forked from bartvdbraak/blender
Fix cycles motion blur not working correct with shutter time > 2.0. The soft
limit is 2.0, and anything beyond that is extrapolation which might not work so well but is still allowed.
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11908552db
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@ -19,6 +19,7 @@
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#include "bvh.h"
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#include "bvh_build.h"
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#include "camera.h"
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#include "device.h"
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#include "shader.h"
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#include "light.h"
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@ -722,6 +723,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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foreach(Shader *shader, scene->shaders)
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shader->need_update_attributes = false;
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float shuttertime = scene->camera->shuttertime;
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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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bool motion_blur = need_motion == Scene::MOTION_BLUR;
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@ -730,7 +732,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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#endif
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foreach(Object *object, scene->objects)
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object->compute_bounds(motion_blur);
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object->compute_bounds(motion_blur, shuttertime);
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if(progress.get_cancel()) return;
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@ -51,7 +51,7 @@ Object::~Object()
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{
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}
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void Object::compute_bounds(bool motion_blur)
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void Object::compute_bounds(bool motion_blur, float shuttertime)
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{
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BoundBox mbounds = mesh->bounds;
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@ -64,7 +64,10 @@ void Object::compute_bounds(bool motion_blur)
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += 1.0f/128.0f) {
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float start_t = 0.5f - shuttertime*0.5f;
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float end_t = 0.5f - shuttertime*0.5f;
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for(float t = start_t; t < end_t; t += (1.0f/128.0f)*shuttertime) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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@ -109,7 +112,7 @@ void Object::apply_transform()
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false);
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compute_bounds(false, 0.0f);
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}
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/* tfm is not reset to identity, all code that uses it needs to check the
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@ -59,7 +59,7 @@ public:
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void compute_bounds(bool motion_blur, float shuttertime);
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void apply_transform();
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};
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