Files
test/intern/cycles/blender/blender_sync.h
Brecht Van Lommel 7b9fb32591 Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.

For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.

This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.

Differential Revision: https://developer.blender.org/D3148
2018-04-13 14:38:59 +02:00

222 lines
7.1 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 __BLENDER_SYNC_H__
#define __BLENDER_SYNC_H__
#include "MEM_guardedalloc.h"
#include "RNA_types.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"
#include "blender/blender_util.h"
#include "render/scene.h"
#include "render/session.h"
#include "util/util_map.h"
#include "util/util_set.h"
#include "util/util_transform.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Background;
class BlenderObjectCulling;
class Camera;
class Film;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class ViewLayer;
class Shader;
class ShaderGraph;
class ShaderNode;
class BlenderSync {
public:
BlenderSync(BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
Scene *scene,
bool preview,
Progress &progress);
~BlenderSync();
/* sync */
bool sync_recalc();
void sync_data(BL::RenderSettings& b_render,
BL::Depsgraph& b_depsgraph,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state);
void sync_view_layer(BL::SpaceView3D& b_v3d, BL::ViewLayer& b_view_layer);
array<Pass> sync_render_passes(BL::RenderLayer& b_render_layer,
BL::ViewLayer& b_view_layer,
const SessionParams &session_params);
void sync_integrator();
void sync_camera(BL::RenderSettings& b_render,
BL::Object& b_override,
int width, int height,
const char *viewname);
void sync_view(BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height);
inline int get_layer_samples() { return view_layer.samples; }
inline int get_layer_bound_samples() { return view_layer.bound_samples; }
/* get parameters */
static SceneParams get_scene_params(BL::Scene& b_scene,
bool background);
static SessionParams get_session_params(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::Scene& b_scene,
bool background);
static bool get_session_pause(BL::Scene& b_scene, bool background);
static BufferParams get_buffer_params(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
Camera *cam,
int width, int height);
static PassType get_pass_type(BL::RenderPass& b_pass);
static int get_denoising_pass(BL::RenderPass& b_pass);
private:
/* sync */
void sync_lamps(BL::Depsgraph& b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph& b_depsgraph, bool update_all);
void sync_objects(BL::Depsgraph& b_depsgraph, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings& b_render,
BL::Depsgraph& b_depsgraph,
BL::Object& b_override,
int width, int height,
void **python_thread_state);
void sync_film();
void sync_view();
void sync_world(BL::Depsgraph& b_depsgraph, bool update_all);
void sync_shaders(BL::Depsgraph& b_depsgraph);
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
Mesh *sync_mesh(BL::Depsgraph& b_depsgrpah,
BL::Object& b_ob,
BL::Object& b_ob_instance,
bool object_updated,
bool hide_tris);
void sync_curves(Mesh *mesh,
BL::Mesh& b_mesh,
BL::Object& b_ob,
bool motion,
int motion_step = 0);
Object *sync_object(BL::Depsgraph& b_depsgraph,
BL::Depsgraph::duplis_iterator& b_dupli_iter,
uint layer_flag,
float motion_time,
bool hide_tris,
BlenderObjectCulling& culling,
bool *use_portal);
void sync_light(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::Object& b_ob,
BL::Object& b_ob_instance,
int random_id,
Transform& tfm,
bool *use_portal);
void sync_background_light(bool use_portal);
void sync_mesh_motion(BL::Depsgraph& b_depsgraph,
BL::Object& b_ob,
Object *object,
float motion_time);
void sync_camera_motion(BL::RenderSettings& b_render,
BL::Object& b_ob,
int width, int height,
float motion_time);
/* particles */
bool sync_dupli_particle(BL::Object& b_ob,
BL::DepsgraphIter& b_dup,
Object *object);
/* Images. */
void sync_images();
/* util */
void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object& b_ob);
bool object_is_mesh(BL::Object& b_ob);
bool object_is_light(BL::Object& b_ob);
/* variables */
BL::RenderEngine b_engine;
BL::BlendData b_data;
BL::Scene b_scene;
id_map<void*, Shader> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<void*, Mesh> mesh_map;
id_map<ObjectKey, Light> light_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Mesh*> mesh_synced;
set<Mesh*> mesh_motion_synced;
set<float> motion_times;
void *world_map;
bool world_recalc;
Scene *scene;
bool preview;
bool experimental;
float dicing_rate;
int max_subdivisions;
struct RenderLayerInfo {
RenderLayerInfo()
: view_layer(0), layer(0),
holdout_layer(0), exclude_layer(0),
material_override(PointerRNA_NULL),
use_background_shader(true),
use_background_ao(true),
use_surfaces(true),
use_hair(true),
samples(0), bound_samples(false)
{}
string name;
uint view_layer;
uint layer; /* This can be safely removed from Cycles. */
uint holdout_layer; /* This can be safely removed from Cycles. */
uint exclude_layer; /* This can be safely removed from Cycles. */
BL::Material material_override; /* This can be safely removed from Cycles. */
bool use_background_shader;
bool use_background_ao;
bool use_surfaces;
bool use_hair;
int samples; /* This can be safely removed from Cycles. */
bool bound_samples; /* This can be safely removed from Cycles. */
} view_layer;
Progress &progress;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */