Beispiel #1
0
void BlenderSync::sync_camera_motion(BL::RenderSettings& b_render,
                                     BL::Object& b_ob,
                                     int width, int height,
                                     float motion_time)
{
	if(!b_ob)
		return;

	Camera *cam = scene->camera;
	BL::Array<float, 16> b_ob_matrix;
	b_engine.camera_model_matrix(b_ob, b_ob_matrix);
	Transform tfm = get_transform(b_ob_matrix);
	tfm = blender_camera_matrix(tfm, cam->type, cam->panorama_type);

	if(tfm != cam->matrix) {
		VLOG(1) << "Camera " << b_ob.name() << " motion detected.";
		if(motion_time == -1.0f) {
			cam->motion.pre = tfm;
			cam->use_motion = true;
		}
		else if(motion_time == 1.0f) {
			cam->motion.post = tfm;
			cam->use_motion = true;
		}
	}

	if(cam->type == CAMERA_PERSPECTIVE) {
		BlenderCamera bcam;
		float aspectratio, sensor_size;
		blender_camera_init(&bcam, b_render);

		blender_camera_from_object(&bcam, b_engine, b_ob);
		blender_camera_viewplane(&bcam,
		                         width, height,
		                         NULL,
		                         &aspectratio,
		                         &sensor_size);
		/* TODO(sergey): De-duplicate calculation with camera sync. */
		float fov = 2.0f * atanf((0.5f * sensor_size) / bcam.lens / aspectratio);
		if(fov != cam->fov) {
			VLOG(1) << "Camera " << b_ob.name() << " FOV change detected.";
			if(motion_time == -1.0f) {
				cam->fov_pre = fov;
				cam->use_perspective_motion = true;
			}
			else if(motion_time == 1.0f) {
				cam->fov_post = fov;
				cam->use_perspective_motion = true;
			}
		}
	}
}
Beispiel #2
0
void BlenderSession::bake(BL::Object b_object, const string& pass_type, BL::BakePixel pixel_array, int num_pixels, int depth, float result[])
{
	ShaderEvalType shader_type = get_shader_type(pass_type);
	size_t object_index = ~0;
	int tri_offset = 0;

	if(shader_type == SHADER_EVAL_UV) {
		/* force UV to be available */
		Pass::add(PASS_UV, scene->film->passes);
	}

	if(is_light_pass(shader_type)) {
		/* force use_light_pass to be true */
		Pass::add(PASS_LIGHT, scene->film->passes);
	}

	/* create device and update scene */
	scene->film->tag_update(scene);
	scene->integrator->tag_update(scene);

	/* update scene */
	sync->sync_camera(b_render, b_engine.camera_override(), width, height);
	sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state);

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);

	/* set number of samples */
	session->tile_manager.set_samples(session_params.samples);
	session->reset(buffer_params, session_params.samples);
	session->update_scene();

	/* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
	for(size_t i = 0; i < scene->objects.size(); i++) {
		if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
			object_index = i;
			tri_offset = scene->objects[i]->mesh->tri_offset;
			break;
		}
	}

	/* when used, non-instanced convention: object = ~object */
	int object = ~object_index;

	BakeData *bake_data = scene->bake_init(object, tri_offset, num_pixels);

	populate_bake_data(bake_data, pixel_array, num_pixels);

	scene->bake(shader_type, bake_data, result);

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}
Beispiel #3
0
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint visibility)
{
	/* light is handled separately */
	if(object_is_light(b_ob)) {
		sync_light(b_parent, b_index, b_ob, tfm);
		return;
	}

	/* only interested in object that we can create meshes from */
	if(!object_is_mesh(b_ob))
		return;

	/* test if we need to sync */
	ObjectKey key(b_parent, b_index, b_ob);
	Object *object;
	bool object_updated = false;

	if(object_map.sync(&object, b_ob, b_parent, key))
		object_updated = true;
	
	/* mesh sync */
	object->mesh = sync_mesh(b_ob, object_updated);

	/* object sync */
	if(object_updated || (object->mesh && object->mesh->need_update)) {
		object->name = b_ob.name().c_str();
		object->tfm = tfm;
		
		object->visibility = object_ray_visibility(b_ob) & visibility;
		if(b_parent.ptr.data != b_ob.ptr.data)
			object->visibility &= object_ray_visibility(b_parent);

		object->tag_update(scene);
	}
}
Beispiel #4
0
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag)
{
	/* light is handled separately */
	if(object_is_light(b_ob)) {
		sync_light(b_parent, b_index, b_ob, tfm);
		return;
	}

	/* only interested in object that we can create meshes from */
	if(!object_is_mesh(b_ob))
		return;

	/* test if we need to sync */
	ObjectKey key(b_parent, b_index, b_ob);
	Object *object;
	bool object_updated = false;

	if(object_map.sync(&object, b_ob, b_parent, key))
		object_updated = true;
	
	/* holdout? */
	bool holdout = (layer_flag & render_layer.holdout_layer) != 0;

	/* mesh sync */
	object->mesh = sync_mesh(b_ob, holdout, object_updated);

	/* object sync */
	if(object_updated || (object->mesh && object->mesh->need_update)) {
		object->name = b_ob.name().c_str();
		object->pass_id = b_ob.pass_index();
		object->tfm = tfm;

		/* visibility flags for both parent */
		object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
		if(b_parent.ptr.data != b_ob.ptr.data)
			object->visibility &= object_ray_visibility(b_parent);

		/* camera flag is not actually used, instead is tested
		   against render layer flags */
		if(object->visibility & PATH_RAY_CAMERA) {
			object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
			object->visibility &= ~PATH_RAY_CAMERA;
		}

		object->tag_update(scene);
	}
}
void BlenderSync::sync_camera_motion(BL::Object b_ob, float motion_time)
{
	Camera *cam = scene->camera;
	BL::Array<float, 16> b_ob_matrix;
	b_engine.camera_model_matrix(b_ob, b_ob_matrix);
	Transform tfm = get_transform(b_ob_matrix);
	tfm = blender_camera_matrix(tfm, cam->type);

	if(tfm != cam->matrix) {
		VLOG(1) << "Camera " << b_ob.name() << " motion detected.";
		if(motion_time == -1.0f) {
			cam->motion.pre = tfm;
			cam->use_motion = true;
		}
		else if(motion_time == 1.0f) {
			cam->motion.post = tfm;
			cam->use_motion = true;
		}
	}
}
Beispiel #6
0
void BlenderSync::sync_mesh_motion(BL::Depsgraph &b_depsgraph,
                                   BL::Object &b_ob,
                                   Object *object,
                                   float motion_time)
{
  /* ensure we only sync instanced meshes once */
  Mesh *mesh = object->mesh;

  if (mesh_motion_synced.find(mesh) != mesh_motion_synced.end())
    return;

  mesh_motion_synced.insert(mesh);

  /* ensure we only motion sync meshes that also had mesh synced, to avoid
   * unnecessary work and to ensure that its attributes were clear */
  if (mesh_synced.find(mesh) == mesh_synced.end())
    return;

  /* Find time matching motion step required by mesh. */
  int motion_step = mesh->motion_step(motion_time);
  if (motion_step < 0) {
    return;
  }

  /* skip empty meshes */
  const size_t numverts = mesh->verts.size();
  const size_t numkeys = mesh->curve_keys.size();

  if (!numverts && !numkeys)
    return;

  /* skip objects without deforming modifiers. this is not totally reliable,
   * would need a more extensive check to see which objects are animated */
  BL::Mesh b_mesh(PointerRNA_NULL);

  /* fluid motion is exported immediate with mesh, skip here */
  BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
  if (b_fluid_domain)
    return;

  if (ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
    /* get derived mesh */
    b_mesh = object_to_mesh(b_data, b_ob, b_depsgraph, false, Mesh::SUBDIVISION_NONE);
  }

  if (!b_mesh) {
    /* if we have no motion blur on this frame, but on other frames, copy */
    if (numverts) {
      /* triangles */
      Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

      if (attr_mP) {
        Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
        Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
        float3 *P = &mesh->verts[0];
        float3 *N = (attr_N) ? attr_N->data_float3() : NULL;

        memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts);
        if (attr_mN)
          memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts);
      }
    }

    if (numkeys) {
      /* curves */
      Attribute *attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

      if (attr_mP) {
        float3 *keys = &mesh->curve_keys[0];
        memcpy(attr_mP->data_float3() + motion_step * numkeys, keys, sizeof(float3) * numkeys);
      }
    }

    return;
  }

  /* TODO(sergey): Perform preliminary check for number of verticies. */
  if (numverts) {
    /* Find attributes. */
    Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
    Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
    Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
    bool new_attribute = false;
    /* Add new attributes if they don't exist already. */
    if (!attr_mP) {
      attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
      if (attr_N)
        attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);

      new_attribute = true;
    }
    /* Load vertex data from mesh. */
    float3 *mP = attr_mP->data_float3() + motion_step * numverts;
    float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL;
    /* NOTE: We don't copy more that existing amount of vertices to prevent
     * possible memory corruption.
     */
    BL::Mesh::vertices_iterator v;
    int i = 0;
    for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) {
      mP[i] = get_float3(v->co());
      if (mN)
        mN[i] = get_float3(v->normal());
    }
    if (new_attribute) {
      /* In case of new attribute, we verify if there really was any motion. */
      if (b_mesh.vertices.length() != numverts ||
          memcmp(mP, &mesh->verts[0], sizeof(float3) * numverts) == 0) {
        /* no motion, remove attributes again */
        if (b_mesh.vertices.length() != numverts) {
          VLOG(1) << "Topology differs, disabling motion blur for object " << b_ob.name();
        }
        else {
          VLOG(1) << "No actual deformation motion for object " << b_ob.name();
        }
        mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
        if (attr_mN)
          mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
      }
      else if (motion_step > 0) {
        VLOG(1) << "Filling deformation motion for object " << b_ob.name();
        /* motion, fill up previous steps that we might have skipped because
         * they had no motion, but we need them anyway now */
        float3 *P = &mesh->verts[0];
        float3 *N = (attr_N) ? attr_N->data_float3() : NULL;
        for (int step = 0; step < motion_step; step++) {
          memcpy(attr_mP->data_float3() + step * numverts, P, sizeof(float3) * numverts);
          if (attr_mN)
            memcpy(attr_mN->data_float3() + step * numverts, N, sizeof(float3) * numverts);
        }
      }
    }
    else {
      if (b_mesh.vertices.length() != numverts) {
        VLOG(1) << "Topology differs, discarding motion blur for object " << b_ob.name()
                << " at time " << motion_step;
        memcpy(mP, &mesh->verts[0], sizeof(float3) * numverts);
        if (mN != NULL) {
          memcpy(mN, attr_N->data_float3(), sizeof(float3) * numverts);
        }
      }
    }
  }

  /* hair motion */
  if (numkeys)
    sync_curves(mesh, b_mesh, b_ob, true, motion_step);

  /* free derived mesh */
  free_object_to_mesh(b_data, b_ob, b_mesh);
}
Beispiel #7
0
void BlenderSync::sync_light(BL::Object& b_parent,
                             int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
                             BL::Object& b_ob,
                             BL::DupliObject& b_dupli_ob,
                             Transform& tfm,
                             bool *use_portal)
{
	/* test if we need to sync */
	Light *light;
	ObjectKey key(b_parent, persistent_id, b_ob);

	if(!light_map.sync(&light, b_ob, b_parent, key)) {
		if(light->is_portal)
			*use_portal = true;
		return;
	}
	
	BL::Lamp b_lamp(b_ob.data());

	/* type */
	switch(b_lamp.type()) {
		case BL::Lamp::type_POINT: {
			BL::PointLamp b_point_lamp(b_lamp);
			light->size = b_point_lamp.shadow_soft_size();
			light->type = LIGHT_POINT;
			break;
		}
		case BL::Lamp::type_SPOT: {
			BL::SpotLamp b_spot_lamp(b_lamp);
			light->size = b_spot_lamp.shadow_soft_size();
			light->type = LIGHT_SPOT;
			light->spot_angle = b_spot_lamp.spot_size();
			light->spot_smooth = b_spot_lamp.spot_blend();
			break;
		}
		case BL::Lamp::type_HEMI: {
			light->type = LIGHT_DISTANT;
			light->size = 0.0f;
			break;
		}
		case BL::Lamp::type_SUN: {
			BL::SunLamp b_sun_lamp(b_lamp);
			light->size = b_sun_lamp.shadow_soft_size();
			light->type = LIGHT_DISTANT;
			break;
		}
		case BL::Lamp::type_AREA: {
			BL::AreaLamp b_area_lamp(b_lamp);
			light->size = 1.0f;
			light->axisu = transform_get_column(&tfm, 0);
			light->axisv = transform_get_column(&tfm, 1);
			light->sizeu = b_area_lamp.size();
			if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
				light->sizev = b_area_lamp.size_y();
			else
				light->sizev = light->sizeu;
			light->type = LIGHT_AREA;
			break;
		}
	}

	/* location and (inverted!) direction */
	light->co = transform_get_column(&tfm, 3);
	light->dir = -transform_get_column(&tfm, 2);
	light->tfm = tfm;

	/* shader */
	vector<Shader*> used_shaders;
	find_shader(b_lamp, used_shaders, scene->default_light);
	light->shader = used_shaders[0];

	/* shadow */
	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
	PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
	light->cast_shadow = get_boolean(clamp, "cast_shadow");
	light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
	
	int samples = get_int(clamp, "samples");
	if(get_boolean(cscene, "use_square_samples"))
		light->samples = samples * samples;
	else
		light->samples = samples;

	light->max_bounces = get_int(clamp, "max_bounces");

	if(b_dupli_ob) {
		light->random_id = b_dupli_ob.random_id();
	}
	else {
		light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
	}

	if(light->type == LIGHT_AREA)
		light->is_portal = get_boolean(clamp, "is_portal");
	else
		light->is_portal = false;

	if(light->is_portal)
		*use_portal = true;

	/* visibility */
	uint visibility = object_ray_visibility(b_ob);
	light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
	light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
	light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
	light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;

	/* tag */
	light->tag_update(scene);
}
Beispiel #8
0
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag, int motion)
{
	/* light is handled separately */
	if(object_is_light(b_ob)) {
		if(!motion)
			sync_light(b_parent, b_index, b_ob, tfm);
		return;
	}

	/* only interested in object that we can create meshes from */
	if(!object_is_mesh(b_ob))
		return;

	/* key to lookup object */
	ObjectKey key(b_parent, b_index, b_ob);
	Object *object;

	/* motion vector case */
	if(motion) {
		object = object_map.find(key);

		if(object) {
			if(tfm != object->tfm) {
				if(motion == -1)
					object->motion.pre = tfm;
				else
					object->motion.post = tfm;

				object->use_motion = true;
			}

			sync_mesh_motion(b_ob, object->mesh, motion);
		}

		return;
	}

	/* test if we need to sync */
	bool object_updated = false;

	if(object_map.sync(&object, b_ob, b_parent, key))
		object_updated = true;
	
	bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
	
	/* mesh sync */
	object->mesh = sync_mesh(b_ob, object_updated);

	if(use_holdout != object->use_holdout) {
		object->use_holdout = use_holdout;
		scene->object_manager->tag_update(scene);
	}

	/* object sync */
	if(object_updated || (object->mesh && object->mesh->need_update)) {
		object->name = b_ob.name().c_str();
		object->pass_id = b_ob.pass_index();
		object->tfm = tfm;
		object->motion.pre = tfm;
		object->motion.post = tfm;
		object->use_motion = false;

		/* visibility flags for both parent */
		object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
		if(b_parent.ptr.data != b_ob.ptr.data)
			object->visibility &= object_ray_visibility(b_parent);

		/* camera flag is not actually used, instead is tested
		   against render layer flags */
		if(object->visibility & PATH_RAY_CAMERA) {
			object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
			object->visibility &= ~PATH_RAY_CAMERA;
		}

		object->tag_update(scene);
	}
}
Beispiel #9
0
Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
                                 BL::ViewLayer &b_view_layer,
                                 BL::DepsgraphObjectInstance &b_instance,
                                 float motion_time,
                                 bool show_self,
                                 bool show_particles,
                                 BlenderObjectCulling &culling,
                                 bool *use_portal)
{
  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();
  BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : b_ob;
  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)) {
    /* 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,
                 b_ob_instance,
                 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_mesh(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 = get_boolean(cobject, "is_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 = 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;
  }

  /* key to lookup object */
  ObjectKey key(b_parent, persistent_id, b_ob_instance);
  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) {
        object->motion[time_index] = tfm;
      }

      /* mesh deformation */
      if (object->mesh)
        sync_mesh_motion(b_depsgraph, b_ob, object, motion_time);
    }

    return object;
  }

  /* test if we need to sync */
  bool object_updated = false;

  if (object_map.sync(&object, b_ob, b_parent, key))
    object_updated = true;

  /* mesh sync */
  object->mesh = sync_mesh(
      b_depsgraph, b_ob, b_ob_instance, object_updated, show_self, show_particles);

