Files
test2/intern/cycles/blender/blender_sync.h
Kévin Dietrich 31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00

269 lines
8.7 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_access.h"
#include "RNA_blender_cpp.h"
#include "RNA_types.h"
#include "blender/blender_id_map.h"
#include "blender/blender_viewport.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 BlenderViewportParameters;
class Camera;
class Film;
class Hair;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class ViewLayer;
class Shader;
class ShaderGraph;
class ShaderNode;
class TaskPool;
class BlenderSync {
public:
BlenderSync(BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Scene &b_scene,
Scene *scene,
bool preview,
Progress &progress);
~BlenderSync();
void reset(BL::BlendData &b_data, BL::Scene &b_scene);
/* sync */
void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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);
vector<Pass> sync_render_passes(BL::RenderLayer &b_render_layer,
BL::ViewLayer &b_view_layer,
bool adaptive_sampling,
const DenoiseParams &denoising);
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::Preferences &b_userpref,
BL::Scene &b_scene,
bool background,
BL::ViewLayer b_view_layer = BL::ViewLayer(PointerRNA_NULL));
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,
const bool use_denoiser);
static PassType get_pass_type(BL::RenderPass &b_pass);
static int get_denoising_pass(BL::RenderPass &b_pass);
private:
static DenoiseParams get_denoise_params(BL::Scene &b_scene,
BL::ViewLayer &b_view_layer,
bool background);
/* sync */
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
void sync_motion(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_film(BL::SpaceView3D &b_v3d);
void sync_view();
/* Shader */
void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
/* Object */
Object *sync_object(BL::Depsgraph &b_depsgraph,
BL::ViewLayer &b_view_layer,
BL::DepsgraphObjectInstance &b_instance,
float motion_time,
bool use_particle_hair,
bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal,
TaskPool *geom_task_pool);
bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
/* Volume */
void sync_volume(BL::Object &b_ob, Volume *volume);
/* Mesh */
void sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh);
void sync_mesh_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh, int motion_step);
/* Hair */
void sync_hair(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair);
void sync_hair_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair, int motion_step);
void sync_hair(Hair *hair, BL::Object &b_ob, bool motion, int motion_step = 0);
void sync_particle_hair(
Hair *hair, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step = 0);
bool object_has_particle_hair(BL::Object b_ob);
/* Camera */
void sync_camera_motion(
BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
/* Geometry */
Geometry *sync_geometry(BL::Depsgraph &b_depsgrpah,
BL::Object &b_ob,
BL::Object &b_ob_instance,
bool object_updated,
bool use_particle_hair,
TaskPool *task_pool);
void sync_geometry_motion(BL::Depsgraph &b_depsgraph,
BL::Object &b_ob,
Object *object,
float motion_time,
bool use_particle_hair,
TaskPool *task_pool);
/* Light */
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(BL::SpaceView3D &b_v3d, bool use_portal);
/* Particles */
bool sync_dupli_particle(BL::Object &b_ob,
BL::DepsgraphObjectInstance &b_instance,
Object *object);
/* Images. */
void sync_images();
/* Early data free. */
void free_data_after_sync(BL::Depsgraph &b_depsgraph);
/* util */
void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object &b_ob);
bool object_is_geometry(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<GeometryKey, Geometry> geometry_map;
id_map<ObjectKey, Light> light_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Geometry *> geometry_synced;
set<Geometry *> geometry_motion_synced;
set<float> motion_times;
void *world_map;
bool world_recalc;
BlenderViewportParameters viewport_parameters;
Scene *scene;
bool preview;
bool experimental;
float dicing_rate;
int max_subdivisions;
struct RenderLayerInfo {
RenderLayerInfo()
: material_override(PointerRNA_NULL),
use_background_shader(true),
use_background_ao(true),
use_surfaces(true),
use_hair(true),
use_volumes(true),
samples(0),
bound_samples(false)
{
}
string name;
BL::Material material_override;
bool use_background_shader;
bool use_background_ao;
bool use_surfaces;
bool use_hair;
bool use_volumes;
int samples;
bool bound_samples;
} view_layer;
Progress &progress;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */