Files
blender/intern/cycles/blender/blender_sync.cpp
Brecht Van Lommel c287a09b40 Cycles: support for multiple render layers. It currently renders each layer
entirely before moving on to the next.
2011-12-21 20:51:55 +00:00

320 lines
8.3 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 "../render/filter.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),
experimental(false),
active_layer(0)
{
scene = scene_;
preview = preview_;
}
BlenderSync::~BlenderSync()
{
}
/* Sync */
bool BlenderSync::sync_recalc()
{
/* sync recalc flags from blender to cycles. actual update is done separate,
so we can do it later on if doing it immediate is not suitable */
BL::BlendData::materials_iterator b_mat;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat)
if(b_mat->is_updated())
shader_map.set_recalc(*b_mat);
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
if(b_lamp->is_updated())
shader_map.set_recalc(*b_lamp);
BL::BlendData::objects_iterator b_ob;
for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
if(b_ob->is_updated()) {
object_map.set_recalc(*b_ob);
light_map.set_recalc(*b_ob);
}
if(object_is_mesh(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated()) {
BL::ID key = object_is_modified(*b_ob)? *b_ob: b_ob->data();
mesh_map.set_recalc(key);
}
}
else if(object_is_light(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated())
light_map.set_recalc(*b_ob);
}
}
BL::BlendData::meshes_iterator b_mesh;
for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh)
if(b_mesh->is_updated())
mesh_map.set_recalc(*b_mesh);
BL::BlendData::worlds_iterator b_world;
for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world)
if(world_map == b_world->ptr.data && b_world->is_updated())
world_recalc = true;
bool recalc =
shader_map.has_recalc() ||
object_map.has_recalc() ||
light_map.has_recalc() ||
mesh_map.has_recalc() ||
BlendDataObjects_is_updated_get(&b_data.ptr) ||
world_recalc;
return recalc;
}
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, int layer)
{
sync_render_layers(b_v3d);
sync_integrator(layer);
sync_film();
sync_shaders();
sync_objects(b_v3d);
}
/* Integrator */
void BlenderSync::sync_integrator(int layer)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
integrator->min_bounce = get_int(cscene, "min_bounces");
integrator->max_bounce = get_int(cscene, "max_bounces");
integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->seed = get_int(cscene, "seed");
integrator->layer_flag = render_layers[layer].layer;
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, "film_exposure");
if(film->modified(prevfilm))
film->tag_update(scene);
Filter *filter = scene->filter;
Filter prevfilter = *filter;
filter->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
filter->filter_width = (filter->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
if(filter->modified(prevfilter))
filter->tag_update(scene);
}
/* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d)
{
render_layers.clear();
if(b_v3d) {
RenderLayerInfo rlay;
rlay.scene_layer = get_layer(b_v3d.layers());
rlay.layer = rlay.scene_layer;
rlay.material_override = PointerRNA_NULL;
render_layers.push_back(rlay);
}
else {
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
/* single layer for now */
RenderLayerInfo rlay;
rlay.scene_layer = get_layer(b_scene.layers());
rlay.layer = get_layer(b_rlay->layers());
rlay.material_override = b_rlay->material_override();
render_layers.push_back(rlay);
}
}
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
{
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;
if(background)
params.bvh_type = SceneParams::BVH_STATIC;
else
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 */
bool BlenderSync::get_session_pause(BL::Scene b_scene, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
return (background)? false: get_boolean(cscene, "preview_pause");
}
static bool device_type_available(vector<DeviceType>& types, DeviceType dtype)
{
foreach(DeviceType dt, types)
if(dt == dtype)
return true;
return false;
}
SessionParams BlenderSync::get_session_params(BL::Scene b_scene, bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* feature set */
params.experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
/* device type */
params.device_type = DEVICE_CPU;
if(RNA_enum_get(&cscene, "device") != 0) {
vector<DeviceType> types = Device::available_types();
DeviceType dtype;
if(!params.experimental || RNA_enum_get(&cscene, "gpu_type") == 0)
dtype = DEVICE_CUDA;
else
dtype = DEVICE_OPENCL;
if(device_type_available(types, dtype))
params.device_type = dtype;
else if(params.experimental && device_type_available(types, DEVICE_OPENCL))
params.device_type = DEVICE_OPENCL;
else if(device_type_available(types, DEVICE_CUDA))
params.device_type = DEVICE_CUDA;
}
/* Background */
params.background = background;
/* samples */
if(background) {
params.samples = get_int(cscene, "samples");
}
else {
params.samples = get_int(cscene, "preview_samples");
if(params.samples == 0)
params.samples = INT_MAX;
}
/* other parameters */
params.threads = b_scene.render().threads();
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