2011-02-23 10:52:22 +00:00
/*
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* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
*
* 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 ,
2010-02-12 13:34:04 +00:00
* Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
2009-07-21 14:11:51 +00:00
*
* Contributor ( s ) : Blender Foundation ( 2009 )
*
* * * * * * END GPL LICENSE BLOCK * * * * *
*/
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/** \file blender/makesrna/intern/rna_render.c
* \ ingroup RNA
*/
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# include <stdlib.h>
# include "DNA_scene_types.h"
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# include "DNA_object_types.h"
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# include "BLI_utildefines.h"
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# include "BLI_path_util.h"
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# include "RNA_define.h"
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# include "RNA_enum_types.h"
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# include "rna_internal.h"
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# include "RE_engine.h"
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# include "RE_pipeline.h"
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
2009-07-21 14:11:51 +00:00
2015-11-23 13:49:52 +11:00
EnumPropertyItem rna_enum_render_pass_type_items [ ] = {
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
{ SCE_PASS_COMBINED , " COMBINED " , 0 , " Combined " , " " } ,
{ SCE_PASS_Z , " Z " , 0 , " Z " , " " } ,
{ SCE_PASS_RGBA , " COLOR " , 0 , " Color " , " " } ,
{ SCE_PASS_DIFFUSE , " DIFFUSE " , 0 , " Diffuse " , " " } ,
{ SCE_PASS_SPEC , " SPECULAR " , 0 , " Specular " , " " } ,
{ SCE_PASS_SHADOW , " SHADOW " , 0 , " Shadow " , " " } ,
{ SCE_PASS_AO , " AO " , 0 , " AO " , " " } ,
{ SCE_PASS_REFLECT , " REFLECTION " , 0 , " Reflection " , " " } ,
{ SCE_PASS_NORMAL , " NORMAL " , 0 , " Normal " , " " } ,
{ SCE_PASS_VECTOR , " VECTOR " , 0 , " Vector " , " " } ,
{ SCE_PASS_REFRACT , " REFRACTION " , 0 , " Refraction " , " " } ,
{ SCE_PASS_INDEXOB , " OBJECT_INDEX " , 0 , " Object Index " , " " } ,
{ SCE_PASS_UV , " UV " , 0 , " UV " , " " } ,
{ SCE_PASS_MIST , " MIST " , 0 , " Mist " , " " } ,
{ SCE_PASS_EMIT , " EMIT " , 0 , " Emit " , " " } ,
{ SCE_PASS_ENVIRONMENT , " ENVIRONMENT " , 0 , " Environment " , " " } ,
{ SCE_PASS_INDEXMA , " MATERIAL_INDEX " , 0 , " Material Index " , " " } ,
{ SCE_PASS_DIFFUSE_DIRECT , " DIFFUSE_DIRECT " , 0 , " Diffuse Direct " , " " } ,
{ SCE_PASS_DIFFUSE_INDIRECT , " DIFFUSE_INDIRECT " , 0 , " Diffuse Indirect " , " " } ,
{ SCE_PASS_DIFFUSE_COLOR , " DIFFUSE_COLOR " , 0 , " Diffuse Color " , " " } ,
{ SCE_PASS_GLOSSY_DIRECT , " GLOSSY_DIRECT " , 0 , " Glossy Direct " , " " } ,
{ SCE_PASS_GLOSSY_INDIRECT , " GLOSSY_INDIRECT " , 0 , " Glossy Indirect " , " " } ,
{ SCE_PASS_GLOSSY_COLOR , " GLOSSY_COLOR " , 0 , " Glossy Color " , " " } ,
{ SCE_PASS_TRANSM_DIRECT , " TRANSMISSION_DIRECT " , 0 , " Transmission Direct " , " " } ,
{ SCE_PASS_TRANSM_INDIRECT , " TRANSMISSION_INDIRECT " , 0 , " Transmission Indirect " , " " } ,
{ SCE_PASS_TRANSM_COLOR , " TRANSMISSION_COLOR " , 0 , " Transmission Color " , " " } ,
{ SCE_PASS_SUBSURFACE_DIRECT , " SUBSURFACE_DIRECT " , 0 , " Subsurface Direct " , " " } ,
{ SCE_PASS_SUBSURFACE_INDIRECT , " SUBSURFACE_INDIRECT " , 0 , " Subsurface Indirect " , " " } ,
{ SCE_PASS_SUBSURFACE_COLOR , " SUBSURFACE_COLOR " , 0 , " Subsurface Color " , " " } ,
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# ifdef WITH_CYCLES_DEBUG
{ SCE_PASS_DEBUG , " DEBUG " , 0 , " Pass used for render engine debugging " , " " } ,
# endif
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
{ 0 , NULL , 0 , NULL , NULL }
} ;
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EnumPropertyItem rna_enum_render_pass_debug_type_items [ ] = {
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{ RENDER_PASS_DEBUG_BVH_TRAVERSED_NODES , " BVH_TRAVERSED_NODES " , 0 , " BVH Traversed Nodes " ,
" Number of nodes traversed in BVH for the camera rays " } ,
{ RENDER_PASS_DEBUG_BVH_TRAVERSED_INSTANCES , " BVH_TRAVERSED_INSTANCES " , 0 , " BVH Traversed Instances " ,
" Number of BVH instances traversed by camera rays " } ,
{ RENDER_PASS_DEBUG_BVH_INTERSECTIONS , " BVH_INTERSECTIONS " , 0 , " BVH Intersections " ,
" Number of primitive intersections performed by the camera rays " } ,
{ RENDER_PASS_DEBUG_RAY_BOUNCES , " RAY_BOUNCES " , 0 , " Ray Steps " ,
" Number of bounces done by the main integration loop " } ,
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{ 0 , NULL , 0 , NULL , NULL }
} ;
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EnumPropertyItem rna_enum_bake_pass_type_items [ ] = {
{ SCE_PASS_COMBINED , " COMBINED " , 0 , " Combined " , " " } ,
{ SCE_PASS_AO , " AO " , 0 , " AO " , " " } ,
{ SCE_PASS_SHADOW , " SHADOW " , 0 , " Shadow " , " " } ,
{ SCE_PASS_NORMAL , " NORMAL " , 0 , " Normal " , " " } ,
{ SCE_PASS_UV , " UV " , 0 , " UV " , " " } ,
{ SCE_PASS_EMIT , " EMIT " , 0 , " Emit " , " " } ,
{ SCE_PASS_ENVIRONMENT , " ENVIRONMENT " , 0 , " Environment " , " " } ,
{ SCE_PASS_DIFFUSE_COLOR , " DIFFUSE " , 0 , " Diffuse " , " " } ,
{ SCE_PASS_GLOSSY_COLOR , " GLOSSY " , 0 , " Glossy " , " " } ,
{ SCE_PASS_TRANSM_COLOR , " TRANSMISSION " , 0 , " Transmission " , " " } ,
{ SCE_PASS_SUBSURFACE_COLOR , " SUBSURFACE " , 0 , " Subsurface " , " " } ,
{ 0 , NULL , 0 , NULL , NULL }
} ;
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# ifdef RNA_RUNTIME
# include "MEM_guardedalloc.h"
# include "RNA_access.h"
# include "BKE_context.h"
# include "BKE_report.h"
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# include "IMB_colormanagement.h"
# include "GPU_extensions.h"
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/* RenderEngine Callbacks */
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static void engine_tag_redraw ( RenderEngine * engine )
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
{
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engine - > flag | = RE_ENGINE_DO_DRAW ;
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
}
2012-10-22 17:34:16 +00:00
static void engine_tag_update ( RenderEngine * engine )
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
{
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engine - > flag | = RE_ENGINE_DO_UPDATE ;
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}
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
2013-08-30 23:49:35 +00:00
static int engine_support_display_space_shader ( RenderEngine * UNUSED ( engine ) , Scene * scene )
{
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return IMB_colormanagement_support_glsl_draw ( & scene - > view_settings ) ;
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}
static void engine_bind_display_space_shader ( RenderEngine * UNUSED ( engine ) , Scene * scene )
{
IMB_colormanagement_setup_glsl_draw ( & scene - > view_settings ,
& scene - > display_settings ,
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scene - > r . dither_intensity ,
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false ) ;
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}
static void engine_unbind_display_space_shader ( RenderEngine * UNUSED ( engine ) )
{
IMB_colormanagement_finish_glsl_draw ( ) ;
}
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static void engine_update ( RenderEngine * engine , Main * bmain , Scene * scene )
{
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extern FunctionRNA rna_RenderEngine_update_func ;
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PointerRNA ptr ;
ParameterList list ;
FunctionRNA * func ;
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
2011-05-17 14:26:45 +00:00
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
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func = & rna_RenderEngine_update_func ;
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
2011-05-17 14:26:45 +00:00
RNA_parameter_list_create ( & list , & ptr , func ) ;
RNA_parameter_set_lookup ( & list , " data " , & bmain ) ;
RNA_parameter_set_lookup ( & list , " scene " , & scene ) ;
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
}
2011-11-02 15:15:45 +00:00
static void engine_render ( RenderEngine * engine , struct Scene * scene )
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
{
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extern FunctionRNA rna_RenderEngine_render_func ;
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PointerRNA ptr ;
ParameterList list ;
FunctionRNA * func ;
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
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func = & rna_RenderEngine_render_func ;
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RNA_parameter_list_create ( & list , & ptr , func ) ;
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RNA_parameter_set_lookup ( & list , " scene " , & scene ) ;
2011-05-17 14:26:45 +00:00
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
}
2015-04-17 12:25:37 -03:00
static void engine_bake ( RenderEngine * engine , struct Scene * scene ,
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struct Object * object , const int pass_type , const int pass_filter ,
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const int object_id , const struct BakePixel * pixel_array ,
const int num_pixels , const int depth , void * result )
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
{
extern FunctionRNA rna_RenderEngine_bake_func ;
PointerRNA ptr ;
ParameterList list ;
FunctionRNA * func ;
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
func = & rna_RenderEngine_bake_func ;
RNA_parameter_list_create ( & list , & ptr , func ) ;
RNA_parameter_set_lookup ( & list , " scene " , & scene ) ;
RNA_parameter_set_lookup ( & list , " object " , & object ) ;
RNA_parameter_set_lookup ( & list , " pass_type " , & pass_type ) ;
2016-01-15 13:00:56 -02:00
RNA_parameter_set_lookup ( & list , " pass_filter " , & pass_filter ) ;
2015-04-17 12:25:37 -03:00
RNA_parameter_set_lookup ( & list , " object_id " , & object_id ) ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
RNA_parameter_set_lookup ( & list , " pixel_array " , & pixel_array ) ;
RNA_parameter_set_lookup ( & list , " num_pixels " , & num_pixels ) ;
RNA_parameter_set_lookup ( & list , " depth " , & depth ) ;
RNA_parameter_set_lookup ( & list , " result " , & result ) ;
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
}
2011-05-17 14:26:45 +00:00
static void engine_view_update ( RenderEngine * engine , const struct bContext * context )
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
{
2011-10-21 20:13:12 +00:00
extern FunctionRNA rna_RenderEngine_view_update_func ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
PointerRNA ptr ;
ParameterList list ;
FunctionRNA * func ;
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
2012-03-05 23:30:41 +00:00
func = & rna_RenderEngine_view_update_func ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
RNA_parameter_list_create ( & list , & ptr , func ) ;
2011-05-17 14:26:45 +00:00
RNA_parameter_set_lookup ( & list , " context " , & context ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
}
2011-05-17 14:26:45 +00:00
static void engine_view_draw ( RenderEngine * engine , const struct bContext * context )
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
{
2011-10-21 20:13:12 +00:00
extern FunctionRNA rna_RenderEngine_view_draw_func ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
PointerRNA ptr ;
ParameterList list ;
FunctionRNA * func ;
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
2012-03-05 23:30:41 +00:00
func = & rna_RenderEngine_view_draw_func ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
RNA_parameter_list_create ( & list , & ptr , func ) ;
2011-05-17 14:26:45 +00:00
RNA_parameter_set_lookup ( & list , " context " , & context ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
}
2012-11-03 14:32:26 +00:00
static void engine_update_script_node ( RenderEngine * engine , struct bNodeTree * ntree , struct bNode * node )
{
extern FunctionRNA rna_RenderEngine_update_script_node_func ;
PointerRNA ptr , nodeptr ;
ParameterList list ;
FunctionRNA * func ;
RNA_pointer_create ( NULL , engine - > type - > ext . srna , engine , & ptr ) ;
2012-12-30 15:16:08 +00:00
RNA_pointer_create ( ( ID * ) ntree , & RNA_Node , node , & nodeptr ) ;
2012-11-03 14:32:26 +00:00
func = & rna_RenderEngine_update_script_node_func ;
RNA_parameter_list_create ( & list , & ptr , func ) ;
RNA_parameter_set_lookup ( & list , " node " , & nodeptr ) ;
engine - > type - > ext . call ( NULL , & ptr , func , & list ) ;
RNA_parameter_list_free ( & list ) ;
}
2011-05-17 14:26:45 +00:00
/* RenderEngine registration */
2011-05-31 02:14:25 +00:00
static void rna_RenderEngine_unregister ( Main * UNUSED ( bmain ) , StructRNA * type )
2009-07-21 20:28:32 +00:00
{
2012-03-05 23:30:41 +00:00
RenderEngineType * et = RNA_struct_blender_type_get ( type ) ;
2009-07-21 20:28:32 +00:00
2012-03-05 23:30:41 +00:00
if ( ! et )
2009-07-21 20:28:32 +00:00
return ;
2009-08-16 07:26:29 +00:00
RNA_struct_free_extension ( type , & et - > ext ) ;
2009-07-21 20:28:32 +00:00
BLI_freelinkN ( & R_engines , et ) ;
RNA_struct_free ( & BLENDER_RNA , type ) ;
}
2012-03-18 09:27:36 +00:00
static StructRNA * rna_RenderEngine_register ( Main * bmain , ReportList * reports , void * data , const char * identifier ,
StructValidateFunc validate , StructCallbackFunc call , StructFreeFunc free )
2009-07-21 20:28:32 +00:00
{
2011-03-03 17:58:06 +00:00
RenderEngineType * et , dummyet = { NULL } ;
2012-03-05 23:30:41 +00:00
RenderEngine dummyengine = { NULL } ;
2009-07-21 20:28:32 +00:00
PointerRNA dummyptr ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
int have_function [ 6 ] ;
2009-07-21 20:28:32 +00:00
/* setup dummy engine & engine type to store static properties in */
2012-03-05 23:30:41 +00:00
dummyengine . type = & dummyet ;
2015-05-06 23:50:54 +10:00
dummyet . flag | = RE_USE_SHADING_NODES_CUSTOM ;
2009-07-21 20:28:32 +00:00
RNA_pointer_create ( NULL , & RNA_RenderEngine , & dummyengine , & dummyptr ) ;
/* validate the python class */
2012-03-05 23:30:41 +00:00
if ( validate ( & dummyptr , data , have_function ) ! = 0 )
2009-07-21 20:28:32 +00:00
return NULL ;
2009-12-22 10:04:15 +00:00
2012-03-05 23:30:41 +00:00
if ( strlen ( identifier ) > = sizeof ( dummyet . idname ) ) {
2012-10-20 10:28:34 +00:00
BKE_reportf ( reports , RPT_ERROR , " Registering render engine class: '%s' is too long, maximum length is %d " ,
2012-03-18 09:27:36 +00:00
identifier , ( int ) sizeof ( dummyet . idname ) ) ;
2009-12-22 10:04:15 +00:00
return NULL ;
}
2009-07-21 20:28:32 +00:00
/* check if we have registered this engine type before, and remove it */
2012-03-05 23:30:41 +00:00
for ( et = R_engines . first ; et ; et = et - > next ) {
2015-01-26 16:03:11 +01:00
if ( STREQ ( et - > idname , dummyet . idname ) ) {
2012-03-05 23:30:41 +00:00
if ( et - > ext . srna )
2011-05-18 10:56:26 +00:00
rna_RenderEngine_unregister ( bmain , et - > ext . srna ) ;
2009-07-21 20:28:32 +00:00
break ;
}
}
/* create a new engine type */
2012-03-05 23:30:41 +00:00
et = MEM_callocN ( sizeof ( RenderEngineType ) , " python render engine " ) ;
2009-07-21 20:28:32 +00:00
memcpy ( et , & dummyet , sizeof ( dummyet ) ) ;
2013-01-09 05:32:15 +00:00
et - > ext . srna = RNA_def_struct_ptr ( & BLENDER_RNA , et - > idname , & RNA_RenderEngine ) ;
2012-03-05 23:30:41 +00:00
et - > ext . data = data ;
et - > ext . call = call ;
et - > ext . free = free ;
2009-07-21 20:28:32 +00:00
RNA_struct_blender_type_set ( et - > ext . srna , et ) ;
2012-05-12 11:01:29 +00:00
et - > update = ( have_function [ 0 ] ) ? engine_update : NULL ;
et - > render = ( have_function [ 1 ] ) ? engine_render : NULL ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
et - > bake = ( have_function [ 2 ] ) ? engine_bake : NULL ;
et - > view_update = ( have_function [ 3 ] ) ? engine_view_update : NULL ;
et - > view_draw = ( have_function [ 4 ] ) ? engine_view_draw : NULL ;
et - > update_script_node = ( have_function [ 5 ] ) ? engine_update_script_node : NULL ;
2009-07-21 20:28:32 +00:00
BLI_addtail ( & R_engines , et ) ;
return et - > ext . srna ;
}
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
static void * * rna_RenderEngine_instance ( PointerRNA * ptr )
{
RenderEngine * engine = ptr - > data ;
return & engine - > py_instance ;
}
2012-05-12 11:01:29 +00:00
static StructRNA * rna_RenderEngine_refine ( PointerRNA * ptr )
2009-07-21 20:28:32 +00:00
{
2012-05-12 11:01:29 +00:00
RenderEngine * engine = ( RenderEngine * ) ptr - > data ;
return ( engine - > type & & engine - > type - > ext . srna ) ? engine - > type - > ext . srna : & RNA_RenderEngine ;
2009-07-21 20:28:32 +00:00
}
2013-03-14 07:38:37 +00:00
static PointerRNA rna_RenderEngine_render_get ( PointerRNA * ptr )
{
RenderEngine * engine = ( RenderEngine * ) ptr - > data ;
if ( engine - > re ) {
RenderData * r = RE_engine_get_render_data ( engine - > re ) ;
return rna_pointer_inherit_refine ( ptr , & RNA_RenderSettings , r ) ;
}
else {
return rna_pointer_inherit_refine ( ptr , & RNA_RenderSettings , NULL ) ;
}
}
2015-04-06 10:40:12 -03:00
static PointerRNA rna_RenderEngine_camera_override_get ( PointerRNA * ptr )
2009-07-21 14:11:51 +00:00
{
2015-04-06 10:40:12 -03:00
RenderEngine * engine = ( RenderEngine * ) ptr - > data ;
2009-07-21 14:11:51 +00:00
2015-04-06 10:40:12 -03:00
if ( engine - > re ) {
Object * cam = RE_GetCamera ( engine - > re ) ;
return rna_pointer_inherit_refine ( ptr , & RNA_Object , cam ) ;
}
else {
return rna_pointer_inherit_refine ( ptr , & RNA_Object , engine - > camera_override ) ;
}
2009-07-21 14:11:51 +00:00
}
2015-04-06 10:40:12 -03:00
static void rna_RenderResult_views_begin ( CollectionPropertyIterator * iter , PointerRNA * ptr )
2009-07-21 14:11:51 +00:00
{
2015-04-06 10:40:12 -03:00
RenderResult * rr = ( RenderResult * ) ptr - > data ;
rna_iterator_listbase_begin ( iter , & rr - > views , NULL ) ;
2009-07-21 14:11:51 +00:00
}
2015-04-06 10:40:12 -03:00
static void rna_RenderResult_layers_begin ( CollectionPropertyIterator * iter , PointerRNA * ptr )
2009-07-21 14:11:51 +00:00
{
2015-04-06 10:40:12 -03:00
RenderResult * rr = ( RenderResult * ) ptr - > data ;
rna_iterator_listbase_begin ( iter , & rr - > layers , NULL ) ;
2009-07-21 14:11:51 +00:00
}
2015-04-06 10:40:12 -03:00
static void rna_RenderLayer_passes_begin ( CollectionPropertyIterator * iter , PointerRNA * ptr )
2009-07-21 14:11:51 +00:00
{
2012-05-12 11:01:29 +00:00
RenderLayer * rl = ( RenderLayer * ) ptr - > data ;
2015-04-06 10:40:12 -03:00
rna_iterator_listbase_begin ( iter , & rl - > passes , NULL ) ;
2009-07-21 14:11:51 +00:00
}
2009-09-09 19:40:46 +00:00
static int rna_RenderPass_rect_get_length ( PointerRNA * ptr , int length [ RNA_MAX_ARRAY_DIMENSION ] )
2009-07-21 14:11:51 +00:00
{
2012-05-12 11:01:29 +00:00
RenderPass * rpass = ( RenderPass * ) ptr - > data ;
2009-09-09 19:40:46 +00:00
2012-05-12 11:01:29 +00:00
length [ 0 ] = rpass - > rectx * rpass - > recty ;
2012-03-05 23:30:41 +00:00
length [ 1 ] = rpass - > channels ;
2009-09-09 19:40:46 +00:00
2012-05-12 11:01:29 +00:00
return length [ 0 ] * length [ 1 ] ;
2009-07-21 14:11:51 +00:00
}
2009-09-09 19:40:46 +00:00
static void rna_RenderPass_rect_get ( PointerRNA * ptr , float * values )
