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test2/intern/cycles/blender/blender_sync.h
2012-11-21 13:00:51 +00:00

146 lines
4.4 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#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_util.h"
#include "scene.h"
#include "session.h"
#include "util_map.h"
#include "util_set.h"
#include "util_transform.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Background;
class Camera;
class Film;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
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::SpaceView3D b_v3d, BL::Object b_override, const char *layer = 0);
void sync_camera(BL::Object b_override, int width, int height);
void sync_view(BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height);
int get_layer_samples() { return render_layer.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::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height);
private:
/* sync */
void sync_lamps(bool update_all);
void sync_materials(bool update_all);
void sync_objects(BL::SpaceView3D b_v3d, int motion = 0);
void sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override);
void sync_film();
void sync_integrator();
void sync_view();
void sync_world(bool update_all);
void sync_render_layers(BL::SpaceView3D b_v3d, const char *layer);
void sync_shaders();
void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
Mesh *sync_mesh(BL::Object b_ob, bool object_updated);
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);
void sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm);
void sync_background_light();
void sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion);
void sync_camera_motion(BL::Object b_ob, int motion);
/* particles */
bool sync_dupli_particle(BL::Object b_ob, BL::DupliObject b_dup, Object *object);
/* util */
void find_shader(BL::ID id, vector<uint>& used_shaders, int 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;
void *world_map;
bool world_recalc;
Scene *scene;
bool preview;
bool experimental;
struct RenderLayerInfo {
RenderLayerInfo()
: scene_layer(0), layer(0),
holdout_layer(0), exclude_layer(0),
material_override(PointerRNA_NULL),
use_background(true),
use_viewport_visibility(false),
samples(0)
{}
string name;
uint scene_layer;
uint layer;
uint holdout_layer;
uint exclude_layer;
BL::Material material_override;
bool use_background;
bool use_viewport_visibility;
bool use_localview;
int samples;
} render_layer;
Progress &progress;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */