Files
test/intern/cycles/blender/sync.h
Brecht Van Lommel 9e1d8e349d Cycles: Adaptive subdivision no longer doubles up with Blender levels
Use the mesh wrapper mechanism from GPU subdivision to get the base mesh.
This can significantly reduce memory usage and render setup time if the
level was not manually set to zero.

Pull Request: https://projects.blender.org/blender/blender/pulls/135895
2025-03-19 14:10:20 +01:00

274 lines
9.3 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "RNA_blender_cpp.hh"
#include "RNA_types.hh"
#include "blender/id_map.h"
#include "blender/util.h"
#include "blender/viewport.h"
#include "scene/scene.h"
#include "session/session.h"
#include "util/map.h"
#include "util/set.h"
CCL_NAMESPACE_BEGIN
class Background;
class BlenderObjectCulling;
class BlenderViewportParameters;
class Camera;
class Film;
class Hair;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class Shader;
class ShaderGraph;
class TaskPool;
class BlenderSync {
public:
BlenderSync(BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Scene &b_scene,
Scene *scene,
bool preview,
bool use_developer_ui,
Progress &progress);
~BlenderSync();
void reset(BL::BlendData &b_data, BL::Scene &b_scene);
void tag_update();
void set_bake_target(BL::Object &b_object);
/* sync */
void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_data(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
const int width,
const int height,
void **python_thread_state,
const DeviceInfo &denoise_device_info);
void sync_view_layer(BL::ViewLayer &b_view_layer);
void sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer);
void sync_integrator(BL::ViewLayer &b_view_layer,
bool background,
const DeviceInfo &denoise_device_info);
void sync_camera(BL::RenderSettings &b_render,
BL::Object &b_override,
const int width,
const int height,
const char *viewname);
void sync_view(BL::SpaceView3D &b_v3d,
BL::RegionView3D &b_rv3d,
const int width,
const int height);
int get_layer_samples()
{
return view_layer.samples;
}
int get_layer_bound_samples()
{
return view_layer.bound_samples;
}
/* Early data free. */
void free_data_after_sync(BL::Depsgraph &b_depsgraph);
/* get parameters */
static SceneParams get_scene_params(BL::Scene &b_scene,
const bool background,
const bool use_developer_ui);
static SessionParams get_session_params(BL::RenderEngine &b_engine,
BL::Preferences &b_preferences,
BL::Scene &b_scene,
bool background);
static bool get_session_pause(BL::Scene &b_scene, bool background);
static BufferParams get_buffer_params(BL::SpaceView3D &b_v3d,
BL::RegionView3D &b_rv3d,
Camera *cam,
const int width,
const int height);
static DenoiseParams get_denoise_params(BL::Scene &b_scene,
BL::ViewLayer &b_view_layer,
bool background,
const DeviceInfo &denoise_device);
private:
/* sync */
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_objects(BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
const float motion_time = 0.0f);
void sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
const int width,
const int height,
void **python_thread_state);
void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
void sync_view();
/* Shader */
array<Node *> find_used_shaders(BL::Object &b_ob);
void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
bool scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph);
void resolve_view_layer_attributes(Shader *shader,
ShaderGraph *graph,
BL::Depsgraph &b_depsgraph);
/* Object */
Object *sync_object(BL::ViewLayer &b_view_layer,
BL::DepsgraphObjectInstance &b_instance,
const float motion_time,
bool use_particle_hair,
bool show_lights,
BlenderObjectCulling &culling,
TaskPool *geom_task_pool);
void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object);
void sync_procedural(BL::Object &b_ob,
BL::MeshSequenceCacheModifier &b_mesh_cache,
bool has_subdivision);
bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
/* Volume */
void sync_volume(BObjectInfo &b_ob_info, Volume *volume);
/* Mesh */
void sync_mesh(BObjectInfo &b_ob_info, Mesh *mesh);
void sync_mesh_motion(BObjectInfo &b_ob_info, Mesh *mesh, int motion_step);
/* Hair */
void sync_hair(BObjectInfo &b_ob_info, Hair *hair);
void sync_hair_motion(BObjectInfo &b_ob_info, Hair *hair, int motion_step);
void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, const int motion_step = 0);
void sync_particle_hair(Hair *hair,
BL::Mesh &b_mesh,
BObjectInfo &b_ob_info,
bool motion,
const int motion_step = 0);
bool object_has_particle_hair(BL::Object b_ob);
/* Point Cloud */
void sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info);
void sync_pointcloud_motion(PointCloud *pointcloud,
BObjectInfo &b_ob_info,
const int motion_step = 0);
/* Camera */
void sync_camera_motion(BL::RenderSettings &b_render,
BL::Object &b_ob,
const int width,
const int height,
const float motion_time);
/* Geometry */
Geometry *sync_geometry(BObjectInfo &b_ob_info,
bool object_updated,
bool use_particle_hair,
TaskPool *task_pool);
void sync_geometry_motion(BObjectInfo &b_ob_info,
Object *object,
const float motion_time,
bool use_particle_hair,
TaskPool *task_pool);
/* Light */
void sync_light(BObjectInfo &b_ob_info, Light *light);
void sync_background_light(BL::SpaceView3D &b_v3d);
/* Particles */
bool sync_dupli_particle(BL::Object &b_ob,
BL::DepsgraphObjectInstance &b_instance,
Object *object);
/* Images. */
void sync_images();
/* util */
void find_shader(const BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object &b_ob);
bool object_is_geometry(BObjectInfo &b_ob_info);
bool object_can_have_geometry(BL::Object &b_ob);
bool object_is_light(BL::Object &b_ob);
bool object_is_camera(BL::Object &b_ob);
/* variables */
BL::RenderEngine b_engine;
BL::BlendData b_data;
BL::Scene b_scene;
BL::Object b_bake_target;
enum ShaderFlags { SHADER_WITH_LAYER_ATTRS };
id_map<void *, Shader, ShaderFlags> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<void *, Procedural> procedural_map;
id_map<GeometryKey, Geometry> geometry_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Geometry *> geometry_synced;
set<Geometry *> geometry_motion_synced;
set<Geometry *> geometry_motion_attribute_synced;
/** Remember which geometries come from which objects to be able to sync them after changes. */
map<void *, set<BL::ID>> instance_geometries_by_object;
set<float> motion_times;
void *world_map;
bool world_recalc;
bool world_use_portal = false;
BlenderViewportParameters viewport_parameters;
Scene *scene;
bool preview;
bool use_experimental_procedural = false;
bool use_adaptive_subdivision = false;
bool use_developer_ui;
float dicing_rate;
int max_subdivisions;
struct RenderLayerInfo {
RenderLayerInfo() : material_override(PointerRNA_NULL), world_override(PointerRNA_NULL) {}
string name;
BL::Material material_override;
BL::World world_override;
bool use_background_shader = true;
bool use_surfaces = true;
bool use_hair = true;
bool use_volumes = true;
bool use_motion_blur = true;
int samples = 0;
bool bound_samples = false;
} view_layer;
Progress &progress;
/* Indicates that `sync_recalc()` detected changes in the scene.
* If this flag is false then the data is considered to be up-to-date and will not be
* synchronized at all. */
bool has_updates_ = true;
};
CCL_NAMESPACE_END