2009-07-21 14:11:51 +00:00
{
2012-05-12 11:01:29 +00:00
RenderPass * rpass = ( RenderPass * ) ptr - > data ;
memcpy ( values , rpass - > rect , sizeof ( float ) * rpass - > rectx * rpass - > recty * rpass - > channels ) ;
2009-07-21 14:11:51 +00:00
}
2012-09-22 17:00:02 +00:00
void rna_RenderPass_rect_set ( PointerRNA * ptr , const float * values )
2009-09-09 19:40:46 +00:00
{
2012-05-12 11:01:29 +00:00
RenderPass * rpass = ( RenderPass * ) ptr - > data ;
memcpy ( rpass - > rect , values , sizeof ( float ) * rpass - > rectx * rpass - > recty * rpass - > channels ) ;
2009-09-09 19:40:46 +00:00
}
2009-07-21 14:11:51 +00:00
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
static PointerRNA rna_BakePixel_next_get ( PointerRNA * ptr )
{
BakePixel * bp = ptr - > data ;
return rna_pointer_inherit_refine ( ptr , & RNA_BakePixel , bp + 1 ) ;
}
2015-04-06 10:40:12 -03:00
static RenderPass * rna_RenderPass_find_by_type ( RenderLayer * rl , int passtype , const char * view )
{
2015-04-17 09:48:31 -03:00
return RE_pass_find_by_type ( rl , passtype , view ) ;
2015-04-06 10:40:12 -03:00
}
2012-03-05 23:30:41 +00:00
# else /* RNA_RUNTIME */
2009-07-21 14:11:51 +00:00
2009-07-21 20:28:32 +00:00
static void rna_def_render_engine ( BlenderRNA * brna )
{
StructRNA * srna ;
PropertyRNA * prop ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
2009-07-21 20:28:32 +00:00
FunctionRNA * func ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
PropertyRNA * parm ;
2012-03-05 23:30:41 +00:00
srna = RNA_def_struct ( brna , " RenderEngine " , NULL ) ;
2009-07-21 20:28:32 +00:00
RNA_def_struct_sdna ( srna , " RenderEngine " ) ;
2010-02-10 21:15:44 +00:00
RNA_def_struct_ui_text ( srna , " Render Engine " , " Render engine " ) ;
2009-07-21 20:28:32 +00:00
RNA_def_struct_refine_func ( srna , " rna_RenderEngine_refine " ) ;
2012-03-18 09:27:36 +00:00
RNA_def_struct_register_funcs ( srna , " rna_RenderEngine_register " , " rna_RenderEngine_unregister " ,
" rna_RenderEngine_instance " ) ;
2009-07-21 20:28:32 +00:00
2011-05-17 14:26:45 +00:00
/* final render callbacks */
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " update " , NULL ) ;
2011-05-17 14:26:45 +00:00
RNA_def_function_ui_description ( func , " Export scene data for render " ) ;
2013-02-28 15:33:26 +00:00
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE ) ;
2011-05-17 14:26:45 +00:00
RNA_def_pointer ( func , " data " , " BlendData " , " " , " " ) ;
2009-07-21 20:28:32 +00:00
RNA_def_pointer ( func , " scene " , " Scene " , " " , " " ) ;
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " render " , NULL ) ;
2011-11-02 15:15:45 +00:00
RNA_def_function_ui_description ( func , " Render scene into an image " ) ;
2013-02-28 15:33:26 +00:00
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE ) ;
2011-11-02 15:15:45 +00:00
RNA_def_pointer ( func , " scene " , " Scene " , " " , " " ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
func = RNA_def_function ( srna , " bake " , NULL ) ;
RNA_def_function_ui_description ( func , " Bake passes " ) ;
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " scene " , " Scene " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_pointer ( func , " object " , " Object " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_enum ( func , " pass_type " , rna_enum_bake_pass_type_items , 0 , " Pass " , " Pass to bake " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " pass_filter " , 0 , 0 , INT_MAX , " Pass Filter " , " Filter to combined, diffuse, glossy, transmission and subsurface passes " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " object_id " , 0 , 0 , INT_MAX , " Object Id " , " Id of the current object being baked in relation to the others " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_pointer ( func , " pixel_array " , " BakePixel " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " num_pixels " , 0 , 0 , INT_MAX , " Number of Pixels " , " Size of the baking batch " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " depth " , 0 , 0 , INT_MAX , " Pixels depth " , " Number of channels " , 1 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
/* TODO, see how array size of 0 works, this shouldnt be used */
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " result " , " AnyType " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
2011-05-17 14:26:45 +00:00
/* viewport render callbacks */
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " view_update " , NULL ) ;
2011-05-17 14:26:45 +00:00
RNA_def_function_ui_description ( func , " Update on data changes for viewport render " ) ;
2013-02-28 15:33:26 +00:00
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE ) ;
2011-05-17 14:26:45 +00:00
RNA_def_pointer ( func , " context " , " Context " , " " , " " ) ;
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " view_draw " , NULL ) ;
2011-05-17 14:26:45 +00:00
RNA_def_function_ui_description ( func , " Draw viewport render " ) ;
2011-11-02 15:15:45 +00:00
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL ) ;
2011-05-17 14:26:45 +00:00
RNA_def_pointer ( func , " context " , " Context " , " " , " " ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
2012-11-03 14:32:26 +00:00
/* shader script callbacks */
func = RNA_def_function ( srna , " update_script_node " , NULL ) ;
RNA_def_function_ui_description ( func , " Compile shader script node " ) ;
RNA_def_function_flag ( func , FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " node " , " Node " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_RNAPTR ) ;
2012-11-03 14:32:26 +00:00
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
/* tag for redraw */
2013-08-30 23:49:35 +00:00
func = RNA_def_function ( srna , " tag_redraw " , " engine_tag_redraw " ) ;
2011-11-02 15:15:45 +00:00
RNA_def_function_ui_description ( func , " Request redraw for viewport rendering " ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
/* tag for update */
2013-08-30 23:49:35 +00:00
func = RNA_def_function ( srna , " tag_update " , " engine_tag_update " ) ;
2011-11-02 15:15:45 +00:00
RNA_def_function_ui_description ( func , " Request update call for viewport rendering " ) ;
Blender modifications for Cycles integration.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
2011-04-27 14:36:02 +00:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " begin_result " , " RE_engine_begin_result " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Create render result to write linear floating point render layers and passes " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_int ( func , " x " , 0 , 0 , INT_MAX , " X " , " " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " y " , 0 , 0 , INT_MAX , " Y " , " " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " w " , 0 , 0 , INT_MAX , " Width " , " " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_int ( func , " h " , 0 , 0 , INT_MAX , " Height " , " " , 0 , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2014-01-16 21:43:22 +11:00
RNA_def_string ( func , " layer " , NULL , 0 , " Layer " , " Single layer to get render result for " ) ; /* NULL ok here */
2015-04-06 10:40:12 -03:00
RNA_def_string ( func , " view " , NULL , 0 , " View " , " Single view to get render result for " ) ; /* NULL ok here */
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " result " , " RenderResult " , " Result " , " " ) ;
RNA_def_function_return ( func , parm ) ;
2009-07-21 20:28:32 +00:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " update_result " , " RE_engine_update_result " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Signal that pixels have been updated and can be redrawn in the user interface " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " result " , " RenderResult " , " Result " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2009-07-21 20:28:32 +00:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " end_result " , " RE_engine_end_result " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " All pixels in the render result have been set and are final " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " result " , " RenderResult " , " Result " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2013-12-17 23:42:38 +06:00
RNA_def_boolean ( func , " cancel " , 0 , " Cancel " , " Don't mark tile as done, don't merge results unless forced " ) ;
RNA_def_boolean ( func , " do_merge_results " , 0 , " Merge Results " , " Merge results even if cancel=true " ) ;
2009-07-21 20:28:32 +00:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " test_break " , " RE_engine_test_break " ) ;
2013-10-26 01:06:19 +00:00
RNA_def_function_ui_description ( func , " Test if the render operation should been canceled, this is a fast call that should be used regularly for responsiveness " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_boolean ( func , " do_break " , 0 , " Break " , " " ) ;
RNA_def_function_return ( func , parm ) ;
2009-07-21 20:28:32 +00:00
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
2016-03-10 09:28:29 -03:00
func = RNA_def_function ( srna , " active_view_get " , " RE_engine_active_view_get " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_string ( func , " view " , NULL , 0 , " View " , " Single view active " ) ;
RNA_def_function_return ( func , parm ) ;
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
2016-03-10 09:28:29 -03:00
2015-04-06 10:40:12 -03:00
func = RNA_def_function ( srna , " active_view_set " , " RE_engine_active_view_set " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_string ( func , " view " , NULL , 0 , " View " , " Single view to set as active " ) ; /* NULL ok here */
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2015-04-06 10:40:12 -03:00
func = RNA_def_function ( srna , " camera_shift_x " , " RE_engine_get_camera_shift_x " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " camera " , " Object " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
RNA_def_boolean ( func , " use_spherical_stereo " , 0 , " Spherical Stereo " , " " ) ;
parm = RNA_def_float ( func , " shift_x " , 0.0f , 0.0f , FLT_MAX , " Shift X " , " " , 0.0f , FLT_MAX ) ;
RNA_def_function_return ( func , parm ) ;
2015-04-06 10:40:12 -03:00
func = RNA_def_function ( srna , " camera_model_matrix " , " RE_engine_get_camera_model_matrix " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " camera " , " Object " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
RNA_def_boolean ( func , " use_spherical_stereo " , 0 , " Spherical Stereo " , " " ) ;
parm = RNA_def_float_matrix ( func , " r_model_matrix " , 4 , 4 , NULL , 0.0f , 0.0f , " Model Matrix " , " Normalized camera model matrix " , 0.0f , 0.0f ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2015-04-06 10:40:12 -03:00
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
2016-03-10 09:28:29 -03:00
func = RNA_def_function ( srna , " use_spherical_stereo " , " RE_engine_get_spherical_stereo " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " camera " , " Object " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_boolean ( func , " use_spherical_stereo " , 0 , " Spherical Stereo " , " " ) ;
RNA_def_function_return ( func , parm ) ;
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
2016-03-10 09:28:29 -03:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " update_stats " , " RE_engine_update_stats " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Update and signal to redraw render status text " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_string ( func , " stats " , NULL , 0 , " Stats " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_string ( func , " info " , NULL , 0 , " Info " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2009-07-21 20:28:32 +00:00
2014-05-21 15:47:11 +02:00
func = RNA_def_function ( srna , " frame_set " , " RE_engine_frame_set " ) ;
RNA_def_function_ui_description ( func , " Evaluate scene at a different frame (for motion blur) " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_int ( func , " frame " , 0 , INT_MIN , INT_MAX , " Frame " , " " , INT_MIN , INT_MAX ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_float ( func , " subframe " , 0.0f , 0.0f , 1.0f , " Subframe " , " " , 0.0f , 1.0f ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2014-05-21 15:47:11 +02:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " update_progress " , " RE_engine_update_progress " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Update progress percentage of render " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_float ( func , " progress " , 0 , 0.0f , 1.0f , " " , " Percentage of render that's done " , 0.0f , 1.0f ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2011-05-17 15:39:40 +00:00
2012-11-05 08:04:57 +00:00
func = RNA_def_function ( srna , " update_memory_stats " , " RE_engine_update_memory_stats " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Update memory usage statistics " ) ;
2012-11-05 08:04:57 +00:00
