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blender-archive/intern/cycles/blender/blender_session.cpp
Brecht Van Lommel 1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00

457 lines
13 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* 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.
*/
#include "background.h"
#include "buffers.h"
#include "camera.h"
#include "device.h"
#include "integrator.h"
#include "film.h"
#include "light.h"
#include "scene.h"
#include "session.h"
#include "shader.h"
#include "util_color.h"
#include "util_foreach.h"
#include "util_function.h"
#include "util_progress.h"
#include "util_time.h"
#include "blender_sync.h"
#include "blender_session.h"
#include "blender_util.h"
CCL_NAMESPACE_BEGIN
BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
BL::BlendData b_data_, BL::Scene b_scene_)
: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_),
b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL),
b_rr(PointerRNA_NULL), b_rlay(PointerRNA_NULL)
{
/* offline render */
BL::RenderSettings r = b_scene.render();
width = (int)(r.resolution_x()*r.resolution_percentage()/100);
height = (int)(r.resolution_y()*r.resolution_percentage()/100);
background = true;
last_redraw_time = 0.0f;
create_session();
}
BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
BL::BlendData b_data_, BL::Scene b_scene_,
BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_)
: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_),
b_v3d(b_v3d_), b_rv3d(b_rv3d_), b_rr(PointerRNA_NULL), b_rlay(PointerRNA_NULL)
{
/* 3d view render */
width = width_;
height = height_;
background = false;
last_redraw_time = 0.0f;
create_session();
session->start();
}
BlenderSession::~BlenderSession()
{
free_session();
}
void BlenderSession::create_session()
{
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background);
/* reset status/progress */
last_status= "";
last_progress= -1.0f;
/* create scene */
scene = new Scene(scene_params);
/* create sync */
sync = new BlenderSync(b_data, b_scene, scene, !background);
sync->sync_data(b_v3d, b_engine.camera_override());
if(b_rv3d)
sync->sync_view(b_v3d, b_rv3d, width, height);
else
sync->sync_camera(b_engine.camera_override(), width, height);
/* create session */
session = new Session(session_params);
session->scene = scene;
session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* set buffer parameters */
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
session->reset(buffer_params, session_params.samples);
}
void BlenderSession::free_session()
{
delete sync;
delete session;
}
static PassType get_pass_type(BL::RenderPass b_pass)
{
switch(b_pass.type()) {
case BL::RenderPass::type_COMBINED:
return PASS_COMBINED;
case BL::RenderPass::type_Z:
return PASS_DEPTH;
case BL::RenderPass::type_NORMAL:
return PASS_NORMAL;
case BL::RenderPass::type_OBJECT_INDEX:
return PASS_OBJECT_ID;
case BL::RenderPass::type_UV:
return PASS_UV;
case BL::RenderPass::type_VECTOR:
return PASS_MOTION;
case BL::RenderPass::type_MATERIAL_INDEX:
return PASS_MATERIAL_ID;
case BL::RenderPass::type_DIFFUSE_DIRECT:
return PASS_DIFFUSE_DIRECT;
case BL::RenderPass::type_GLOSSY_DIRECT:
return PASS_GLOSSY_DIRECT;
case BL::RenderPass::type_TRANSMISSION_DIRECT:
return PASS_TRANSMISSION_DIRECT;
case BL::RenderPass::type_DIFFUSE_INDIRECT:
return PASS_DIFFUSE_INDIRECT;
case BL::RenderPass::type_GLOSSY_INDIRECT:
return PASS_GLOSSY_INDIRECT;
case BL::RenderPass::type_TRANSMISSION_INDIRECT:
return PASS_TRANSMISSION_INDIRECT;
case BL::RenderPass::type_DIFFUSE_COLOR:
return PASS_DIFFUSE_COLOR;
case BL::RenderPass::type_GLOSSY_COLOR:
return PASS_GLOSSY_COLOR;
case BL::RenderPass::type_TRANSMISSION_COLOR:
return PASS_TRANSMISSION_COLOR;
case BL::RenderPass::type_EMIT:
return PASS_EMISSION;
case BL::RenderPass::type_ENVIRONMENT:
return PASS_BACKGROUND;
case BL::RenderPass::type_AO:
return PASS_AO;
case BL::RenderPass::type_SHADOW:
return PASS_SHADOW;
case BL::RenderPass::type_DIFFUSE:
case BL::RenderPass::type_COLOR:
case BL::RenderPass::type_REFRACTION:
case BL::RenderPass::type_SPECULAR:
case BL::RenderPass::type_REFLECTION:
case BL::RenderPass::type_MIST:
return PASS_NONE;
}
return PASS_NONE;
}
void BlenderSession::render()
{
/* get buffer parameters */
SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
int w = buffer_params.width, h = buffer_params.height;
/* create render result */
RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, w, h);
PointerRNA rrptr;
RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr);
b_rr = BL::RenderResult(rrptr);
BL::RenderSettings r = b_scene.render();
BL::RenderResult::layers_iterator b_iter;
BL::RenderLayers b_rr_layers(r.ptr);
/* render each layer */
for(b_rr.layers.begin(b_iter); b_iter != b_rr.layers.end(); ++b_iter) {
/* set layer */
b_rlay = *b_iter;
/* add passes */
vector<Pass> passes;
Pass::add(PASS_COMBINED, passes);
if(session_params.device.advanced_shading) {
BL::RenderLayer::passes_iterator b_pass_iter;
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
BL::RenderPass b_pass(*b_pass_iter);
PassType pass_type = get_pass_type(b_pass);
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
continue;
if(pass_type != PASS_NONE)
Pass::add(pass_type, passes);
}
}
buffer_params.passes = passes;
scene->film->passes = passes;
scene->film->tag_update(scene);
/* update scene */
sync->sync_data(b_v3d, b_engine.camera_override(), b_iter->name().c_str());
/* update session */
int samples = sync->get_layer_samples();
