This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
868 lines
27 KiB
C++
868 lines
27 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/background.h"
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#include "render/camera.h"
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#include "render/film.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/curves.h"
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#include "device/device.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_session.h"
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#include "blender/blender_util.h"
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#include "util/util_debug.h"
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#include "util/util_foreach.h"
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#include "util/util_opengl.h"
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#include "util/util_hash.h"
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CCL_NAMESPACE_BEGIN
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
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BL::BlendData& b_data,
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BL::Depsgraph& b_depsgraph,
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BL::Scene& b_scene,
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Scene *scene,
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bool preview,
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Progress &progress)
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: b_engine(b_engine),
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b_data(b_data),
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b_depsgraph(b_depsgraph),
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b_scene(b_scene),
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b_scene_layer(b_engine.scene_layer()),
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shader_map(&scene->shaders),
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object_map(&scene->objects),
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mesh_map(&scene->meshes),
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light_map(&scene->lights),
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particle_system_map(&scene->particle_systems),
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world_map(NULL),
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world_recalc(false),
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scene(scene),
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preview(preview),
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experimental(false),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") : RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync()
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{
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}
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/* Sync */
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bool BlenderSync::sync_recalc()
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{
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/* sync recalc flags from blender to cycles. actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable */
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BL::BlendData::materials_iterator b_mat;
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bool has_updated_objects = b_data.objects.is_updated();
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for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
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if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated())) {
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shader_map.set_recalc(*b_mat);
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}
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else {
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Shader *shader = shader_map.find(*b_mat);
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if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
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shader_map.set_recalc(*b_mat);
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}
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}
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}
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BL::BlendData::lamps_iterator b_lamp;
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for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
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if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
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shader_map.set_recalc(*b_lamp);
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bool dicing_prop_changed = false;
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if(experimental) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate")
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: RNA_float_get(&cscene, "dicing_rate");
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if(dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if(max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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}
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BL::BlendData::objects_iterator b_ob;
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for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
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if(b_ob->is_updated()) {
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object_map.set_recalc(*b_ob);
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light_map.set_recalc(*b_ob);
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}
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if(object_is_mesh(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated() ||
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(dicing_prop_changed && object_subdivision_type(*b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
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{
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BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
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mesh_map.set_recalc(key);
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}
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}