RNA_def_float ( func , " memory_used " , 0 , 0.0f , FLT_MAX , " " , " Current memory usage in megabytes " , 0.0f , FLT_MAX ) ;
RNA_def_float ( func , " memory_peak " , 0 , 0.0f , FLT_MAX , " " , " Peak memory usage in megabytes " , 0.0f , FLT_MAX ) ;
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " report " , " RE_engine_report " ) ;
2013-08-30 23:49:35 +00:00
RNA_def_function_ui_description ( func , " Report info, warning or error messages " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_enum_flag ( func , " type " , rna_enum_wm_report_items , 0 , " Type " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_string ( func , " message " , NULL , 0 , " Report Message " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2011-05-17 15:20:12 +00:00
2014-12-05 21:56:29 +05:00
func = RNA_def_function ( srna , " error_set " , " RE_engine_set_error_message " ) ;
RNA_def_function_ui_description ( func , " Set error message displaying after the render is finished " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_string ( func , " message " , NULL , 0 , " Report Message " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2014-12-05 21:56:29 +05:00
2013-08-30 23:49:35 +00:00
func = RNA_def_function ( srna , " bind_display_space_shader " , " engine_bind_display_space_shader " ) ;
RNA_def_function_ui_description ( func , " Bind GLSL fragment shader that converts linear colors to display space colors using scene color management settings " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " scene " , " Scene " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2013-08-30 23:49:35 +00:00
func = RNA_def_function ( srna , " unbind_display_space_shader " , " engine_unbind_display_space_shader " ) ;
RNA_def_function_ui_description ( func , " Unbind GLSL display space shader, must always be called after binding the shader " ) ;
func = RNA_def_function ( srna , " support_display_space_shader " , " engine_support_display_space_shader " ) ;
RNA_def_function_ui_description ( func , " Test if GLSL display space shader is supported for the combination of graphics card and scene settings " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_pointer ( func , " scene " , " Scene " , " " , " " ) ;
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
parm = RNA_def_boolean ( func , " supported " , 0 , " Supported " , " " ) ;
RNA_def_function_return ( func , parm ) ;
2013-08-30 23:49:35 +00:00
2009-07-21 20:28:32 +00:00
RNA_define_verify_sdna ( 0 ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " is_animation " , PROP_BOOLEAN , PROP_NONE ) ;
2011-11-02 15:15:45 +00:00
RNA_def_property_boolean_sdna ( prop , NULL , " flag " , RE_ENGINE_ANIMATION ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " is_preview " , PROP_BOOLEAN , PROP_NONE ) ;
2011-11-02 15:15:45 +00:00
RNA_def_property_boolean_sdna ( prop , NULL , " flag " , RE_ENGINE_PREVIEW ) ;
2012-04-15 13:41:07 +00:00
prop = RNA_def_property ( srna , " camera_override " , PROP_POINTER , PROP_NONE ) ;
2015-04-06 10:40:12 -03:00
RNA_def_property_pointer_funcs ( prop , " rna_RenderEngine_camera_override_get " , NULL , NULL , NULL ) ;
2012-04-13 17:42:03 +00:00
RNA_def_property_struct_type ( prop , " Object " ) ;
2014-07-04 16:32:17 +06:00
prop = RNA_def_property ( srna , " layer_override " , PROP_BOOLEAN , PROP_LAYER_MEMBER ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " layer_override " , 1 ) ;
RNA_def_property_array ( prop , 20 ) ;
2012-09-04 13:29:07 +00:00
prop = RNA_def_property ( srna , " tile_x " , PROP_INT , PROP_UNSIGNED ) ;
RNA_def_property_int_sdna ( prop , NULL , " tile_x " ) ;
prop = RNA_def_property ( srna , " tile_y " , PROP_INT , PROP_UNSIGNED ) ;
RNA_def_property_int_sdna ( prop , NULL , " tile_y " ) ;
2013-12-13 04:39:15 +11:00
prop = RNA_def_property ( srna , " resolution_x " , PROP_INT , PROP_PIXEL ) ;
2012-09-04 13:29:07 +00:00
RNA_def_property_int_sdna ( prop , NULL , " resolution_x " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2013-12-13 04:39:15 +11:00
prop = RNA_def_property ( srna , " resolution_y " , PROP_INT , PROP_PIXEL ) ;
2012-09-04 13:29:07 +00:00
RNA_def_property_int_sdna ( prop , NULL , " resolution_y " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2013-03-14 07:38:37 +00:00
/* Render Data */
prop = RNA_def_property ( srna , " render " , PROP_POINTER , PROP_NONE ) ;
RNA_def_property_struct_type ( prop , " RenderSettings " ) ;
RNA_def_property_pointer_funcs ( prop , " rna_RenderEngine_render_get " , NULL , NULL , NULL ) ;
RNA_def_property_ui_text ( prop , " Render Data " , " " ) ;
2013-01-01 16:15:13 +00:00
prop = RNA_def_property ( srna , " use_highlight_tiles " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " flag " , RE_ENGINE_HIGHLIGHT_TILES ) ;
2011-11-02 15:15:45 +00:00
/* registration */
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " bl_idname " , PROP_STRING , PROP_NONE ) ;
2009-07-21 20:28:32 +00:00
RNA_def_property_string_sdna ( prop , NULL , " type->idname " ) ;
2014-02-09 05:51:22 +11:00
RNA_def_property_flag ( prop , PROP_REGISTER ) ;
2009-07-21 20:28:32 +00:00
2013-01-05 13:52:41 +00:00
prop = RNA_def_property ( srna , " bl_label " , PROP_STRING , PROP_NONE ) ;
2009-07-21 20:28:32 +00:00
RNA_def_property_string_sdna ( prop , NULL , " type->name " ) ;
RNA_def_property_flag ( prop , PROP_REGISTER ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " bl_use_preview " , PROP_BOOLEAN , PROP_NONE ) ;
2011-10-11 17:19:55 +00:00
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_PREVIEW ) ;
2010-03-28 13:48:11 +00:00
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2014-10-07 14:21:10 +02:00
prop = RNA_def_property ( srna , " bl_use_texture_preview " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_TEXTURE_PREVIEW ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " bl_use_postprocess " , PROP_BOOLEAN , PROP_NONE ) ;
2011-10-11 17:19:55 +00:00
RNA_def_property_boolean_negative_sdna ( prop , NULL , " type->flag " , RE_USE_POSTPROCESS ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " bl_use_shading_nodes " , PROP_BOOLEAN , PROP_NONE ) ;
2011-10-11 17:19:55 +00:00
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_SHADING_NODES ) ;
2010-03-28 14:45:09 +00:00
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2015-05-06 23:50:54 +10:00
prop = RNA_def_property ( srna , " bl_use_shading_nodes_custom " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_SHADING_NODES_CUSTOM ) ;
