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test2/intern/cycles/blender/blender_sync.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

211 lines
5.3 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.
*/
#include "background.h"
#include "film.h"
#include "graph.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "device.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_debug.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Constructor */
BlenderSync::BlenderSync(BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene_, bool preview_)
: b_data(b_data_), b_scene(b_scene_),
shader_map(&scene_->shaders),
object_map(&scene_->objects),
mesh_map(&scene_->meshes),
light_map(&scene_->lights),
world_map(NULL),
world_recalc(false)
{
scene = scene_;
preview = preview_;
}
BlenderSync::~BlenderSync()
{
}
/* Sync */
bool BlenderSync::sync_recalc()
{
BL::BlendData::materials_iterator b_mat;
for(b_mat = b_data.materials.begin(); b_mat != b_data.materials.end(); ++b_mat)
if(b_mat->recalc())
shader_map.set_recalc(*b_mat);
BL::BlendData::lamps_iterator b_lamp;
for(b_lamp = b_data.lamps.begin(); b_lamp != b_data.lamps.end(); ++b_lamp)
if(b_lamp->recalc())
shader_map.set_recalc(*b_lamp);
BL::BlendData::objects_iterator b_ob;
for(b_ob = b_data.objects.begin(); b_ob != b_data.objects.end(); ++b_ob) {
if(b_ob->recalc()) {
object_map.set_recalc(*b_ob);
light_map.set_recalc(*b_ob);
}
if(object_is_mesh(*b_ob)) {
if(b_ob->recalc_data() || b_ob->data().recalc()) {
BL::ID key = object_is_modified(*b_ob)? *b_ob: b_ob->data();
mesh_map.set_recalc(key);
}
}
}
BL::BlendData::meshes_iterator b_mesh;
for(b_mesh = b_data.meshes.begin(); b_mesh != b_data.meshes.end(); ++b_mesh)
if(b_mesh->recalc())
mesh_map.set_recalc(*b_mesh);
BL::BlendData::worlds_iterator b_world;
for(b_world = b_data.worlds.begin(); b_world != b_data.worlds.end(); ++b_world)
if(world_map == b_world->ptr.data && b_world->recalc())
world_recalc = true;
bool recalc =
shader_map.has_recalc() ||
object_map.has_recalc() ||
light_map.has_recalc() ||
mesh_map.has_recalc() ||
world_recalc;
return recalc;
}
void BlenderSync::sync_data(BL::SpaceView3D b_v3d)
{
sync_integrator();
sync_film();
sync_shaders();
sync_objects(b_v3d);
}
/* Integrator */
void BlenderSync::sync_integrator()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
integrator->minbounce = get_int(cscene, "min_bounces");
integrator->maxbounce = get_int(cscene, "max_bounces");
integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->blur_caustics = get_float(cscene, "blur_caustics");
if(integrator->modified(previntegrator))
integrator->tag_update(scene);
}
/* Film */
void BlenderSync::sync_film()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Film *film = scene->film;
Film prevfilm = *film;
film->exposure = get_float(cscene, "exposure");
film->response = get_enum_identifier(cscene, "response_curve");
if(film->modified(prevfilm))
film->tag_update(scene);
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene b_scene)
{
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int shadingsystem = RNA_enum_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SceneParams::SVM;
else if(shadingsystem == 1)
params.shadingsystem = SceneParams::OSL;
params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
return params;
}
/* Session Parameters */
SessionParams BlenderSync::get_session_params(BL::Scene b_scene, bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* device type */
DeviceType dtype = (RNA_enum_get(&cscene, "device") == 1)? DEVICE_CUDA: DEVICE_CPU;
params.device_type = DEVICE_CPU;
vector<DeviceType> types = Device::available_types();
foreach(DeviceType dt, types)
if(dt == dtype)
params.device_type = dtype;
/* other parameters */
params.background = background;
params.passes = (background)? get_int(cscene, "passes"): INT_MAX;
params.tile_size = get_int(cscene, "debug_tile_size");
params.min_size = get_int(cscene, "debug_min_size");
params.cancel_timeout = get_float(cscene, "debug_cancel_timeout");
params.reset_timeout = get_float(cscene, "debug_reset_timeout");
params.text_timeout = get_float(cscene, "debug_text_timeout");
if(background) {
params.progressive = true;
params.min_size = INT_MAX;
}
else
params.progressive = true;
return params;
}
CCL_NAMESPACE_END