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else if(object_is_light(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated())
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light_map.set_recalc(*b_ob);
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}
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if(b_ob->is_updated_data()) {
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BL::Object::particle_systems_iterator b_psys;
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for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
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particle_system_map.set_recalc(*b_ob);
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}
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}
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BL::BlendData::meshes_iterator b_mesh;
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for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh) {
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if(b_mesh->is_updated()) {
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mesh_map.set_recalc(*b_mesh);
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}
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}
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BL::BlendData::worlds_iterator b_world;
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for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
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if(world_map == b_world->ptr.data) {
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if(b_world->is_updated() ||
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(b_world->node_tree() && b_world->node_tree().is_updated()))
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{
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world_recalc = true;
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}
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else if(b_world->node_tree() && b_world->use_nodes()) {
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Shader *shader = scene->default_background;
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if(has_updated_objects && shader->has_object_dependency) {
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world_recalc = true;
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}
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}
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}
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}
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bool recalc =
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shader_map.has_recalc() ||
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object_map.has_recalc() ||
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light_map.has_recalc() ||
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mesh_map.has_recalc() ||
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particle_system_map.has_recalc() ||
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BlendDataObjects_is_updated_get(&b_data.ptr) ||
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world_recalc;
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return recalc;
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}
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void BlenderSync::sync_data(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::Object& b_override,
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int width, int height,
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void **python_thread_state,
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const char *layer)
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{
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sync_render_layers(b_v3d, layer);
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sync_integrator();
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sync_film();
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sync_shaders();
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sync_images();
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sync_curve_settings();
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mesh_synced.clear(); /* use for objects and motion sync */
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if(scene->need_motion() == Scene::MOTION_PASS ||
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scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->motion_position == Camera::MOTION_POSITION_CENTER)
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{
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sync_objects();
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}
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sync_motion(b_render,
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b_override,
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width, height,
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python_thread_state);
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mesh_synced.clear();
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}
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/* Integrator */
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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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Integrator *integrator = scene->integrator;
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Integrator previntegrator = *integrator;
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integrator->max_bounce = get_int(cscene, "max_bounces");
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integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
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integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
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integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
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integrator->max_volume_bounce = get_int(cscene, "volume_bounces");
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integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
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integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
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integrator->volume_step_size = get_float(cscene, "volume_step_size");
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integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
