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blender-archive/intern/cycles/blender/blender_sync.h

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/*
* 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_types.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"
#include "blender/blender_util.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 Camera;
class Film;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class ViewLayer;
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 */
void sync_recalc(BL::Depsgraph& b_depsgraph);
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);
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vector<Pass> sync_render_passes(BL::RenderLayer& b_render_layer,
BL::ViewLayer& b_view_layer,
const SessionParams &session_params);
void sync_integrator();
void sync_camera(BL::RenderSettings& b_render,
BL::Object& b_override,
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
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int width, int height,
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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);
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);
static PassType get_pass_type(BL::RenderPass& b_pass);
static int get_denoising_pass(BL::RenderPass& b_pass);
private:
/* 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, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings& b_render,
BL::Depsgraph& b_depsgraph,
BL::Object& b_override,
int width, int height,
void **python_thread_state);
void sync_film();
void sync_view();
void sync_world(BL::Depsgraph& b_depsgraph, bool update_all);
void sync_shaders(BL::Depsgraph& b_depsgraph);
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
Mesh *sync_mesh(BL::Depsgraph& b_depsgrpah,
BL::Object& b_ob,
BL::Object& b_ob_instance,
bool object_updated,
bool show_self,
bool show_particles);
void sync_curves(Mesh *mesh,
BL::Mesh& b_mesh,
BL::Object& b_ob,
bool motion,
int motion_step = 0);
Object *sync_object(BL::Depsgraph& b_depsgraph,
BL::ViewLayer& b_view_layer,
BL::DepsgraphObjectInstance& b_instance,
float motion_time,
bool show_self,
bool show_particles,
BlenderObjectCulling& culling,
bool *use_portal);
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(bool use_portal);
void sync_mesh_motion(BL::Depsgraph& b_depsgraph,
BL::Object& b_ob,
Object *object,
float motion_time);
void sync_camera_motion(BL::RenderSettings& b_render,
BL::Object& b_ob,
int width, int height,
float motion_time);
/* 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, vector<Shader*>& used_shaders, Shader *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;
set<Mesh*> mesh_motion_synced;
set<float> motion_times;
void *world_map;
bool world_recalc;
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),
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;
int samples;
bool bound_samples;
} view_layer;
Progress &progress;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */