146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __BLENDER_SYNC_H__
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#define __BLENDER_SYNC_H__
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#include "MEM_guardedalloc.h"
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#include "RNA_types.h"
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#include "RNA_access.h"
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#include "RNA_blender_cpp.h"
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#include "blender_util.h"
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#include "scene.h"
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#include "session.h"
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#include "util_map.h"
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#include "util_set.h"
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#include "util_transform.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class Camera;
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class Film;
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class Light;
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class Mesh;
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class Object;
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class ParticleSystem;
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class Scene;
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class Shader;
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class ShaderGraph;
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class ShaderNode;
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class BlenderSync {
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public:
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BlenderSync(BL::RenderEngine b_engine_, BL::BlendData b_data, BL::Scene b_scene, Scene *scene_, bool preview_, Progress &progress_);
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~BlenderSync();
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/* sync */
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bool sync_recalc();
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void sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, const char *layer = 0);
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void sync_camera(BL::Object b_override, int width, int height);
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void sync_view(BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height);
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int get_layer_samples() { return render_layer.samples; }
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/* get parameters */
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static SceneParams get_scene_params(BL::Scene b_scene, bool background);
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static SessionParams get_session_params(BL::RenderEngine b_engine, BL::UserPreferences b_userpref, BL::Scene b_scene, bool background);
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static bool get_session_pause(BL::Scene b_scene, bool background);
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static BufferParams get_buffer_params(BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height);
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private:
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/* sync */
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void sync_lamps(bool update_all);
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void sync_materials(bool update_all);
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void sync_objects(BL::SpaceView3D b_v3d, int motion = 0);
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void sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override);
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void sync_film();
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void sync_integrator();
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void sync_view();
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void sync_world(bool update_all);
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void sync_render_layers(BL::SpaceView3D b_v3d, const char *layer);
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void sync_shaders();
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void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
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Mesh *sync_mesh(BL::Object b_ob, bool object_updated);
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Object *sync_object(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject b_dupli_object, Transform& tfm, uint layer_flag, int motion);
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void sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm);
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void sync_background_light();
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void sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion);
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void sync_camera_motion(BL::Object b_ob, int motion);
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/* particles */
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bool sync_dupli_particle(BL::Object b_ob, BL::DupliObject b_dup, Object *object);
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/* util */
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void find_shader(BL::ID id, vector<uint>& used_shaders, int default_shader);
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bool BKE_object_is_modified(BL::Object b_ob);
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bool object_is_mesh(BL::Object b_ob);
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bool object_is_light(BL::Object b_ob);
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/* variables */
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BL::RenderEngine b_engine;
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BL::BlendData b_data;
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BL::Scene b_scene;
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id_map<void*, Shader> shader_map;
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id_map<ObjectKey, Object> object_map;
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id_map<void*, Mesh> mesh_map;
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id_map<ObjectKey, Light> light_map;
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id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
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set<Mesh*> mesh_synced;
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void *world_map;
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bool world_recalc;
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Scene *scene;
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bool preview;
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bool experimental;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: scene_layer(0), layer(0),
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holdout_layer(0), exclude_layer(0),
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material_override(PointerRNA_NULL),
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use_background(true),
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use_viewport_visibility(false),
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samples(0)
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{}
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string name;
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uint scene_layer;
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uint layer;
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uint holdout_layer;
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uint exclude_layer;
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BL::Material material_override;
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bool use_background;
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bool use_viewport_visibility;
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bool use_localview;
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int samples;
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} render_layer;
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Progress &progress;
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SYNC_H__ */
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