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integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
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integrator->filter_glossy = get_float(cscene, "blur_glossy");
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integrator->seed = get_int(cscene, "seed");
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if(get_boolean(cscene, "use_animated_seed")) {
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integrator->seed = hash_int_2d(b_scene.frame_current(),
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get_int(cscene, "seed"));
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if(b_scene.frame_subframe() != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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integrator->seed += hash_int_2d((int)(b_scene.frame_subframe() * (float)INT_MAX),
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get_int(cscene, "seed"));
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}
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}
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integrator->sampling_pattern = (SamplingPattern)get_enum(
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cscene,
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"sampling_pattern",
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SAMPLING_NUM_PATTERNS,
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SAMPLING_PATTERN_SOBOL);
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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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scene->camera->tag_update();
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}
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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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Integrator::NUM_METHODS,
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Integrator::PATH);
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integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
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integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
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integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");
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int diffuse_samples = get_int(cscene, "diffuse_samples");
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int glossy_samples = get_int(cscene, "glossy_samples");
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int transmission_samples = get_int(cscene, "transmission_samples");
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int ao_samples = get_int(cscene, "ao_samples");
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int mesh_light_samples = get_int(cscene, "mesh_light_samples");
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int subsurface_samples = get_int(cscene, "subsurface_samples");
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int volume_samples = get_int(cscene, "volume_samples");
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if(get_boolean(cscene, "use_square_samples")) {
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integrator->diffuse_samples = diffuse_samples * diffuse_samples;
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integrator->glossy_samples = glossy_samples * glossy_samples;
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integrator->transmission_samples = transmission_samples * transmission_samples;
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integrator->ao_samples = ao_samples * ao_samples;
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integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples * subsurface_samples;
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integrator->volume_samples = volume_samples * volume_samples;
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}
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else {
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integrator->diffuse_samples = diffuse_samples;
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integrator->glossy_samples = glossy_samples;
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integrator->transmission_samples = transmission_samples;
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integrator->ao_samples = ao_samples;
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integrator->mesh_light_samples = mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples;
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integrator->volume_samples = volume_samples;
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}
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if(b_scene.render().use_simplify()) {
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if(preview) {
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integrator->ao_bounces = get_int(cscene, "ao_bounces");
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}
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else {
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integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
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}
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}
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else {
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integrator->ao_bounces = 0;
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}
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if(integrator->modified(previntegrator))
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integrator->tag_update(scene);
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}
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/* Film */
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void BlenderSync::sync_film()
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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Film *film = scene->film;
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Film prevfilm = *film;
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film->exposure = get_float(cscene, "film_exposure");
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film->filter_type = (FilterType)get_enum(cscene,
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"pixel_filter_type",
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FILTER_NUM_TYPES,
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FILTER_BLACKMAN_HARRIS);
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film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
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if(b_scene.world()) {
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BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
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film->mist_start = b_mist.start();
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film->mist_depth = b_mist.depth();
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switch(b_mist.falloff()) {
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case BL::WorldMistSettings::falloff_QUADRATIC:
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film->mist_falloff = 2.0f;
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->mist_falloff = 1.0f;
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->mist_falloff = 0.5f;
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break;
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}
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}
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if(film->modified(prevfilm))
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film->tag_update(scene);
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}
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/* Render Layer */
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void BlenderSync::sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer)
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{
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string layername;
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/* 3d view */
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if(b_v3d) {
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layername = b_scene.render_layers.active().name();
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layer = layername.c_str();
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}
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/* render layer */
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BL::Scene::render_layers_iterator b_rlay;
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bool first_layer = true;
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uint layer_override = get_layer(b_engine.layer_override());
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uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
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for(b_scene.render_layers.begin(b_rlay); b_rlay != b_scene.render_layers.end(); ++b_rlay) {
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if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
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render_layer.name = b_rlay->name();
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render_layer.holdout_layer = 0;
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render_layer.exclude_layer = 0;
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render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
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render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
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render_layer.layer = (1 << 20) - 1;
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render_layer.layer |= render_layer.holdout_layer;
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render_layer.material_override = PointerRNA_NULL;
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render_layer.use_background_shader = b_rlay->use_sky();
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render_layer.use_background_ao = b_rlay->use_ao();
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render_layer.use_surfaces = b_rlay->use_solid();
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render_layer.use_hair = b_rlay->use_strand();
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render_layer.bound_samples = false;
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render_layer.samples = 0;
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}
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first_layer = false;
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}
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}
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/* Images */
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void BlenderSync::sync_images()
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{
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/* Sync is a convention for this API, but currently it frees unused buffers. */
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const bool is_interface_locked = b_engine.render() &&
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b_engine.render().use_lock_interface();
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if(is_interface_locked == false && BlenderSession::headless == false) {
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/* If interface is not locked, it's possible image is needed for
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* the display.
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*/
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return;
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}
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/* Free buffers used by images which are not needed for render. */
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BL::BlendData::images_iterator b_image;
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for(b_data.images.begin(b_image);
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b_image != b_data.images.end();
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++b_image)
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{
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/* TODO(sergey): Consider making it an utility function to check
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* whether image is considered builtin.
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*/
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const bool is_builtin = b_image->packed_file() ||
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b_image->source() == BL::Image::source_GENERATED ||
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b_image->source() == BL::Image::source_MOVIE ||
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b_engine.is_preview();
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if(is_builtin == false) {
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b_image->buffers_free();
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}
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/* TODO(sergey): Free builtin images not used by any shader. */
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}
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}
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|
|
/* Passes */
|
|
PassType BlenderSync::get_pass_type(BL::RenderPass& b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
#define MAP_PASS(passname, passtype) if(name == passname) return passtype;
|
|
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
|
|
MAP_PASS("Combined", PASS_COMBINED);
|
|
MAP_PASS("Depth", PASS_DEPTH);
|
|
MAP_PASS("Mist", PASS_MIST);
|
|
MAP_PASS("Normal", PASS_NORMAL);
|
|
MAP_PASS("IndexOB", PASS_OBJECT_ID);
|
|
MAP_PASS("UV", PASS_UV);
|
|
MAP_PASS("Vector", PASS_MOTION);
|
|
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
|
|
|
|
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
|
|
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
|
|
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
|
|
MAP_PASS("SubsurfaceDir", PASS_SUBSURFACE_DIRECT);
|
|
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT);
|
|
|
|
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
|
|
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
|
|
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
|
|
MAP_PASS("SubsurfaceInd", PASS_SUBSURFACE_INDIRECT);
|
|
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT);
|
|
|
|
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
|
|
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
|
|
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
|
|
MAP_PASS("SubsurfaceCol", PASS_SUBSURFACE_COLOR);
|
|
|
|
MAP_PASS("Emit", PASS_EMISSION);
|
|
MAP_PASS("Env", PASS_BACKGROUND);
|
|
MAP_PASS("AO", PASS_AO);
|
|
MAP_PASS("Shadow", PASS_SHADOW);
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
MAP_PASS("Debug BVH Traversed Nodes", PASS_BVH_TRAVERSED_NODES);
|
|
MAP_PASS("Debug BVH Traversed Instances", PASS_BVH_TRAVERSED_INSTANCES);
|
|
MAP_PASS("Debug BVH Intersections", PASS_BVH_INTERSECTIONS);
|
|
MAP_PASS("Debug Ray Bounces", PASS_RAY_BOUNCES);
|
|
#endif
|
|
MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
|
|
#undef MAP_PASS
|
|
|
|
return PASS_NONE;
|
|
}
|
|
|
|
int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
if(name.substr(0, 10) != "Denoising ") {
|
|
return -1;
|
|
}
|
|
name = name.substr(10);
|
|
|
|
#define MAP_PASS(passname, offset) if(name == passname) return offset;
|
|
MAP_PASS("Normal", DENOISING_PASS_NORMAL);
|
|
MAP_PASS("Normal Variance", DENOISING_PASS_NORMAL_VAR);
|
|
MAP_PASS("Albedo", DENOISING_PASS_ALBEDO);
|
|
MAP_PASS("Albedo Variance", DENOISING_PASS_ALBEDO_VAR);
|
|
MAP_PASS("Depth", DENOISING_PASS_DEPTH);
|
|
MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR);
|
|
MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A);
|
|
MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B);
|
|
MAP_PASS("Image", DENOISING_PASS_COLOR);
|
|
MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR);
|
|
#undef MAP_PASS
|
|
|
|
return -1;
|
|
}
|
|
|
|
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
|
|
BL::SceneLayer& b_slay,
|
|
const SessionParams &session_params)
|
|
{
|
|
array<Pass> passes;
|
|
Pass::add(PASS_COMBINED, passes);
|
|
|
|
if(!session_params.device.advanced_shading) {
|
|
return passes;
|
|
}
|
|
|
|
/* loop over passes */
|
|
BL::RenderLayer::passes_iterator b_pass_iter;
|
|
|
|
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
|
|
BL::RenderPass b_pass(*b_pass_iter);
|
|
PassType pass_type = get_pass_type(b_pass);
|
|
|
|
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
|
|
continue;
|
|
if(pass_type != PASS_NONE)
|
|
Pass::add(pass_type, passes);
|
|
}
|
|
|
|
PointerRNA crp = RNA_pointer_get(&b_slay.ptr, "cycles");
|
|
if(get_boolean(crp, "denoising_store_passes") &&
|
|
get_boolean(crp, "use_denoising"))
|
|
{
|
|
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Depth", 1, "Z", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Image", 3, "RGB", b_slay.name().c_str());
|
|
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_slay.name().c_str());
|
|
}
|
|
#ifdef __KERNEL_DEBUG__
|
|
if(get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
|
|
b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_slay.name().c_str());
|
|
Pass::add(PASS_BVH_TRAVERSED_NODES, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_bvh_traversed_instances")) {
|
|
b_engine.add_pass("Debug BVH Traversed Instances", 1, "X", b_slay.name().c_str());
|
|
Pass::add(PASS_BVH_TRAVERSED_INSTANCES, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_bvh_intersections")) {
|
|
b_engine.add_pass("Debug BVH Intersections", 1, "X", b_slay.name().c_str());
|
|
Pass::add(PASS_BVH_INTERSECTIONS, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_ray_bounces")) {
|
|
b_engine.add_pass("Debug Ray Bounces", 1, "X", b_slay.name().c_str());
|
|
Pass::add(PASS_RAY_BOUNCES, passes);
|
|
}
|
|
#endif
|
|
if(get_boolean(crp, "pass_debug_render_time")) {
|
|
b_engine.add_pass("Debug Render Time", 1, "X", b_slay.name().c_str());
|
|
Pass::add(PASS_RENDER_TIME, passes);
|
|
}
|
|
if(get_boolean(crp, "use_pass_volume_direct")) {
|
|
b_engine.add_pass("VolumeDir", 3, "RGB", b_slay.name().c_str());
|
|
Pass::add(PASS_VOLUME_DIRECT, passes);
|
|
}
|
|
if(get_boolean(crp, "use_pass_volume_indirect")) {
|
|
b_engine.add_pass("VolumeInd", 3, "RGB", b_slay.name().c_str());
|
|
Pass::add(PASS_VOLUME_INDIRECT, passes);
|
|
}
|
|
|
|
return passes;
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
|
|
bool background)
|
|
{
|
|
BL::RenderSettings r = b_scene.render();
|
|
SceneParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if(shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if(shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
if(background || DebugFlags().viewport_static_bvh)
|
|
params.bvh_type = SceneParams::BVH_STATIC;
|
|
else
|
|
params.bvh_type = SceneParams::BVH_DYNAMIC;
|
|
|
|
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
|
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
|
|
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
|
|
|
|
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
|
|
params.persistent_data = r.use_persistent_data();
|
|
else
|
|
params.persistent_data = false;
|
|
|
|
int texture_limit;
|
|
if(background) {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
|
|
}
|
|
else {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit");
|
|
}
|
|
if(texture_limit > 0 && b_scene.render().use_simplify()) {
|
|
params.texture_limit = 1 << (texture_limit + 6);
|
|
}
|
|
else {
|
|
params.texture_limit = 0;
|
|
}
|
|
|
|
params.use_qbvh = DebugFlags().cpu.qbvh;
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(BL::Scene& b_scene, bool background)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
return (background)? false: get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
|
|
BL::UserPreferences& b_userpref,
|
|
BL::Scene& b_scene,
|
|
bool background)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* threads */
|
|
BL::RenderSettings b_r = b_scene.render();
|
|
if(b_r.threads_mode() == BL::RenderSettings::threads_mode_FIXED)
|
|
params.threads = b_r.threads();
|
|
else
|
|
params.threads = 0;
|
|
|
|
/* Background */
|
|
params.background = background;
|
|
|
|
/* device type */
|
|
vector<DeviceInfo>& devices = Device::available_devices();
|
|
|
|
/* device default CPU */
|
|
foreach(DeviceInfo& device, devices) {
|
|
if(device.type == DEVICE_CPU) {
|
|
params.device = device;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(get_enum(cscene, "device") == 2) {
|
|
/* find network device */
|
|
foreach(DeviceInfo& info, devices)
|
|
if(info.type == DEVICE_NETWORK)
|
|
params.device = info;
|
|
}
|
|
else if(get_enum(cscene, "device") == 1) {
|
|
PointerRNA b_preferences;
|
|
|
|
BL::UserPreferences::addons_iterator b_addon_iter;
|
|
for(b_userpref.addons.begin(b_addon_iter); b_addon_iter != b_userpref.addons.end(); ++b_addon_iter) {
|
|
if(b_addon_iter->module() == "cycles") {
|
|
b_preferences = b_addon_iter->preferences().ptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
enum ComputeDevice {
|
|
COMPUTE_DEVICE_CPU = 0,
|
|
COMPUTE_DEVICE_CUDA = 1,
|
|
COMPUTE_DEVICE_OPENCL = 2,
|
|
COMPUTE_DEVICE_NUM = 3,
|
|
};
|
|
|
|
ComputeDevice compute_device = (ComputeDevice)get_enum(b_preferences,
|
|
"compute_device_type",
|
|
COMPUTE_DEVICE_NUM,
|
|
COMPUTE_DEVICE_CPU);
|
|
|
|
if(compute_device != COMPUTE_DEVICE_CPU) {
|
|
vector<DeviceInfo> used_devices;
|
|
RNA_BEGIN(&b_preferences, device, "devices") {
|
|
ComputeDevice device_type = (ComputeDevice)get_enum(device,
|
|
"type",
|
|
COMPUTE_DEVICE_NUM,
|
|
COMPUTE_DEVICE_CPU);
|
|
|
|
if(get_boolean(device, "use") &&
|
|
(device_type == compute_device || device_type == COMPUTE_DEVICE_CPU)) {
|
|
string id = get_string(device, "id");
|
|
foreach(DeviceInfo& info, devices) {
|
|
if(info.id == id) {
|
|
used_devices.push_back(info);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} RNA_END
|
|
|
|
if(used_devices.size() == 1) {
|
|
params.device = used_devices[0];
|
|
}
|
|
else if(used_devices.size() > 1) {
|
|
params.device = Device::get_multi_device(used_devices,
|
|
params.threads,
|
|
params.background);
|
|
}
|
|
/* Else keep using the CPU device that was set before. */
|
|
}
|
|
}
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int aa_samples = get_int(cscene, "aa_samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
|
|
|
|
if(get_boolean(cscene, "use_square_samples")) {
|
|
aa_samples = aa_samples * aa_samples;
|
|
preview_aa_samples = preview_aa_samples * preview_aa_samples;
|
|
|
|
samples = samples * samples;
|
|
preview_samples = preview_samples * preview_samples;
|
|
}
|
|
|
|
if(get_enum(cscene, "progressive") == 0) {
|
|
if(background) {
|
|
params.samples = aa_samples;
|
|
}
|
|
else {
|
|
params.samples = preview_aa_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
else {
|
|
if(background) {
|
|
params.samples = samples;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
|
|
/* tiles */
|
|
if(params.device.type != DEVICE_CPU && !background) {
|
|
/* currently GPU could be much slower than CPU when using tiles,
|
|
* still need to be investigated, but meanwhile make it possible
|
|
* to work in viewport smoothly
|
|
*/
|
|
int debug_tile_size = get_int(cscene, "debug_tile_size");
|
|
|
|
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
|
|
}
|
|
else {
|
|
int tile_x = b_engine.tile_x();
|
|
int tile_y = b_engine.tile_y();
|
|
|
|
params.tile_size = make_int2(tile_x, tile_y);
|
|
}
|
|
|
|
if((BlenderSession::headless == false) && background) {
|
|
params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
|
|
}
|
|
else {
|
|
params.tile_order = TILE_BOTTOM_TO_TOP;
|
|
}
|
|
|
|
/* other parameters */
|
|
params.start_resolution = get_int(cscene, "preview_start_resolution");
|
|
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
|
|
|
|
/* other parameters */
|
|
params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
|
|
params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
|
|
params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
|
|
|
|
/* progressive refine */
|
|
params.progressive_refine = get_boolean(cscene, "use_progressive_refine") &&
|
|
!b_r.use_save_buffers();
|
|
|
|
if(params.progressive_refine) {
|
|
BL::Scene::render_layers_iterator b_rlay;
|
|
for(b_scene.render_layers.begin(b_rlay); b_rlay != b_scene.render_layers.end(); ++b_rlay) {
|
|
PointerRNA crl = RNA_pointer_get(&b_rlay->ptr, "cycles");
|
|
if(get_boolean(crl, "use_denoising")) {
|
|
params.progressive_refine = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(background) {
|
|
if(params.progressive_refine)
|
|
params.progressive = true;
|
|
else
|
|
params.progressive = false;
|
|
|
|
params.start_resolution = INT_MAX;
|
|
params.pixel_size = 1;
|
|
}
|
|
else
|
|
params.progressive = true;
|
|
|
|
/* shading system - scene level needs full refresh */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if(shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if(shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
/* color managagement */
|
|
params.display_buffer_linear = GLEW_ARB_half_float_pixel &&
|
|
b_engine.support_display_space_shader(b_scene);
|
|
|
|
if(b_engine.is_preview()) {
|
|
/* For preview rendering we're using same timeout as
|
|
* blender's job update.
|
|
*/
|
|
params.progressive_update_timeout = 0.1;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|