forked from bartvdbraak/blender
Code cleanup: remove test code to disable motion blur, no longer useful.
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a33a5880f7
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5cf032678f
@ -222,9 +222,7 @@ void BlenderSync::sync_data(BL::RenderSettings& b_render,
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void BlenderSync::sync_integrator()
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{
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#ifdef __CAMERA_MOTION__
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BL::RenderSettings r = b_scene.render();
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#endif
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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experimental = (get_enum(cscene, "feature_set") != 0);
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@ -269,7 +267,6 @@ void BlenderSync::sync_integrator()
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integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
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integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
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#ifdef __CAMERA_MOTION__
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if(!preview) {
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if(integrator->motion_blur != r.use_motion_blur()) {
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scene->object_manager->tag_update(scene);
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@ -278,7 +275,6 @@ void BlenderSync::sync_integrator()
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integrator->motion_blur = r.use_motion_blur();
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}
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#endif
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integrator->method = (Integrator::Method)get_enum(cscene,
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"progressive",
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@ -306,7 +306,7 @@ void Camera::update()
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void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
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Scene::MotionType need_motion = scene->need_motion();
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update();
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@ -359,7 +359,6 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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}
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}
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}
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#ifdef __CAMERA_MOTION__
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else if(need_motion == Scene::MOTION_BLUR) {
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if(use_motion) {
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transform_motion_decompose(&kcam->motion, &motion, &matrix);
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@ -370,7 +369,6 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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kcam->have_perspective_motion = 1;
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}
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}
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#endif
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/* depth of field */
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kcam->aperturesize = aperturesize;
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@ -379,7 +377,6 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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kcam->bladesrotation = bladesrotation;
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/* motion blur */
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#ifdef __CAMERA_MOTION__
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kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime: -1.0f;
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scene->lookup_tables->remove_table(&shutter_table_offset);
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@ -395,9 +392,6 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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shutter_table);
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kcam->shutter_table_offset = (int)shutter_table_offset;
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}
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#else
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kcam->shuttertime = -1.0f;
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#endif
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/* type */
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kcam->type = type;
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@ -2103,12 +2103,8 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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shader->need_update_attributes = false;
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}
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#ifdef __OBJECT_MOTION__
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Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
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Scene::MotionType need_motion = scene->need_motion();
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bool motion_blur = need_motion == Scene::MOTION_BLUR;
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#else
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bool motion_blur = false;
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#endif
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/* Update objects. */
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vector<Object *> volume_objects;
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@ -398,7 +398,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
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memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm.pre, sizeof(float4)*3);
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memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm.post, sizeof(float4)*3);
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}
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#ifdef __OBJECT_MOTION__
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else if(state->need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation. */
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@ -410,7 +409,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
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state->have_motion = true;
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}
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}
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#endif
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/* Dupli object coords and motion info. */
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int totalsteps = mesh->motion_steps;
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@ -482,7 +480,7 @@ void ObjectManager::device_update_transforms(Device *device,
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Progress& progress)
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{
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UpdateObejctTransformState state;
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state.need_motion = scene->need_motion(device->info.advanced_shading);
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state.need_motion = scene->need_motion();
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state.have_motion = false;
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state.have_curves = false;
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state.scene = scene;
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@ -694,14 +692,9 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u
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/* counter mesh users */
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map<Mesh*, int> mesh_users;
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#ifdef __OBJECT_MOTION__
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Scene::MotionType need_motion = scene->need_motion();
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bool motion_blur = need_motion == Scene::MOTION_BLUR;
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bool apply_to_motion = need_motion != Scene::MOTION_PASS;
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#else
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bool motion_blur = false;
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bool apply_to_motion = false;
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#endif
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int i = 0;
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bool have_instancing = false;
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@ -291,10 +291,10 @@ void Scene::device_update(Device *device_, Progress& progress)
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}
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}
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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Scene::MotionType Scene::need_motion()
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{
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if(integrator->motion_blur)
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return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
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return MOTION_BLUR;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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@ -213,7 +213,7 @@ public:
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void need_global_attributes(AttributeRequestSet& attributes);
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enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
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MotionType need_motion(bool advanced_shading = true);
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MotionType need_motion();
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float motion_shutter_time();
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bool need_update();
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