blender/intern/cycles/render/object.h
Brecht Van Lommel 99f5993088 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.
2014-03-29 13:03:46 +01:00

90 lines
1.9 KiB
C++

/*
* 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
*/
#ifndef __OBJECT_H__
#define __OBJECT_H__
#include "util_boundbox.h"
#include "util_param.h"
#include "util_transform.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
/* Object */
class Object {
public:
Mesh *mesh;
Transform tfm;
BoundBox bounds;
ustring name;
uint random_id;
int pass_id;
vector<ParamValue> attributes;
uint visibility;
MotionTransform motion;
bool use_motion;
bool use_holdout;
float3 dupli_generated;
float2 dupli_uv;
ParticleSystem *particle_system;
int particle_index;
Object();
~Object();
void tag_update(Scene *scene);
void compute_bounds(bool motion_blur);
void apply_transform();
vector<float> motion_times();
};
/* Object Manager */
class ObjectManager {
public:
bool need_update;
ObjectManager();
~ObjectManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
};
CCL_NAMESPACE_END
#endif /* __OBJECT_H__ */