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blender-archive/source/blender/render/intern/include/renderdatabase.h
Dalai Felinto 06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00

176 lines
6.8 KiB
C++

/*
* ***** 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/include/renderdatabase.h
* \ingroup render
*/
#ifndef __RENDERDATABASE_H__
#define __RENDERDATABASE_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Object;
struct VlakRen;
struct VertRen;
struct EvaluationContext;
struct HaloRen;
struct Main;
struct Material;
struct Render;
struct MCol;
struct MTFace;
struct CustomData;
struct StrandBuffer;
struct StrandRen;
struct ObjectInstanceRen;
struct RadFace;
struct Isect;
#define RE_QUAD_MASK 0x7FFFFFF
#define RE_QUAD_OFFS 0x8000000
/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
typedef struct VertTableNode {
struct VertRen *vert;
float *rad;
float *strand;
float *tangent;
float *stress;
float *winspeed;
/* Index of vertex in source mesh (before modifiers). */
int *origindex;
} VertTableNode;
typedef struct VlakTableNode {
struct VlakRen *vlak;
struct MTFace *mtface;
struct MCol *mcol;
/* Index of mpoly in source mesh (before tessellation). */
int *origindex;
int totmtface, totmcol;
float *surfnor;
float *tangent_arrays[MAX_MTFACE];
struct RadFace **radface;
} VlakTableNode;
typedef struct StrandTableNode {
struct StrandRen *strand;
float *winspeed;
float *surfnor;
float *simplify;
int *face;
struct MCol *mcol;
float *uv;
int totuv, totmcol;
} StrandTableNode;
/* renderdatabase.c */
void free_renderdata_tables(struct Render *re);
void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
void free_renderdata_vlaknodes(struct VlakTableNode *vlaknodes);
void project_renderdata(struct Render *re, void (*projectfunc)(const float *, float mat[4][4], float *), bool do_pano, float xoffs, bool do_buckets);
int clip_render_object(float boundbox[2][3], float bounds[4], float mat[4][4]);
/* functions are not exported... so wrong names */
struct VlakRen *RE_findOrAddVlak(struct ObjectRen *obr, int nr);
struct VertRen *RE_findOrAddVert(struct ObjectRen *obr, int nr);
struct StrandRen *RE_findOrAddStrand(struct ObjectRen *obr, int nr);
struct HaloRen *RE_findOrAddHalo(struct ObjectRen *obr, int nr);
struct HaloRen *RE_inithalo(struct Render *re, struct ObjectRen *obr, struct Material *ma,
const float vec[3], const float vec1[3],
const float *orco, float hasize, float vectsize, int seed);
struct HaloRen *RE_inithalo_particle(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, struct Material *ma,
const float vec[3], const float vec1[3],
const float *orco, const float *uvco, float hasize, float vectsize, int seed,
const float pa_co[3]);
struct StrandBuffer *RE_addStrandBuffer(struct ObjectRen *obr, int totvert);
struct ObjectRen *RE_addRenderObject(struct Render *re, struct Object *ob, struct Object *par, int index, int psysindex, int lay);
struct ObjectInstanceRen *RE_addRenderInstance(
struct Render *re, struct ObjectRen *obr, struct Object *ob, struct Object *par,
int index, int psysindex, float mat[4][4], int lay, const struct DupliObject *dob);
void RE_makeRenderInstances(struct Render *re);
void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag);
void RE_instance_rotate_ray_start(struct ObjectInstanceRen *obi, struct Isect *is);
void RE_instance_rotate_ray_dir(struct ObjectInstanceRen *obi, struct Isect *is);
void RE_instance_rotate_ray(struct ObjectInstanceRen *obi, struct Isect *is);
void RE_instance_rotate_ray_restore(struct ObjectInstanceRen *obi, struct Isect *is);
float *RE_vertren_get_stress(struct ObjectRen *obr, struct VertRen *ver, int verify);
float *RE_vertren_get_rad(struct ObjectRen *obr, struct VertRen *ver, int verify);
float *RE_vertren_get_strand(struct ObjectRen *obr, struct VertRen *ver, int verify);
float *RE_vertren_get_tangent(struct ObjectRen *obr, struct VertRen *ver, int verify);
float *RE_vertren_get_winspeed(struct ObjectInstanceRen *obi, struct VertRen *ver, int verify);
int *RE_vertren_get_origindex(struct ObjectRen *obr, VertRen *ver, int verify);
struct MTFace *RE_vlakren_get_tface(struct ObjectRen *obr, VlakRen *ren, int n, char **name, int verify);
struct MCol *RE_vlakren_get_mcol(struct ObjectRen *obr, VlakRen *ren, int n, char **name, int verify);
int *RE_vlakren_get_origindex(struct ObjectRen *obr, VlakRen *vlak, int verify);
float *RE_vlakren_get_surfnor(struct ObjectRen *obr, VlakRen *ren, int verify);
float *RE_vlakren_get_nmap_tangent(ObjectRen *obr, VlakRen *vlak, int index, bool verify);
RadFace **RE_vlakren_get_radface(struct ObjectRen *obr, VlakRen *ren, int verify);
void RE_vlakren_get_normal(struct Render *re, struct ObjectInstanceRen *obi, struct VlakRen *vlr, float *nor);
float *RE_strandren_get_surfnor(struct ObjectRen *obr, struct StrandRen *strand, int verify);
float *RE_strandren_get_uv(struct ObjectRen *obr, struct StrandRen *strand, int n, char **name, int verify);
struct MCol *RE_strandren_get_mcol(struct ObjectRen *obr, struct StrandRen *strand, int n, char **name, int verify);
float *RE_strandren_get_simplify(struct ObjectRen *obr, struct StrandRen *strand, int verify);
int *RE_strandren_get_face(struct ObjectRen *obr, struct StrandRen *strand, int verify);
float *RE_strandren_get_winspeed(struct ObjectInstanceRen *obi, struct StrandRen *strand, int verify);
struct VertRen *RE_vertren_copy(struct ObjectRen *obr, struct VertRen *ver);
struct VlakRen *RE_vlakren_copy(struct ObjectRen *obr, struct VlakRen *vlr);
void RE_set_customdata_names(struct ObjectRen *obr, struct CustomData *data);
void area_lamp_vectors(struct LampRen *lar);
/* haloren->type: flags */
#define HA_ONLYSKY 1
#define HA_VECT 2
#define HA_XALPHA 4
#define HA_FLARECIRC 8
/* convertblender.c */
void init_render_world(Render *re);
void RE_Database_FromScene_Vectors(struct EvaluationContext *eval_ctx, Render *re, struct Main *bmain, struct Scene *sce, unsigned int lay);
#ifdef __cplusplus
}
#endif
#endif /* __RENDERDATABASE_H__ */