RNA_def_property_boolean_default ( prop , true ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2013-06-10 13:53:38 +00:00
prop = RNA_def_property ( srna , " bl_use_exclude_layers " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_EXCLUDE_LAYERS ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2013-07-11 12:22:29 +00:00
prop = RNA_def_property ( srna , " bl_use_save_buffers " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_SAVE_BUFFERS ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
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
2016-03-10 09:28:29 -03:00
prop = RNA_def_property ( srna , " bl_use_spherical_stereo " , PROP_BOOLEAN , PROP_NONE ) ;
RNA_def_property_boolean_sdna ( prop , NULL , " type->flag " , RE_USE_SPHERICAL_STEREO ) ;
RNA_def_property_flag ( prop , PROP_REGISTER_OPTIONAL ) ;
2009-07-21 20:28:32 +00:00
RNA_define_verify_sdna ( 1 ) ;
}
2009-07-21 14:11:51 +00:00
static void rna_def_render_result ( BlenderRNA * brna )
{
StructRNA * srna ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
PropertyRNA * prop ;
2009-08-16 22:53:15 +00:00
FunctionRNA * func ;
2010-08-28 12:34:22 +00:00
PropertyRNA * parm ;
2009-07-21 14:11:51 +00:00
2012-03-05 23:30:41 +00:00
srna = RNA_def_struct ( brna , " RenderResult " , NULL ) ;
2010-02-10 21:15:44 +00:00
RNA_def_struct_ui_text ( srna , " Render Result " , " Result of rendering, including all layers and passes " ) ;
2009-07-21 14:11:51 +00:00
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " load_from_file " , " RE_result_load_from_file " ) ;
2011-09-19 13:23:58 +00:00
RNA_def_function_ui_description ( func , " Copies the pixels of this render result from an image file " ) ;
2009-08-16 22:53:15 +00:00
RNA_def_function_flag ( func , FUNC_USE_REPORTS ) ;
2014-01-16 21:43:22 +11:00
parm = RNA_def_string_file_name ( func , " filename " , NULL , FILE_MAX , " File Name " ,
2012-05-12 11:01:29 +00:00
" Filename to load into this render tile, must be no smaller than "
" the render result " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2009-08-16 22:53:15 +00:00
2009-07-21 14:11:51 +00:00
RNA_define_verify_sdna ( 0 ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
prop = RNA_def_property ( srna , " resolution_x " , PROP_INT , PROP_PIXEL ) ;
RNA_def_property_int_sdna ( prop , NULL , " rectx " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2009-07-21 14:11:51 +00:00
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
prop = RNA_def_property ( srna , " resolution_y " , PROP_INT , PROP_PIXEL ) ;
RNA_def_property_int_sdna ( prop , NULL , " recty " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2009-07-21 14:11:51 +00:00
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
prop = RNA_def_property ( srna , " layers " , PROP_COLLECTION , PROP_NONE ) ;
RNA_def_property_struct_type ( prop , " RenderLayer " ) ;
RNA_def_property_collection_funcs ( prop , " rna_RenderResult_layers_begin " , " rna_iterator_listbase_next " ,
2012-03-18 09:27:36 +00:00
" rna_iterator_listbase_end " , " rna_iterator_listbase_get " ,
NULL , NULL , NULL , NULL ) ;
2009-07-21 14:11:51 +00:00
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
prop = RNA_def_property ( srna , " views " , PROP_COLLECTION , PROP_NONE ) ;
RNA_def_property_struct_type ( prop , " RenderView " ) ;
RNA_def_property_collection_funcs ( prop , " rna_RenderResult_views_begin " , " rna_iterator_listbase_next " ,
2015-04-06 10:40:12 -03:00
" rna_iterator_listbase_end " , " rna_iterator_listbase_get " ,
NULL , NULL , NULL , NULL ) ;
RNA_define_verify_sdna ( 1 ) ;
}
static void rna_def_render_view ( BlenderRNA * brna )
{
StructRNA * srna ;
PropertyRNA * prop ;
srna = RNA_def_struct ( brna , " RenderView " , NULL ) ;
RNA_def_struct_ui_text ( srna , " Render View " , " " ) ;
RNA_define_verify_sdna ( 0 ) ;
prop = RNA_def_property ( srna , " name " , PROP_STRING , PROP_NONE ) ;
RNA_def_property_string_sdna ( prop , NULL , " name " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
RNA_def_struct_name_property ( srna , prop ) ;
2009-07-21 14:11:51 +00:00
RNA_define_verify_sdna ( 1 ) ;
}
2015-04-06 10:40:12 -03:00
static void rna_def_render_passes ( BlenderRNA * brna , PropertyRNA * cprop )
{
StructRNA * srna ;
FunctionRNA * func ;
PropertyRNA * parm ;
RNA_def_property_srna ( cprop , " RenderPasses " ) ;
srna = RNA_def_struct ( brna , " RenderPasses " , NULL ) ;
RNA_def_struct_sdna ( srna , " RenderLayer " ) ;
RNA_def_struct_ui_text ( srna , " Render Passes " , " Collection of render passes " ) ;
func = RNA_def_function ( srna , " find_by_type " , " rna_RenderPass_find_by_type " ) ;
RNA_def_function_ui_description ( func , " Get the render pass for a given type and view " ) ;
2015-11-23 13:49:52 +11:00
parm = RNA_def_enum ( func , " pass_type " , rna_enum_render_pass_type_items , SCE_PASS_COMBINED , " Pass " , " " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2015-04-06 10:40:12 -03:00
parm = RNA_def_string ( func , " view " , NULL , 0 , " View " , " Render view to get pass from " ) ; /* NULL ok here */
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2015-04-06 10:40:12 -03:00
parm = RNA_def_pointer ( func , " render_pass " , " RenderPass " , " " , " The matching render pass " ) ;
RNA_def_function_return ( func , parm ) ;
}
2009-07-21 14:11:51 +00:00
static void rna_def_render_layer ( BlenderRNA * brna )
{
StructRNA * srna ;
PropertyRNA * prop ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
2009-07-27 18:50:10 +00:00
FunctionRNA * func ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
PropertyRNA * parm ;
2009-07-21 14:11:51 +00:00
2012-03-05 23:30:41 +00:00
srna = RNA_def_struct ( brna , " RenderLayer " , NULL ) ;
2009-07-21 14:11:51 +00:00
RNA_def_struct_ui_text ( srna , " Render Layer " , " " ) ;
2012-03-05 23:30:41 +00:00
func = RNA_def_function ( srna , " load_from_file " , " RE_layer_load_from_file " ) ;
2011-09-19 13:23:58 +00:00
RNA_def_function_ui_description ( func , " Copies the pixels of this renderlayer from an image file " ) ;
2009-07-27 18:50:10 +00:00
RNA_def_function_flag ( func , FUNC_USE_REPORTS ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
parm = RNA_def_string ( func , " filename " , NULL , 0 , " Filename " ,
2012-05-12 11:01:29 +00:00
" Filename to load into this render tile, must be no smaller than the renderlayer " ) ;
Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.
To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.
This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).
And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).
Reviewers: sergey, Severin
Subscribers: dfelinto, brecht
Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:23:55 +01:00
RNA_def_parameter_flags ( parm , 0 , PARM_REQUIRED ) ;
2011-09-19 13:23:58 +00:00
RNA_def_int ( func , " x " , 0 , 0 , INT_MAX , " Offset X " ,
" Offset the position to copy from if the image is larger than the render layer " , 0 , INT_MAX ) ;
RNA_def_int ( func , " y " , 0 , 0 , INT_MAX , " Offset Y " ,
" Offset the position to copy from if the image is larger than the render layer " , 0 , INT_MAX ) ;
2011-02-08 10:31:47 +00:00
2009-07-21 14:11:51 +00:00
RNA_define_verify_sdna ( 0 ) ;
rna_def_render_layer_common ( srna , 0 ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " passes " , PROP_COLLECTION , PROP_NONE ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_struct_type ( prop , " RenderPass " ) ;
2012-03-18 09:27:36 +00:00
RNA_def_property_collection_funcs ( prop , " rna_RenderLayer_passes_begin " , " rna_iterator_listbase_next " ,
" rna_iterator_listbase_end " , " rna_iterator_listbase_get " ,
NULL , NULL , NULL , NULL ) ;
2015-04-06 10:40:12 -03:00
rna_def_render_passes ( brna , prop ) ;
2009-07-21 14:11:51 +00:00
RNA_define_verify_sdna ( 1 ) ;
}
static void rna_def_render_pass ( BlenderRNA * brna )
{
StructRNA * srna ;
PropertyRNA * prop ;
2012-03-05 23:30:41 +00:00
srna = RNA_def_struct ( brna , " RenderPass " , NULL ) ;
2009-07-21 14:11:51 +00:00
RNA_def_struct_ui_text ( srna , " Render Pass " , " " ) ;
RNA_define_verify_sdna ( 0 ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " name " , PROP_STRING , PROP_NONE ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_string_sdna ( prop , NULL , " name " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
RNA_def_struct_name_property ( srna , prop ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " channel_id " , PROP_STRING , PROP_NONE ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_string_sdna ( prop , NULL , " chan_id " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " channels " , PROP_INT , PROP_NONE ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_int_sdna ( prop , NULL , " channels " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " type " , PROP_ENUM , PROP_NONE ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_enum_sdna ( prop , NULL , " passtype " ) ;
2015-11-23 13:49:52 +11:00
RNA_def_property_enum_items ( prop , rna_enum_render_pass_type_items ) ;
2009-07-21 14:11:51 +00:00
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2012-03-05 23:30:41 +00:00
prop = RNA_def_property ( srna , " rect " , PROP_FLOAT , PROP_NONE ) ;
2009-09-09 19:40:46 +00:00
RNA_def_property_flag ( prop , PROP_DYNAMIC ) ;
RNA_def_property_multi_array ( prop , 2 , NULL ) ;
RNA_def_property_dynamic_array_funcs ( prop , " rna_RenderPass_rect_get_length " ) ;
RNA_def_property_float_funcs ( prop , " rna_RenderPass_rect_get " , " rna_RenderPass_rect_set " , NULL ) ;
2009-07-21 14:11:51 +00:00
2015-04-06 10:40:12 -03:00
prop = RNA_def_property ( srna , " view_id " , PROP_INT , PROP_NONE ) ;
RNA_def_property_int_sdna ( prop , NULL , " view_id " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2014-10-04 19:00:26 +06:00
prop = RNA_def_property ( srna , " debug_type " , PROP_ENUM , PROP_NONE ) ;
RNA_def_property_enum_sdna ( prop , NULL , " debug_type " ) ;
2015-11-23 13:49:52 +11:00
RNA_def_property_enum_items ( prop , rna_enum_render_pass_debug_type_items ) ;
2014-10-04 19:00:26 +06:00
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2009-07-21 14:11:51 +00:00
RNA_define_verify_sdna ( 1 ) ;
}
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
static void rna_def_render_bake_pixel ( BlenderRNA * brna )
{
StructRNA * srna ;
PropertyRNA * prop ;
srna = RNA_def_struct ( brna , " BakePixel " , NULL ) ;
RNA_def_struct_ui_text ( srna , " Bake Pixel " , " " ) ;
RNA_define_verify_sdna ( 0 ) ;
prop = RNA_def_property ( srna , " primitive_id " , PROP_INT , PROP_NONE ) ;
RNA_def_property_int_sdna ( prop , NULL , " primitive_id " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
2015-04-17 12:25:37 -03:00
prop = RNA_def_property ( srna , " object_id " , PROP_INT , PROP_NONE ) ;
RNA_def_property_int_sdna ( prop , NULL , " object_id " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
prop = RNA_def_property ( srna , " uv " , PROP_FLOAT , PROP_NONE ) ;
RNA_def_property_array ( prop , 2 ) ;
RNA_def_property_float_sdna ( prop , NULL , " uv " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
prop = RNA_def_property ( srna , " du_dx " , PROP_FLOAT , PROP_NONE ) ;
RNA_def_property_float_sdna ( prop , NULL , " du_dx " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
prop = RNA_def_property ( srna , " du_dy " , PROP_FLOAT , PROP_NONE ) ;
RNA_def_property_float_sdna ( prop , NULL , " du_dy " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
prop = RNA_def_property ( srna , " dv_dx " , PROP_FLOAT , PROP_NONE ) ;
RNA_def_property_float_sdna ( prop , NULL , " dv_dx " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
prop = RNA_def_property ( srna , " dv_dy " , PROP_FLOAT , PROP_NONE ) ;
RNA_def_property_float_sdna ( prop , NULL , " dv_dy " ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
prop = RNA_def_property ( srna , " next " , PROP_POINTER , PROP_NONE ) ;
RNA_def_property_struct_type ( prop , " BakePixel " ) ;
RNA_def_property_pointer_funcs ( prop , " rna_BakePixel_next_get " , NULL , NULL , NULL ) ;
RNA_def_property_clear_flag ( prop , PROP_EDITABLE ) ;
RNA_define_verify_sdna ( 1 ) ;
}
2009-07-21 14:11:51 +00:00
void RNA_def_render ( BlenderRNA * brna )
{
2009-07-21 20:28:32 +00:00
rna_def_render_engine ( brna ) ;
2009-07-21 14:11:51 +00:00
rna_def_render_result ( brna ) ;
2015-04-06 10:40:12 -03:00
rna_def_render_view ( brna ) ;
2009-07-21 14:11:51 +00:00
rna_def_render_layer ( brna ) ;
rna_def_render_pass ( brna ) ;
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
rna_def_render_bake_pixel ( brna ) ;
2009-07-21 14:11:51 +00:00
}
2012-03-05 23:30:41 +00:00
# endif /* RNA_RUNTIME */