  /* special case not tracked by object update flags */

  /* holdout */
  if (use_holdout != object->use_holdout) {
    object->use_holdout = use_holdout;
    scene->object_manager->tag_update(scene);
    object_updated = true;
  }

  if (visibility != object->visibility) {
    object->visibility = visibility;
    object_updated = true;
  }

  bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
  if (is_shadow_catcher != object->is_shadow_catcher) {
    object->is_shadow_catcher = is_shadow_catcher;
    object_updated = true;
  }

  /* 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();
  }
  if (object->asset_name != parent_name) {
    object->asset_name = parent_name;
    object_updated = true;
  }

  /* 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_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
    object->name = b_ob.name().c_str();
    object->pass_id = b_ob.pass_index();
    object->tfm = tfm;
    object->motion.clear();

    /* motion blur */
    Scene::MotionType need_motion = scene->need_motion();
    if (need_motion != Scene::MOTION_NONE && object->mesh) {
      Mesh *mesh = object->mesh;
      mesh->use_motion_blur = false;
      mesh->motion_steps = 0;

      uint motion_steps;

      if (need_motion == Scene::MOTION_BLUR) {
        motion_steps = object_motion_steps(b_parent, b_ob);
        mesh->motion_steps = motion_steps;
        if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
          mesh->use_motion_blur = true;
        }
      }
      else {
        motion_steps = 3;
        mesh->motion_steps = motion_steps;
      }

      object->motion.clear();
      object->motion.resize(motion_steps, transform_empty());

      if (motion_steps) {
        object->motion[motion_steps / 2] = tfm;

        for (size_t step = 0; step < motion_steps; step++) {
          motion_times.insert(object->motion_time(step));
        }
      }
    }

    /* dupli texture coordinates and random_id */
    if (is_instance) {
      object->dupli_generated = 0.5f * get_float3(b_instance.orco()) -
                                make_float3(0.5f, 0.5f, 0.5f);
      object->dupli_uv = get_float2(b_instance.uv());
      object->random_id = b_instance.random_id();
    }
    else {
      object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
      object->dupli_uv = make_float2(0.0f, 0.0f);
      object->random_id = hash_int_2d(hash_string(object->name.c_str()), 0);
    }

    object->tag_update(scene);
  }

  if (is_instance) {
    /* Sync possible particle data. */
    sync_dupli_particle(b_parent, b_instance, object);
  }

  return object;
}
Beispiel #10
0
void BlenderSession::bake(BL::Object b_object, const string& pass_type, const int object_id, BL::BakePixel pixel_array, const size_t num_pixels, const int /*depth*/, float result[])
{
	ShaderEvalType shader_type = get_shader_type(pass_type);
	size_t object_index = OBJECT_NONE;
	int tri_offset = 0;

	/* Set baking flag in advance, so kernel loading can check if we need
	 * any baking capabilities.
	 */
	scene->bake_manager->set_baking(true);

	/* ensure kernels are loaded before we do any scene updates */
	session->load_kernels();

	if(session->progress.get_cancel())
		return;

	if(shader_type == SHADER_EVAL_UV) {
		/* force UV to be available */
		Pass::add(PASS_UV, scene->film->passes);
	}

	if(BakeManager::is_light_pass(shader_type)) {
		/* force use_light_pass to be true */
		Pass::add(PASS_LIGHT, scene->film->passes);
	}

	/* create device and update scene */
	scene->film->tag_update(scene);
	scene->integrator->tag_update(scene);

	/* update scene */
	sync->sync_camera(b_render, b_engine.camera_override(), width, height);
	sync->sync_data(b_render,
	                b_v3d,
	                b_engine.camera_override(),
	                width, height,
	                &python_thread_state,
	                b_rlay_name.c_str());

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);

	scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());

	/* set number of samples */
	session->tile_manager.set_samples(session_params.samples);
	session->reset(buffer_params, session_params.samples);
	session->update_scene();

	/* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
	for(size_t i = 0; i < scene->objects.size(); i++) {
		if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
			object_index = i;
			tri_offset = scene->objects[i]->mesh->tri_offset;
			break;
		}
	}

	/* when used, non-instanced convention: object = ~object */
	int object = ~object_index;

	BakeData *bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);

	populate_bake_data(bake_data, object_id, pixel_array, num_pixels);

	/* set number of samples */
	session->tile_manager.set_samples(session_params.samples);
	session->reset(buffer_params, session_params.samples);
	session->update_scene();

	session->progress.set_update_callback(function_bind(&BlenderSession::update_bake_progress, this));

	scene->bake_manager->bake(scene->device, &scene->dscene, scene, session->progress, shader_type, bake_data, result);

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}