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blender-archive/intern/cycles/blender/blender_sync.h
Brecht Van Lommel ca03eddfcc Cleanup: remove Cycles layer bits checking in the kernel.
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.

This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.

Reviewed By: sergey, dingto

Differential Revision: https://developer.blender.org/D2020
2016-05-22 17:36:38 +02:00

213 lines
6.3 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_SYNC_H__
#define __BLENDER_SYNC_H__
#include "MEM_guardedalloc.h"
#include "RNA_types.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"
#include "blender_util.h"
#include "scene.h"
#include "session.h"
#include "util_map.h"
#include "util_set.h"
#include "util_transform.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Background;
class Camera;
class Film;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class Shader;
class ShaderGraph;
class ShaderNode;
class BlenderSync {
public:
BlenderSync(BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
Scene *scene,
bool preview,
Progress &progress,
bool is_cpu);
~BlenderSync();
/* sync */
bool sync_recalc();
void sync_data(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state,
const char *layer = 0);
void sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer);
void sync_integrator();
void sync_camera(BL::RenderSettings& b_render,
BL::Object& b_override,
int width, int height,
const char *viewname);
void sync_view(BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height);
inline int get_layer_samples() { return render_layer.samples; }
inline int get_layer_bound_samples() { return render_layer.bound_samples; }
/* get parameters */
static SceneParams get_scene_params(BL::Scene& b_scene,
bool background,
bool is_cpu);
static SessionParams get_session_params(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::Scene& b_scene,
bool background);
static bool get_session_pause(BL::Scene& b_scene, bool background);
static BufferParams get_buffer_params(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
Camera *cam,
int width, int height);
private:
/* sync */
void sync_lamps(bool update_all);
void sync_materials(bool update_all);
void sync_objects(BL::SpaceView3D& b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state);
void sync_film();
void sync_view();
void sync_world(bool update_all);
void sync_shaders();
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
Mesh *sync_mesh(BL::Object& b_ob, bool object_updated, bool hide_tris);
void sync_curves(Mesh *mesh,
BL::Mesh& b_mesh,
BL::Object& b_ob,
bool motion,
int time_index = 0);
Object *sync_object(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::DupliObject& b_dupli_ob,
Transform& tfm,
uint layer_flag,
float motion_time,
bool hide_tris,
bool use_camera_cull,
float camera_cull_margin,
bool *use_portal);
void sync_light(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::Object& b_ob,
Transform& tfm,
bool *use_portal);
void sync_background_light(bool use_portal);
void sync_mesh_motion(BL::Object& b_ob, Object *object, float motion_time);
void sync_camera_motion(BL::RenderSettings& b_render,
BL::Object& b_ob,
int width, int height,
float motion_time);
/* particles */
bool sync_dupli_particle(BL::Object& b_ob,
BL::DupliObject& b_dup,
Object *object);
/* Images. */
void sync_images();
/* util */
void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object& b_ob);
bool object_is_mesh(BL::Object& b_ob);
bool object_is_light(BL::Object& b_ob);
/* variables */
BL::RenderEngine b_engine;
BL::BlendData b_data;
BL::Scene b_scene;
id_map<void*, Shader> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<void*, Mesh> mesh_map;
id_map<ObjectKey, Light> light_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Mesh*> mesh_synced;
set<Mesh*> mesh_motion_synced;
std::set<float> motion_times;
void *world_map;
bool world_recalc;
Scene *scene;
bool preview;
bool experimental;
bool is_cpu;
float dicing_rate;
int max_subdivisions;
struct RenderLayerInfo {
RenderLayerInfo()
: scene_layer(0), layer(0),
holdout_layer(0), exclude_layer(0),
material_override(PointerRNA_NULL),
use_background_shader(true),
use_background_ao(true),
use_surfaces(true),
use_hair(true),
use_viewport_visibility(false),
samples(0), bound_samples(false)
{}
string name;
uint scene_layer;
uint layer;
uint holdout_layer;
uint exclude_layer;
BL::Material material_override;
bool use_background_shader;
bool use_background_ao;
bool use_surfaces;
bool use_hair;
bool use_viewport_visibility;
int samples;
bool bound_samples;
} render_layer;
Progress &progress;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */