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test2/intern/cycles/blender/addon/__init__.py

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# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
from __future__ import annotations
bl_info = {
"name": "Cycles Render Engine",
"author": "",
"blender": (2, 80, 0),
"description": "Cycles renderer integration",
"warning": "",
"doc_url": "https://docs.blender.org/manual/en/latest/render/cycles/",
"tracker_url": "",
"support": 'OFFICIAL',
"category": "Render"}
# Support 'reload' case.
if "bpy" in locals():
import importlib
if "engine" in locals():
importlib.reload(engine)
if "version_update" in locals():
importlib.reload(version_update)
if "ui" in locals():
importlib.reload(ui)
if "operators" in locals():
importlib.reload(operators)
if "properties" in locals():
importlib.reload(properties)
if "presets" in locals():
importlib.reload(presets)
import bpy
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from . import (
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engine,
version_update,
)
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class CyclesRender(bpy.types.RenderEngine):
bl_idname = 'CYCLES'
bl_label = "Cycles"
bl_use_eevee_viewport = True
bl_use_preview = True
bl_use_exclude_layers = True
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
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bl_use_spherical_stereo = True
bl_use_custom_freestyle = True
Cycles: experimental integration of Alembic procedural in viewport rendering This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache modifier in order to use and test it from Blender. To enable it, one has to switch the render feature set to experimental and activate the Procedural in the modifier. An Alembic Procedural is then created for each CacheFile from Blender set to use the Procedural, and each Blender object having a MeshSequenceCache modifier is added to list of objects of the right procedural. The procedural's parameters derive from the CacheFile's properties which are already exposed in the UI through the modifier, although more Cycles specific options might be added in the future. As there is currently no cache controls and since we load all the data at the beginning of the render session, the procedural is only available during viewport renders at the moment. When an Alembic procedural is rendered, data from the archive are not read on the Blender side. If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural, bounding boxes are used to display the objects in the scene as a signal that the objects are not processed by Blender anymore. This is standard in other DCCs. However this does not reduce the memory usage from Blender as the Alembic data was already loaded either during an import or during a .blend file read. This is mostly a hack to test the Cycles Alembic procedural until we have a better Blender side mechanism for letting renderers load their own geometry, which will be based on import and export settings on Collections (T68933). Ref T79174, D3089 Reviewed By: brecht, sybren Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D10197
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bl_use_alembic_procedural = True
RNA: Make the `PointerRNA` struct non-trivial. For now, PointerRNA is made non-trivial by giving explicit default values to its members. Besides of BPY python binding code, the change is relatively trivial. The main change (besides the creation/deletion part) is the replacement of `memset` by zero-initialized assignment (using `{}`). makesrna required changes are quite small too. The big piece of this PR is the refactor of the BPY RNA code. It essentially brings back allocation and deletion of the BPy_StructRNA, BPy_Pointer etc. python objects into 'cannonical process', using `__new__`, and `__init__` callbacks (and there matching CAPI functions). Existing code was doing very low-level manipulations to create these data, which is not really easy to understand, and AFAICT incompatible with handling C++ data that needs to be constructed and destructed. Unfortunately, similar change in destruction code (using `__del__` and matching `tp_finalize` CAPI callback) is not possible, because of technical low-level implementation details in CPython (see [1] for details). `std::optional` pointer management is used to encapsulate PointerRNA data. This allows to keep control on _when_ actual RNA creation is done, and to have a safe destruction in `tp_dealloc` callbacks. Note that a critical change in Blender's Python API will be that classes inherinting from `bpy_struct` etc. will now have to properly call the base class `__new__` and/or `__init__`if they define them. Implements #122431. [1] https://discuss.python.org/t/cpython-usage-of-tp-finalize-in-c-defined-static-types-with-no-custom-tp-dealloc/64100
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def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.session = None
def __del__(self):
engine.free(self)
# final render
def update(self, data, depsgraph):
if not self.session:
if self.is_preview:
cscene = bpy.context.scene.cycles
use_osl = cscene.shading_system
engine.create(self, data, preview_osl=use_osl)
else:
engine.create(self, data)
engine.reset(self, data, depsgraph)
def render(self, depsgraph):
engine.render(self, depsgraph)
def render_frame_finish(self):
engine.render_frame_finish(self)
def draw(self, context, depsgraph):
engine.draw(self, depsgraph, context.space_data)
def bake(self, depsgraph, obj, pass_type, pass_filter, width, height):
engine.bake(self, depsgraph, obj, pass_type, pass_filter, width, height)
# viewport render
def view_update(self, context, depsgraph):
if not self.session:
# When starting a new render session in viewport (by switching
# viewport to Rendered shading) unpause the render. The way to think
# of it is: artist requests render, so we start to render.
# Do it for both original and evaluated scene so that Cycles
# immediately reacts to un-paused render.
cscene = context.scene.cycles
cscene_eval = depsgraph.scene_eval.cycles
if cscene.preview_pause or cscene_eval.preview_pause:
cscene.preview_pause = False
cscene_eval.preview_pause = False
engine.create(self, context.blend_data,
context.region, context.space_data, context.region_data)
Dependency graph API changes Main goal here is to make it obvious and predictable about what is going on. Summary of changes. - Access to dependency graph is now only possible to a fully evaluated graph. This is now done via context.evaluated_depsgraph_get(). The call will ensure both relations and datablocks are updated. This way we don't allow access to some known bad state of the graph, and also making explicit that getting update dependency graph is not cheap. - Access to evaluated ID is now possible via id.evaluated_get(). It was already possible to get evaluated ID via dependency graph, but that was a bit confusing why access to original is done via ID and to evaluated via depsgraph. If datablock is not covered by dependency graph it will be returned as-is. - Similarly, request for original from an ID which is not evaluated will return ID as-is. - Removed scene.update(). This is very expensive to update all the view layers. - Added depsgraph.update(). Now when temporary changes to objects are to be done, this is to happen on original object and then dependency graph is to be updated. - Changed object.to_mesh() to behave the following way: * When is used for original object modifiers are ignored. For meshes this acts similar to mesh-copy, not very useful but allows to keep code paths similar (i.e. for exporter which has Apply Modifiers option it's only matter choosing between original and evaluated object, the to_mesh() part can stay the same). For curves this gives a mesh which is constructed from displist without taking own modifiers and modifiers of bevel/taper objects into account. For metaballs this gives empty mesh. Polygonization of metaball is not possible from a single object. * When is used for evaluated object modifiers are always applied. In fact, no evaluation is happening, the mesh is either copied as-is, or constructed from current state of curve cache. Arguments to apply modifiers and calculate original coordinates (ORCO, aka undeformed coordinates) are removed. The ORCO is to be calculated as part of dependency graph evaluation. File used to regression-test (a packed Python script into .blend): {F7033464} Patch to make addons tests to pass: {F7033466} NOTE: I've included changes to FBX exporter, and those are addressing report T63689. NOTE: All the enabled-by-default addons are to be ported still, but first want to have agreement on this part of changes. NOTE: Also need to work on documentation for Python API, but, again, better be done after having agreement on this work. Reviewers: brecht, campbellbarton, mont29 Differential Revision: https://developer.blender.org/D4834
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engine.reset(self, context.blend_data, depsgraph)
engine.sync(self, depsgraph, context.blend_data)
def view_draw(self, context, depsgraph):
engine.view_draw(self, depsgraph, context.region, context.space_data, context.region_data)
def update_script_node(self, node):
if engine.with_osl():
from . import osl
osl.update_script_node(node, self.report)
else:
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self.report({'ERROR'}, "OSL support disabled in this build")
def update_render_passes(self, scene, srl):
engine.register_passes(self, scene, srl)
def engine_exit():
engine.exit()
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classes = (
CyclesRender,
)
def register():
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from bpy.utils import register_class
from . import ui
from . import operators
from . import properties
from . import presets
import atexit
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# Make sure we only registered the callback once.
atexit.unregister(engine_exit)
atexit.register(engine_exit)
engine.init()
properties.register()
ui.register()
operators.register()
presets.register()
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for cls in classes:
register_class(cls)
bpy.app.handlers.version_update.append(version_update.do_versions)
def unregister():
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from bpy.utils import unregister_class
from . import ui
from . import operators
from . import properties
from . import presets
bpy.app.handlers.version_update.remove(version_update.do_versions)
ui.unregister()
operators.unregister()
properties.unregister()
presets.unregister()
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for cls in classes:
unregister_class(cls)