2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 02:50:24 +01:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#ifndef __BLENDER_SESSION_H__
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#define __BLENDER_SESSION_H__
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "device/device.h"
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#include "render/scene.h"
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#include "render/session.h"
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#include "render/bake.h"
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2011-04-27 11:58:34 +00:00
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "util/util_vector.h"
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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2018-02-27 22:16:45 +01:00
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class ImageMetaData;
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2011-04-27 11:58:34 +00:00
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class Scene;
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class Session;
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2012-09-04 13:29:07 +00:00
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class RenderBuffers;
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class RenderTile;
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2011-04-27 11:58:34 +00:00
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class BlenderSession {
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2019-04-17 06:17:24 +02:00
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public:
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BlenderSession(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::BlendData &b_data,
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bool preview_osl);
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BlenderSession(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::BlendData &b_data,
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BL::SpaceView3D &b_v3d,
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BL::RegionView3D &b_rv3d,
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int width,
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int height);
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~BlenderSession();
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void create();
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/* session */
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void create_session();
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void free_session();
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void reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph);
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/* offline render */
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void render(BL::Depsgraph &b_depsgraph);
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void bake(BL::Depsgraph &b_depsgrah,
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BL::Object &b_object,
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const string &pass_type,
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const int custom_flag,
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const int object_id,
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BL::BakePixel &pixel_array,
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const size_t num_pixels,
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const int depth,
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float pixels[]);
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void write_render_result(BL::RenderResult &b_rr, BL::RenderLayer &b_rlay, RenderTile &rtile);
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void write_render_tile(RenderTile &rtile);
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/* update functions are used to update display buffer only after sample was rendered
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* only needed for better visual feedback */
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void update_render_result(BL::RenderResult &b_rr, BL::RenderLayer &b_rlay, RenderTile &rtile);
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void update_render_tile(RenderTile &rtile, bool highlight);
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/* interactive updates */
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void synchronize(BL::Depsgraph &b_depsgraph);
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/* drawing */
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bool draw(int w, int h);
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void tag_redraw();
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void tag_update();
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void get_status(string &status, string &substatus);
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void get_kernel_status(string &kernel_status);
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void get_progress(float &progress, double &total_time, double &render_time);
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void test_cancel();
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void update_status_progress();
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void update_bake_progress();
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bool background;
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Session *session;
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Scene *scene;
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BlenderSync *sync;
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double last_redraw_time;
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BL::RenderEngine b_engine;
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BL::Preferences b_userpref;
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BL::BlendData b_data;
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BL::RenderSettings b_render;
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BL::Depsgraph b_depsgraph;
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/* NOTE: Blender's scene might become invalid after call
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* free_blender_memory_if_possible().
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*/
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BL::Scene b_scene;
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BL::SpaceView3D b_v3d;
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BL::RegionView3D b_rv3d;
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string b_rlay_name;
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string b_rview_name;
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string last_status;
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string last_error;
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float last_progress;
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double last_status_time;
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int width, height;
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bool preview_osl;
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double start_resize_time;
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void *python_thread_state;
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/* Global state which is common for all render sessions created from Blender.
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* Usually denotes command line arguments.
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*/
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/* Blender is running from the command line, no windows are shown and some
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* extra render optimization is possible (possible to free draw-only data and
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* so on.
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*/
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static bool headless;
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/* ** Resumable render ** */
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/* Overall number of chunks in which the sample range is to be devided. */
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static int num_resumable_chunks;
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/* Current resumable chunk index to render. */
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static int current_resumable_chunk;
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/* Alternative to single-chunk rendering to render a range of chunks. */
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static int start_resumable_chunk;
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static int end_resumable_chunk;
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static bool print_render_stats;
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protected:
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void stamp_view_layer_metadata(Scene *scene, const string &view_layer_name);
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void do_write_update_render_result(BL::RenderResult &b_rr,
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BL::RenderLayer &b_rlay,
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RenderTile &rtile,
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bool do_update_only);
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void do_write_update_render_tile(RenderTile &rtile, bool do_update_only, bool highlight);
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int builtin_image_frame(const string &builtin_name);
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void builtin_image_info(const string &builtin_name, void *builtin_data, ImageMetaData &metadata);
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bool builtin_image_pixels(const string &builtin_name,
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void *builtin_data,
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unsigned char *pixels,
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const size_t pixels_size,
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const bool free_cache);
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bool builtin_image_float_pixels(const string &builtin_name,
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void *builtin_data,
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float *pixels,
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const size_t pixels_size,
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const bool free_cache);
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void builtin_images_load();
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/* Update tile manager to reflect resumable render settings. */
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void update_resumable_tile_manager(int num_samples);
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/* Is used after each render layer synchronization is done with the goal
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* of freeing render engine data which is held from Blender side (for
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* example, dependency graph).
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*/
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void free_blender_memory_if_possible();
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2011-04-27 11:58:34 +00:00
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};
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CCL_NAMESPACE_END
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2019-04-17 06:17:24 +02:00
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#endif /* __BLENDER_SESSION_H__ */
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