1207 lines
36 KiB
C++
1207 lines
36 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include "background.h"
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#include "buffers.h"
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#include "camera.h"
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#include "device.h"
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#include "integrator.h"
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#include "film.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "session.h"
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#include "shader.h"
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#include "util_color.h"
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#include "util_foreach.h"
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#include "util_function.h"
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#include "util_logging.h"
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#include "util_progress.h"
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#include "util_time.h"
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#include "blender_sync.h"
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#include "blender_session.h"
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#include "blender_util.h"
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CCL_NAMESPACE_BEGIN
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bool BlenderSession::headless = false;
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_engine_.render()), b_scene(b_scene_),
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b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), python_thread_state(NULL)
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{
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/* offline render */
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width = render_resolution_x(b_render);
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height = render_resolution_y(b_render);
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background = true;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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}
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_,
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BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_scene_.render()), b_scene(b_scene_),
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b_v3d(b_v3d_), b_rv3d(b_rv3d_), python_thread_state(NULL)
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{
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/* 3d view render */
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width = width_;
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height = height_;
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background = false;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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}
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BlenderSession::~BlenderSession()
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{
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free_session();
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}
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void BlenderSession::create()
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{
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create_session();
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if(b_v3d)
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session->start();
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}
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void BlenderSession::create_session()
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{
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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bool is_cpu = session_params.device.type == DEVICE_CPU;
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background, is_cpu);
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bool session_pause = BlenderSync::get_session_pause(b_scene, background);
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/* reset status/progress */
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last_status = "";
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last_error = "";
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last_progress = -1.0f;
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start_resize_time = 0.0;
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/* create scene */
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scene = new Scene(scene_params, session_params.device);
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/* setup callbacks for builtin image support */
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scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6, _7);
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scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3);
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scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3);
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/* create session */
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session = new Session(session_params);
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session->scene = scene;
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session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
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session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
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session->set_pause(session_pause);
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/* create sync */
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sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, is_cpu);
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if(b_v3d) {
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if(session_pause == false) {
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/* full data sync */
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sync->sync_view(b_v3d, b_rv3d, width, height);
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sync->sync_data(b_render,
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b_v3d,
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b_engine.camera_override(),
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width, height,
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&python_thread_state,
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b_rlay_name.c_str());
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}
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}
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else {
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/* for final render we will do full data sync per render layer, only
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* do some basic syncing here, no objects or materials for speed */
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sync->sync_render_layers(b_v3d, NULL);
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sync->sync_integrator();
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sync->sync_camera(b_render, b_engine.camera_override(), width, height);
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}
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/* set buffer parameters */
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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b_engine.use_highlight_tiles(session_params.progressive_refine == false);
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}
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void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_)
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{
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b_data = b_data_;
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b_render = b_engine.render();
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b_scene = b_scene_;
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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const bool is_cpu = session_params.device.type == DEVICE_CPU;
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background, is_cpu);
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width = render_resolution_x(b_render);
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height = render_resolution_y(b_render);
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if(scene->params.modified(scene_params) ||
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session->params.modified(session_params) ||
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!scene_params.persistent_data)
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{
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/* if scene or session parameters changed, it's easier to simply re-create
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* them rather than trying to distinguish which settings need to be updated
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*/
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delete session;
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create_session();
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return;
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}
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session->progress.reset();
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scene->reset();
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session->tile_manager.set_tile_order(session_params.tile_order);
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/* peak memory usage should show current render peak, not peak for all renders
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* made by this render session
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*/
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session->stats.mem_peak = session->stats.mem_used;
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/* sync object should be re-created */
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sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, is_cpu);
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/* for final render we will do full data sync per render layer, only
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* do some basic syncing here, no objects or materials for speed */
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sync->sync_render_layers(b_v3d, NULL);
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sync->sync_integrator();
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sync->sync_camera(b_render, b_engine.camera_override(), width, height);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, PointerRNA_NULL, PointerRNA_NULL, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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b_engine.use_highlight_tiles(session_params.progressive_refine == false);
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/* reset time */
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start_resize_time = 0.0;
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}
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void BlenderSession::free_session()
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{
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if(sync)
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delete sync;
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delete session;
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}
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static PassType get_pass_type(BL::RenderPass b_pass)
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{
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switch(b_pass.type()) {
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case BL::RenderPass::type_COMBINED:
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return PASS_COMBINED;
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case BL::RenderPass::type_Z:
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return PASS_DEPTH;
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case BL::RenderPass::type_MIST:
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return PASS_MIST;
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case BL::RenderPass::type_NORMAL:
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return PASS_NORMAL;
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case BL::RenderPass::type_OBJECT_INDEX:
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return PASS_OBJECT_ID;
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case BL::RenderPass::type_UV:
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return PASS_UV;
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case BL::RenderPass::type_VECTOR:
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return PASS_MOTION;
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case BL::RenderPass::type_MATERIAL_INDEX:
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return PASS_MATERIAL_ID;
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case BL::RenderPass::type_DIFFUSE_DIRECT:
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return PASS_DIFFUSE_DIRECT;
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case BL::RenderPass::type_GLOSSY_DIRECT:
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return PASS_GLOSSY_DIRECT;
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case BL::RenderPass::type_TRANSMISSION_DIRECT:
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return PASS_TRANSMISSION_DIRECT;
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case BL::RenderPass::type_SUBSURFACE_DIRECT:
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return PASS_SUBSURFACE_DIRECT;
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case BL::RenderPass::type_DIFFUSE_INDIRECT:
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return PASS_DIFFUSE_INDIRECT;
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case BL::RenderPass::type_GLOSSY_INDIRECT:
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return PASS_GLOSSY_INDIRECT;
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case BL::RenderPass::type_TRANSMISSION_INDIRECT:
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return PASS_TRANSMISSION_INDIRECT;
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case BL::RenderPass::type_SUBSURFACE_INDIRECT:
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return PASS_SUBSURFACE_INDIRECT;
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case BL::RenderPass::type_DIFFUSE_COLOR:
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return PASS_DIFFUSE_COLOR;
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case BL::RenderPass::type_GLOSSY_COLOR:
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return PASS_GLOSSY_COLOR;
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case BL::RenderPass::type_TRANSMISSION_COLOR:
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return PASS_TRANSMISSION_COLOR;
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case BL::RenderPass::type_SUBSURFACE_COLOR:
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return PASS_SUBSURFACE_COLOR;
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case BL::RenderPass::type_EMIT:
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return PASS_EMISSION;
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case BL::RenderPass::type_ENVIRONMENT:
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return PASS_BACKGROUND;
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case BL::RenderPass::type_AO:
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return PASS_AO;
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case BL::RenderPass::type_SHADOW:
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return PASS_SHADOW;
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case BL::RenderPass::type_DIFFUSE:
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case BL::RenderPass::type_COLOR:
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case BL::RenderPass::type_REFRACTION:
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case BL::RenderPass::type_SPECULAR:
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case BL::RenderPass::type_REFLECTION:
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return PASS_NONE;
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#ifdef WITH_CYCLES_DEBUG
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case BL::RenderPass::type_DEBUG:
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{
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if(b_pass.debug_type() == BL::RenderPass::debug_type_BVH_TRAVERSAL_STEPS)
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return PASS_BVH_TRAVERSAL_STEPS;
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if(b_pass.debug_type() == BL::RenderPass::debug_type_BVH_TRAVERSED_INSTANCES)
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return PASS_BVH_TRAVERSED_INSTANCES;
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if(b_pass.debug_type() == BL::RenderPass::debug_type_RAY_BOUNCES)
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return PASS_RAY_BOUNCES;
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break;
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}
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#endif
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}
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return PASS_NONE;
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}
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static ShaderEvalType get_shader_type(const string& pass_type)
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{
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const char *shader_type = pass_type.c_str();
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/* data passes */
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if(strcmp(shader_type, "NORMAL")==0)
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return SHADER_EVAL_NORMAL;
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else if(strcmp(shader_type, "UV")==0)
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return SHADER_EVAL_UV;
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else if(strcmp(shader_type, "DIFFUSE_COLOR")==0)
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return SHADER_EVAL_DIFFUSE_COLOR;
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else if(strcmp(shader_type, "GLOSSY_COLOR")==0)
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return SHADER_EVAL_GLOSSY_COLOR;
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else if(strcmp(shader_type, "TRANSMISSION_COLOR")==0)
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return SHADER_EVAL_TRANSMISSION_COLOR;
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else if(strcmp(shader_type, "SUBSURFACE_COLOR")==0)
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return SHADER_EVAL_SUBSURFACE_COLOR;
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else if(strcmp(shader_type, "EMIT")==0)
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return SHADER_EVAL_EMISSION;
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/* light passes */
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else if(strcmp(shader_type, "AO")==0)
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return SHADER_EVAL_AO;
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else if(strcmp(shader_type, "COMBINED")==0)
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return SHADER_EVAL_COMBINED;
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else if(strcmp(shader_type, "SHADOW")==0)
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return SHADER_EVAL_SHADOW;
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else if(strcmp(shader_type, "DIFFUSE_DIRECT")==0)
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return SHADER_EVAL_DIFFUSE_DIRECT;
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else if(strcmp(shader_type, "GLOSSY_DIRECT")==0)
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return SHADER_EVAL_GLOSSY_DIRECT;
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else if(strcmp(shader_type, "TRANSMISSION_DIRECT")==0)
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return SHADER_EVAL_TRANSMISSION_DIRECT;
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else if(strcmp(shader_type, "SUBSURFACE_DIRECT")==0)
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return SHADER_EVAL_SUBSURFACE_DIRECT;
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else if(strcmp(shader_type, "DIFFUSE_INDIRECT")==0)
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return SHADER_EVAL_DIFFUSE_INDIRECT;
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else if(strcmp(shader_type, "GLOSSY_INDIRECT")==0)
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return SHADER_EVAL_GLOSSY_INDIRECT;
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else if(strcmp(shader_type, "TRANSMISSION_INDIRECT")==0)
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return SHADER_EVAL_TRANSMISSION_INDIRECT;
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else if(strcmp(shader_type, "SUBSURFACE_INDIRECT")==0)
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return SHADER_EVAL_SUBSURFACE_INDIRECT;
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/* extra */
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else if(strcmp(shader_type, "ENVIRONMENT")==0)
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return SHADER_EVAL_ENVIRONMENT;
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else
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return SHADER_EVAL_BAKE;
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}
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static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername, const char *viewname)
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{
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return b_engine.begin_result(x, y, w, h, layername, viewname);
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}
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static void end_render_result(BL::RenderEngine b_engine, BL::RenderResult b_rr, bool cancel, bool do_merge_results)
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{
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b_engine.end_result(b_rr, (int)cancel, (int)do_merge_results);
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}
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void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only)
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{
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BufferParams& params = rtile.buffers->params;
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int x = params.full_x - session->tile_manager.params.full_x;
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int y = params.full_y - session->tile_manager.params.full_y;
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int w = params.width;
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int h = params.height;
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/* get render result */
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BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
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/* can happen if the intersected rectangle gives 0 width or height */
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if(b_rr.ptr.data == NULL) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if(b_single_rlay == b_rr.layers.end())
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return;
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BL::RenderLayer b_rlay = *b_single_rlay;
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if(do_update_only) {
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/* update only needed */
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if(rtile.sample != 0) {
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/* sample would be zero at initial tile update, which is only needed
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* to tag tile form blender side as IN PROGRESS for proper highlight
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* no buffers should be sent to blender yet
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*/
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update_render_result(b_rr, b_rlay, rtile);
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}
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end_render_result(b_engine, b_rr, true, true);
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}
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else {
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/* write result */
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write_render_result(b_rr, b_rlay, rtile);
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end_render_result(b_engine, b_rr, false, true);
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}
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}
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void BlenderSession::write_render_tile(RenderTile& rtile)
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{
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do_write_update_render_tile(rtile, false);
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}
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void BlenderSession::update_render_tile(RenderTile& rtile)
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{
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/* use final write for preview renders, otherwise render result wouldn't be
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* be updated in blender side
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* would need to be investigated a bit further, but for now shall be fine
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*/
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if(!b_engine.is_preview())
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do_write_update_render_tile(rtile, true);
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else
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do_write_update_render_tile(rtile, false);
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}
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void BlenderSession::render()
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{
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/* set callback to write out render results */
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session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
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session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);
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/* get buffer parameters */
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
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/* render each layer */
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BL::RenderSettings r = b_scene.render();
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BL::RenderSettings::layers_iterator b_layer_iter;
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BL::RenderResult::views_iterator b_view_iter;
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for(r.layers.begin(b_layer_iter); b_layer_iter != r.layers.end(); ++b_layer_iter) {
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b_rlay_name = b_layer_iter->name();
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/* temporary render result to find needed passes and views */
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BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str(), NULL);
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if(b_single_rlay == b_rr.layers.end()) {
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end_render_result(b_engine, b_rr, true, false);
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continue;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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/* add passes */
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vector<Pass> passes;
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Pass::add(PASS_COMBINED, passes);
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if(session_params.device.advanced_shading) {
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/* loop over passes */
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BL::RenderLayer::passes_iterator b_pass_iter;
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for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
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BL::RenderPass b_pass(*b_pass_iter);
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PassType pass_type = get_pass_type(b_pass);
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|
|
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
|
|
continue;
|
|
if(pass_type != PASS_NONE)
|
|
Pass::add(pass_type, passes);
|
|
}
|
|
}
|
|
|
|
buffer_params.passes = passes;
|
|
scene->film->pass_alpha_threshold = b_layer_iter->pass_alpha_threshold();
|
|
scene->film->tag_passes_update(scene, passes);
|
|
scene->film->tag_update(scene);
|
|
scene->integrator->tag_update(scene);
|
|
|
|
for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
|
|
b_rview_name = b_view_iter->name();
|
|
|
|
/* set the current view */
|
|
b_engine.active_view_set(b_rview_name.c_str());
|
|
|
|
/* update scene */
|
|
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
|
|
sync->sync_data(b_render,
|
|
b_v3d,
|
|
b_engine.camera_override(),
|
|
width, height,
|
|
&python_thread_state,
|
|
b_rlay_name.c_str());
|
|
|
|
/* update number of samples per layer */
|
|
int samples = sync->get_layer_samples();
|
|
bool bound_samples = sync->get_layer_bound_samples();
|
|
|
|
if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
|
|
session->reset(buffer_params, samples);
|
|
else
|
|
session->reset(buffer_params, session_params.samples);
|
|
|
|
/* render */
|
|
session->start();
|
|
session->wait();
|
|
|
|
if(session->progress.get_cancel())
|
|
break;
|
|
}
|
|
|
|
/* free result without merging */
|
|
end_render_result(b_engine, b_rr, true, false);
|
|
|
|
if(session->progress.get_cancel())
|
|
break;
|
|
}
|
|
|
|
double total_time, render_time;
|
|
session->progress.get_time(total_time, render_time);
|
|
VLOG(1) << "Total render time: " << total_time;
|
|
VLOG(1) << "Render time (without synchronization): " << render_time;
|
|
|
|
/* clear callback */
|
|
session->write_render_tile_cb = function_null;
|
|
session->update_render_tile_cb = function_null;
|
|
|
|
/* free all memory used (host and device), so we wouldn't leave render
|
|
* engine with extra memory allocated
|
|
*/
|
|
|
|
session->device_free();
|
|
|
|
delete sync;
|
|
sync = NULL;
|
|
}
|
|
|
|
static void populate_bake_data(BakeData *data, const int object_id, BL::BakePixel pixel_array, const int num_pixels)
|
|
{
|
|
BL::BakePixel bp = pixel_array;
|
|
|
|
int i;
|
|
for(i=0; i < num_pixels; i++) {
|
|
if(bp.object_id() == object_id) {
|
|
data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
|
|
} else {
|
|
data->set_null(i);
|
|
}
|
|
bp = bp.next();
|
|
}
|
|
}
|
|
|
|
void BlenderSession::bake(BL::Object b_object, const string& pass_type, const int object_id, BL::BakePixel pixel_array, const size_t num_pixels, const int /*depth*/, float result[])
|
|
{
|
|
ShaderEvalType shader_type = get_shader_type(pass_type);
|
|
size_t object_index = OBJECT_NONE;
|
|
int tri_offset = 0;
|
|
|
|
/* Set baking flag in advance, so kernel loading can check if we need
|
|
* any baking capabilities.
|
|
*/
|
|
scene->bake_manager->set_baking(true);
|
|
|
|
/* ensure kernels are loaded before we do any scene updates */
|
|
session->load_kernels();
|
|
|
|
if(session->progress.get_cancel())
|
|
return;
|
|
|
|
if(shader_type == SHADER_EVAL_UV) {
|
|
/* force UV to be available */
|
|
Pass::add(PASS_UV, scene->film->passes);
|
|
}
|
|
|
|
if(BakeManager::is_light_pass(shader_type)) {
|
|
/* force use_light_pass to be true */
|
|
Pass::add(PASS_LIGHT, scene->film->passes);
|
|
}
|
|
|
|
/* create device and update scene */
|
|
scene->film->tag_update(scene);
|
|
scene->integrator->tag_update(scene);
|
|
|
|
/* update scene */
|
|
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
|
|
sync->sync_data(b_render,
|
|
b_v3d,
|
|
b_engine.camera_override(),
|
|
width, height,
|
|
&python_thread_state,
|
|
b_rlay_name.c_str());
|
|
|
|
/* get buffer parameters */
|
|
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
|
|
|
|
scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
|
|
|
|
/* set number of samples */
|
|
session->tile_manager.set_samples(session_params.samples);
|
|
session->reset(buffer_params, session_params.samples);
|
|
session->update_scene();
|
|
|
|
/* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
|
|
for(size_t i = 0; i < scene->objects.size(); i++) {
|
|
if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
|
|
object_index = i;
|
|
tri_offset = scene->objects[i]->mesh->tri_offset;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* when used, non-instanced convention: object = ~object */
|
|
int object = ~object_index;
|
|
|
|
BakeData *bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
|
|
|
|
populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
|
|
|
|
/* set number of samples */
|
|
session->tile_manager.set_samples(session_params.samples);
|
|
session->reset(buffer_params, session_params.samples);
|
|
session->update_scene();
|
|
|
|
session->progress.set_update_callback(function_bind(&BlenderSession::update_bake_progress, this));
|
|
|
|
scene->bake_manager->bake(scene->device, &scene->dscene, scene, session->progress, shader_type, bake_data, result);
|
|
|
|
/* free all memory used (host and device), so we wouldn't leave render
|
|
* engine with extra memory allocated
|
|
*/
|
|
|
|
session->device_free();
|
|
|
|
delete sync;
|
|
sync = NULL;
|
|
}
|
|
|
|
void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only)
|
|
{
|
|
RenderBuffers *buffers = rtile.buffers;
|
|
|
|
/* copy data from device */
|
|
if(!buffers->copy_from_device())
|
|
return;
|
|
|
|
BufferParams& params = buffers->params;
|
|
float exposure = scene->film->exposure;
|
|
|
|
vector<float> pixels(params.width*params.height*4);
|
|
|
|
if(!do_update_only) {
|
|
/* copy each pass */
|
|
BL::RenderLayer::passes_iterator b_iter;
|
|
|
|
for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
|
|
BL::RenderPass b_pass(*b_iter);
|
|
|
|
/* find matching pass type */
|
|
PassType pass_type = get_pass_type(b_pass);
|
|
int components = b_pass.channels();
|
|
|
|
/* copy pixels */
|
|
if(!buffers->get_pass_rect(pass_type, exposure, rtile.sample, components, &pixels[0]))
|
|
memset(&pixels[0], 0, pixels.size()*sizeof(float));
|
|
|
|
b_pass.rect(&pixels[0]);
|
|
}
|
|
}
|
|
else {
|
|
/* copy combined pass */
|
|
BL::RenderPass b_combined_pass(b_rlay.passes.find_by_type(BL::RenderPass::type_COMBINED, b_rview_name.c_str()));
|
|
if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0]))
|
|
b_combined_pass.rect(&pixels[0]);
|
|
}
|
|
|
|
/* tag result as updated */
|
|
b_engine.update_result(b_rr);
|
|
}
|
|
|
|
void BlenderSession::write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
|
|
{
|
|
do_write_update_render_result(b_rr, b_rlay, rtile, false);
|
|
}
|
|
|
|
void BlenderSession::update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
|
|
{
|
|
do_write_update_render_result(b_rr, b_rlay, rtile, true);
|
|
}
|
|
|
|
void BlenderSession::synchronize()
|
|
{
|
|
/* only used for viewport render */
|
|
if(!b_v3d)
|
|
return;
|
|
|
|
/* on session/scene parameter changes, we recreate session entirely */
|
|
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
|
|
const bool is_cpu = session_params.device.type == DEVICE_CPU;
|
|
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background, is_cpu);
|
|
bool session_pause = BlenderSync::get_session_pause(b_scene, background);
|
|
|
|
if(session->params.modified(session_params) ||
|
|
scene->params.modified(scene_params))
|
|
{
|
|
free_session();
|
|
create_session();
|
|
session->start();
|
|
return;
|
|
}
|
|
|
|
/* increase samples, but never decrease */
|
|
session->set_samples(session_params.samples);
|
|
session->set_pause(session_pause);
|
|
|
|
/* copy recalc flags, outside of mutex so we can decide to do the real
|
|
* synchronization at a later time to not block on running updates */
|
|
sync->sync_recalc();
|
|
|
|
/* don't do synchronization if on pause */
|
|
if(session_pause) {
|
|
tag_update();
|
|
return;
|
|
}
|
|
|
|
/* try to acquire mutex. if we don't want to or can't, come back later */
|
|
if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
|
|
tag_update();
|
|
return;
|
|
}
|
|
|
|
/* data and camera synchronize */
|
|
sync->sync_data(b_render,
|
|
b_v3d,
|
|
b_engine.camera_override(),
|
|
width, height,
|
|
&python_thread_state,
|
|
b_rlay_name.c_str());
|
|
|
|
if(b_rv3d)
|
|
sync->sync_view(b_v3d, b_rv3d, width, height);
|
|
else
|
|
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
|
|
|
|
/* unlock */
|
|
session->scene->mutex.unlock();
|
|
|
|
/* reset if needed */
|
|
if(scene->need_reset()) {
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
|
|
session->reset(buffer_params, session_params.samples);
|
|
|
|
/* reset time */
|
|
start_resize_time = 0.0;
|
|
}
|
|
}
|
|
|
|
bool BlenderSession::draw(int w, int h)
|
|
{
|
|
/* pause in redraw in case update is not being called due to final render */
|
|
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
