width, height, relative_time);
+
+ /* sync object */
+ sync_objects(b_depsgraph, b_v3d, relative_time);
+ }
+
+ geometry_motion_attribute_synced.clear();
+
+ /* we need to set the python thread state again because this
+ * function assumes it is being executed from python and will
+ * try to save the thread state */
+ python_thread_state_restore(python_thread_state);
+ b_engine.frame_set(frame_center, subframe_center);
+ python_thread_state_save(python_thread_state);
+}
+
+CCL_NAMESPACE_END