session->reset(buffer_params, (samples == 0)? session_params.samples: samples);
/* render */
session->start();
session->wait();
if(session->progress.get_cancel())
break;
/* write result */
write_render_result();
}
/* delete render result */
RE_engine_end_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data);
}
void BlenderSession::write_render_result()
{
/* get state */
RenderBuffers *buffers = session->buffers;
/* copy data from device */
if(!buffers->copy_from_device())
return;
BufferParams& params = buffers->params;
float exposure = scene->film->exposure;
double total_time, sample_time;
int sample;
session->progress.get_sample(sample, total_time, sample_time);
vector<float> pixels(params.width*params.height*4);
/* copy each pass */
BL::RenderLayer::passes_iterator b_iter;
for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
BL::RenderPass b_pass(*b_iter);
/* find matching pass type */
PassType pass_type = get_pass_type(b_pass);
int components = b_pass.channels();
/* copy pixels */
if(buffers->get_pass(pass_type, exposure, sample, components, &pixels[0]))
rna_RenderPass_rect_set(&b_pass.ptr, &pixels[0]);
}
/* copy combined pass */
if(buffers->get_pass(PASS_COMBINED, exposure, sample, 4, &pixels[0]))
rna_RenderLayer_rect_set(&b_rlay.ptr, &pixels[0]);
/* tag result as updated */
RE_engine_update_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data);
}
void BlenderSession::synchronize()
{
/* on session/scene parameter changes, we recreate session entirely */
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background);
if(session->params.modified(session_params) ||
scene->params.modified(scene_params)) {
free_session();
create_session();
session->start();
return;
}
/* increase samples, but never decrease */
session->set_samples(session_params.samples);
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* copy recalc flags, outside of mutex so we can decide to do the real
synchronization at a later time to not block on running updates */
sync->sync_recalc();
/* try to acquire mutex. if we don't want to or can't, come back later */
if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
tag_update();
return;
}
/* data and camera synchronize */
sync->sync_data(b_v3d, b_engine.camera_override());
if(b_rv3d)
sync->sync_view(b_v3d, b_rv3d, width, height);
else
sync->sync_camera(b_engine.camera_override(), width, height);
/* unlock */
session->scene->mutex.unlock();
/* reset if needed */
if(scene->need_reset()) {
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
session->reset(buffer_params, session_params.samples);
}
}
bool BlenderSession::draw(int w, int h)
{
/* before drawing, we verify camera and viewport size changes, because
we do not get update callbacks for those, we must detect them here */
if(session->ready_to_reset()) {
bool reset = false;
/* try to acquire mutex. if we can't, come back later */
if(!session->scene->mutex.try_lock()) {
tag_update();
}
else {
/* update camera from 3d view */
bool need_update = scene->camera->need_update;
sync->sync_view(b_v3d, b_rv3d, w, h);
if(scene->camera->need_update && !need_update)
reset = true;
session->scene->mutex.unlock();
}
/* if dimensions changed, reset */
if(width != w || height != h) {
width = w;
height = h;
reset = true;
}
/* reset if requested */
if(reset) {
SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
session->reset(buffer_params, session_params.samples);
}
}
/* update status and progress for 3d view draw */
update_status_progress();
/* draw */
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
return !session->draw(buffer_params);
}
void BlenderSession::get_status(string& status, string& substatus)
{
session->progress.get_status(status, substatus);
}
void BlenderSession::get_progress(float& progress, double& total_time)
{
double sample_time;
int sample;
session->progress.get_sample(sample, total_time, sample_time);
progress = ((float)sample/(float)session->params.samples);
}
void BlenderSession::update_status_progress()
{
string timestatus, status, substatus;
float progress;
double total_time;
char time_str[128];
get_status(status, substatus);
get_progress(progress, total_time);
BLI_timestr(total_time, time_str);
timestatus = "Elapsed: " + string(time_str) + " | ";
if(substatus.size() > 0)
status += " | " + substatus;
if(status != last_status) {
RE_engine_update_stats((RenderEngine*)b_engine.ptr.data, "", (timestatus + status).c_str());
last_status = status;
}
if(progress != last_progress) {
RE_engine_update_progress((RenderEngine*)b_engine.ptr.data, progress);
last_progress = progress;
}
}
void BlenderSession::tag_update()
{
/* tell blender that we want to get another update callback */
engine_tag_update((RenderEngine*)b_engine.ptr.data);
}
void BlenderSession::tag_redraw()
{
if(background) {
/* update stats and progress, only for background here because
in 3d view we do it in draw for thread safety reasons */
update_status_progress();
/* offline render, redraw if timeout passed */
if(time_dt() - last_redraw_time > 1.0f) {
write_render_result();
engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
last_redraw_time = time_dt();
}
}
else {
/* tell blender that we want to redraw */
engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
}
}
void BlenderSession::test_cancel()
{
/* test if we need to cancel rendering */
if(background)
if(RE_engine_test_break((RenderEngine*)b_engine.ptr.data))
session->progress.set_cancel("Cancelled");
}
CCL_NAMESPACE_END