|
|
|
|
/* before drawing, we verify camera and viewport size changes, because
|
|
* we do not get update callbacks for those, we must detect them here */
|
|
if(session->ready_to_reset()) {
|
|
bool reset = false;
|
|
|
|
/* if dimensions changed, reset */
|
|
if(width != w || height != h) {
|
|
if(start_resize_time == 0.0) {
|
|
/* don't react immediately to resizes to avoid flickery resizing
|
|
* of the viewport, and some window managers changing the window
|
|
* size temporarily on unminimize */
|
|
start_resize_time = time_dt();
|
|
tag_redraw();
|
|
}
|
|
else if(time_dt() - start_resize_time < 0.2) {
|
|
tag_redraw();
|
|
}
|
|
else {
|
|
width = w;
|
|
height = h;
|
|
reset = true;
|
|
}
|
|
}
|
|
|
|
/* try to acquire mutex. if we can't, come back later */
|
|
if(!session->scene->mutex.try_lock()) {
|
|
tag_update();
|
|
}
|
|
else {
|
|
/* update camera from 3d view */
|
|
|
|
sync->sync_view(b_v3d, b_rv3d, width, height);
|
|
|
|
if(scene->camera->need_update)
|
|
reset = true;
|
|
|
|
session->scene->mutex.unlock();
|
|
}
|
|
|
|
/* reset if requested */
|
|
if(reset) {
|
|
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
|
|
bool session_pause = BlenderSync::get_session_pause(b_scene, background);
|
|
|
|
if(session_pause == false) {
|
|
session->reset(buffer_params, session_params.samples);
|
|
start_resize_time = 0.0;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
tag_update();
|
|
}
|
|
|
|
/* update status and progress for 3d view draw */
|
|
update_status_progress();
|
|
|
|
/* draw */
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
|
|
DeviceDrawParams draw_params;
|
|
|
|
if(session->params.display_buffer_linear) {
|
|
draw_params.bind_display_space_shader_cb = function_bind(&BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
|
|
draw_params.unbind_display_space_shader_cb = function_bind(&BL::RenderEngine::unbind_display_space_shader, &b_engine);
|
|
}
|
|
|
|
return !session->draw(buffer_params, draw_params);
|
|
}
|
|
|
|
void BlenderSession::get_status(string& status, string& substatus)
|
|
{
|
|
session->progress.get_status(status, substatus);
|
|
}
|
|
|
|
void BlenderSession::get_progress(float& progress, double& total_time, double& render_time)
|
|
{
|
|
double tile_time;
|
|
int tile, sample, samples_per_tile;
|
|
int tile_total = session->tile_manager.state.num_tiles;
|
|
int samples = session->tile_manager.state.sample + 1;
|
|
int total_samples = session->tile_manager.num_samples;
|
|
|
|
session->progress.get_tile(tile, total_time, render_time, tile_time);
|
|
|
|
sample = session->progress.get_sample();
|
|
samples_per_tile = session->tile_manager.num_samples;
|
|
|
|
if(background && samples_per_tile && tile_total)
|
|
progress = ((float)sample / (float)(tile_total * samples_per_tile));
|
|
else if(!background && samples > 0 && total_samples != USHRT_MAX)
|
|
progress = ((float)samples) / total_samples;
|
|
else
|
|
progress = 0.0;
|
|
}
|
|
|
|
void BlenderSession::update_bake_progress()
|
|
{
|
|
float progress;
|
|
int sample, samples_per_task, parts_total;
|
|
|
|
sample = session->progress.get_sample();
|
|
samples_per_task = scene->bake_manager->num_samples;
|
|
parts_total = scene->bake_manager->num_parts;
|
|
|
|
if(samples_per_task)
|
|
progress = ((float)sample / (float)(parts_total * samples_per_task));
|
|
else
|
|
progress = 0.0;
|
|
|
|
if(progress != last_progress) {
|
|
b_engine.update_progress(progress);
|
|
last_progress = progress;
|
|
}
|
|
}
|
|
|
|
void BlenderSession::update_status_progress()
|
|
{
|
|
string timestatus, status, substatus;
|
|
string scene = "";
|
|
float progress;
|
|
double total_time, remaining_time = 0, render_time;
|
|
char time_str[128];
|
|
float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
|
|
float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
|
|
|
|
get_status(status, substatus);
|
|
get_progress(progress, total_time, render_time);
|
|
|
|
if(progress > 0)
|
|
remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
|
|
|
|
if(background) {
|
|
scene += " | " + b_scene.name();
|
|
if(b_rlay_name != "")
|
|
scene += ", " + b_rlay_name;
|
|
|
|
if(b_rview_name != "")
|
|
scene += ", " + b_rview_name;
|
|
}
|
|
else {
|
|
BLI_timecode_string_from_time_simple(time_str, sizeof(time_str), total_time);
|
|
timestatus = "Time:" + string(time_str) + " | ";
|
|
}
|
|
|
|
if(remaining_time > 0) {
|
|
BLI_timecode_string_from_time_simple(time_str, sizeof(time_str), remaining_time);
|
|
timestatus += "Remaining:" + string(time_str) + " | ";
|
|
}
|
|
|
|
timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
|
|
|
|
if(status.size() > 0)
|
|
status = " | " + status;
|
|
if(substatus.size() > 0)
|
|
status += " | " + substatus;
|
|
|
|
if(status != last_status) {
|
|
b_engine.update_stats("", (timestatus + scene + status).c_str());
|
|
b_engine.update_memory_stats(mem_used, mem_peak);
|
|
last_status = status;
|
|
}
|
|
if(progress != last_progress) {
|
|
b_engine.update_progress(progress);
|
|
last_progress = progress;
|
|
}
|
|
|
|
if(session->progress.get_error()) {
|
|
string error = session->progress.get_error_message();
|
|
if(error != last_error) {
|
|
/* TODO(sergey): Currently C++ RNA API doesn't let us to
|
|
* use mnemonic name for the variable. Would be nice to
|
|
* have this figured out.
|
|
*
|
|
* For until then, 1 << 5 means RPT_ERROR.
|
|
*/
|
|
b_engine.report(1 << 5, error.c_str());
|
|
b_engine.error_set(error.c_str());
|
|
last_error = error;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlenderSession::tag_update()
|
|
{
|
|
/* tell blender that we want to get another update callback */
|
|
b_engine.tag_update();
|
|
}
|
|
|
|
void BlenderSession::tag_redraw()
|
|
{
|
|
if(background) {
|
|
/* update stats and progress, only for background here because
|
|
* in 3d view we do it in draw for thread safety reasons */
|
|
update_status_progress();
|
|
|
|
/* offline render, redraw if timeout passed */
|
|
if(time_dt() - last_redraw_time > 1.0) {
|
|
b_engine.tag_redraw();
|
|
last_redraw_time = time_dt();
|
|
}
|
|
}
|
|
else {
|
|
/* tell blender that we want to redraw */
|
|
b_engine.tag_redraw();
|
|
}
|
|
}
|
|
|
|
void BlenderSession::test_cancel()
|
|
{
|
|
/* test if we need to cancel rendering */
|
|
if(background)
|
|
if(b_engine.test_break())
|
|
session->progress.set_cancel("Cancelled");
|
|
}
|
|
|
|
/* builtin image file name is actually an image datablock name with
|
|
* absolute sequence frame number concatenated via '@' character
|
|
*
|
|
* this function splits frame from builtin name
|
|
*/
|
|
int BlenderSession::builtin_image_frame(const string &builtin_name)
|
|
{
|
|
int last = builtin_name.find_last_of('@');
|
|
return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
|
|
}
|
|
|
|
void BlenderSession::builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &depth, int &channels)
|
|
{
|
|
/* empty image */
|
|
is_float = false;
|
|
width = 0;
|
|
height = 0;
|
|
depth = 0;
|
|
channels = 0;
|
|
|
|
if(!builtin_data)
|
|
return;
|
|
|
|
/* recover ID pointer */
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::ID b_id(ptr);
|
|
|
|
if(b_id.is_a(&RNA_Image)) {
|
|
/* image data */
|
|
BL::Image b_image(b_id);
|
|
|
|
is_float = b_image.is_float();
|
|
width = b_image.size()[0];
|
|
height = b_image.size()[1];
|
|
depth = 1;
|
|
channels = b_image.channels();
|
|
}
|
|
else if(b_id.is_a(&RNA_Object)) {
|
|
/* smoke volume data */
|
|
BL::Object b_ob(b_id);
|
|
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
|
|
|
|
if(!b_domain)
|
|
return;
|
|
|
|
if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
|
|
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME))
|
|
channels = 1;
|
|
else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
|
|
channels = 4;
|
|
else
|
|
return;
|
|
|
|
int3 resolution = get_int3(b_domain.domain_resolution());
|
|
int amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
|
|
|
|
width = resolution.x * amplify;
|
|
height = resolution.y * amplify;
|
|
depth = resolution.z * amplify;
|
|
|
|
is_float = true;
|
|
}
|
|
else {
|
|
/* TODO(sergey): Check we're indeed in shader node tree. */
|
|
PointerRNA ptr;
|
|
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
|
|
BL::Node b_node(ptr);
|
|
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
|
|
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
|
|
channels = 4;
|
|
width = height = depth = b_point_density_node.resolution();
|
|
is_float = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels)
|
|
{
|
|
if(!builtin_data)
|
|
return false;
|
|
|
|
int frame = builtin_image_frame(builtin_name);
|
|
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::Image b_image(ptr);
|
|
|
|
int width = b_image.size()[0];
|
|
int height = b_image.size()[1];
|
|
int channels = b_image.channels();
|
|
|
|
unsigned char *image_pixels;
|
|
image_pixels = image_get_pixels_for_frame(b_image, frame);
|
|
size_t num_pixels = ((size_t)width) * height;
|
|
|
|
if(image_pixels) {
|
|
memcpy(pixels, image_pixels, num_pixels * channels * sizeof(unsigned char));
|
|
MEM_freeN(image_pixels);
|
|
}
|
|
else {
|
|
if(channels == 1) {
|
|
memset(pixels, 0, num_pixels * sizeof(unsigned char));
|
|
}
|
|
else {
|
|
unsigned char *cp = pixels;
|
|
for(size_t i = 0; i < num_pixels; i++, cp += channels) {
|
|
cp[0] = 255;
|
|
cp[1] = 0;
|
|
cp[2] = 255;
|
|
if(channels == 4)
|
|
cp[3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* premultiply, byte images are always straight for blender */
|
|
unsigned char *cp = pixels;
|
|
for(size_t i = 0; i < num_pixels; i++, cp += channels) {
|
|
cp[0] = (cp[0] * cp[3]) >> 8;
|
|
cp[1] = (cp[1] * cp[3]) >> 8;
|
|
cp[2] = (cp[2] * cp[3]) >> 8;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels)
|
|
{
|
|
if(!builtin_data)
|
|
return false;
|
|
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::ID b_id(ptr);
|
|
|
|
if(b_id.is_a(&RNA_Image)) {
|
|
/* image data */
|
|
BL::Image b_image(b_id);
|
|
int frame = builtin_image_frame(builtin_name);
|
|
|
|
int width = b_image.size()[0];
|
|
int height = b_image.size()[1];
|
|
int channels = b_image.channels();
|
|
|
|
float *image_pixels;
|
|
image_pixels = image_get_float_pixels_for_frame(b_image, frame);
|
|
size_t num_pixels = ((size_t)width) * height;
|
|
|
|
if(image_pixels) {
|
|
memcpy(pixels, image_pixels, num_pixels * channels * sizeof(float));
|
|
MEM_freeN(image_pixels);
|
|
}
|
|
else {
|
|
if(channels == 1) {
|
|
memset(pixels, 0, num_pixels * sizeof(float));
|
|
}
|
|
else {
|
|
float *fp = pixels;
|
|
for(int i = 0; i < num_pixels; i++, fp += channels) {
|
|
fp[0] = 1.0f;
|
|
fp[1] = 0.0f;
|
|
fp[2] = 1.0f;
|
|
if(channels == 4)
|
|
fp[3] = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if(b_id.is_a(&RNA_Object)) {
|
|
/* smoke volume data */
|
|
BL::Object b_ob(b_id);
|
|
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
|
|
|
|
if(!b_domain)
|
|
return false;
|
|
|
|
int3 resolution = get_int3(b_domain.domain_resolution());
|
|
int length, amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
|
|
|
|
int width = resolution.x * amplify;
|
|
int height = resolution.y * amplify;
|
|
int depth = resolution.z * amplify;
|
|
size_t num_pixels = ((size_t)width) * height * depth;
|
|
|
|
if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
|
|
SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
|
|
|
|
if(length == num_pixels) {
|
|
SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
|
|
return true;
|
|
}
|
|
}
|
|
else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
|
|
/* this is in range 0..1, and interpreted by the OpenGL smoke viewer
|
|
* as 1500..3000 K with the first part faded to zero density */
|
|
SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
|
|
|
|
if(length == num_pixels) {
|
|
SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
|
|
return true;
|
|
}
|
|
}
|
|
else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
|
|
/* the RGB is "premultiplied" by density for better interpolation results */
|
|
SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
|
|
|
|
if(length == num_pixels*4) {
|
|
SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
|
|
}
|
|
else {
|
|
/* TODO(sergey): Check we're indeed in shader node tree. */
|
|
PointerRNA ptr;
|
|
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
|
|
BL::Node b_node(ptr);
|
|
if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
|
|
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
|
|
int length;
|
|
int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */
|
|
b_point_density_node.calc_point_density(b_scene, settings, &length, &pixels);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|