This previously only work for CPU rendering, and isn't that practical to get working in the new architecture.
946 lines
32 KiB
C++
946 lines
32 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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* limitations under the License.
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*/
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#include "render/background.h"
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#include "render/camera.h"
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#include "render/curves.h"
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#include "render/film.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/object.h"
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#include "render/procedural.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "device/device.h"
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#include "blender/blender_device.h"
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#include "blender/blender_session.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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#include "util/util_debug.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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#include "util/util_opengl.h"
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#include "util/util_openimagedenoise.h"
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CCL_NAMESPACE_BEGIN
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static const char *cryptomatte_prefix = "Crypto";
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
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BL::BlendData &b_data,
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BL::Scene &b_scene,
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Scene *scene,
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bool preview,
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bool use_developer_ui,
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Progress &progress)
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: b_engine(b_engine),
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b_data(b_data),
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b_scene(b_scene),
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shader_map(scene),
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object_map(scene),
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procedural_map(scene),
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geometry_map(scene),
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light_map(scene),
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particle_system_map(scene),
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world_map(NULL),
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world_recalc(false),
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scene(scene),
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preview(preview),
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experimental(false),
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use_developer_ui(use_developer_ui),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress),
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has_updates_(true)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync()
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{
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}
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void BlenderSync::reset(BL::BlendData &b_data, BL::Scene &b_scene)
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{
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/* Update data and scene pointers in case they change in session reset,
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* for example after undo.
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* Note that we do not modify the `has_updates_` flag here because the sync
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* reset is also used during viewport navigation. */
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this->b_data = b_data;
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this->b_scene = b_scene;
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}
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/* Sync */
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void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
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{
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/* Sync recalc flags from blender to cycles. Actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable. */
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if (experimental) {
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/* Mark all meshes as needing to be exported again if dicing changed. */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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bool dicing_prop_changed = false;
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float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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if (dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if (max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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if (dicing_prop_changed) {
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has_updates_ = true;
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for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
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Geometry *geom = iter.second;
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
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PointerRNA id_ptr;
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RNA_id_pointer_create((::ID *)iter.first.id, &id_ptr);
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geometry_map.set_recalc(BL::ID(id_ptr));
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}
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}
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}
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}
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}
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/* Iterate over all IDs in this depsgraph. */
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for (BL::DepsgraphUpdate &b_update : b_depsgraph.updates) {
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/* TODO(sergey): Can do more selective filter here. For example, ignore changes made to
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* screen datablock. Note that sync_data() needs to be called after object deletion, and
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* currently this is ensured by the scene ID tagged for update, which sets the `has_updates_`
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* flag. */
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has_updates_ = true;
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BL::ID b_id(b_update.id());
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/* Material */
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if (b_id.is_a(&RNA_Material)) {
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BL::Material b_mat(b_id);
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shader_map.set_recalc(b_mat);
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}
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/* Light */
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else if (b_id.is_a(&RNA_Light)) {
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BL::Light b_light(b_id);
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shader_map.set_recalc(b_light);
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}
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/* Object */
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else if (b_id.is_a(&RNA_Object)) {
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BL::Object b_ob(b_id);
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const bool is_geometry = object_is_geometry(b_ob);
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const bool is_light = !is_geometry && object_is_light(b_ob);
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if (b_ob.is_instancer() && b_update.is_updated_shading()) {
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/* Needed for e.g. object color updates on instancer. */
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object_map.set_recalc(b_ob);
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}
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if (is_geometry || is_light) {
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const bool updated_geometry = b_update.is_updated_geometry();
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/* Geometry (mesh, hair, volume). */
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if (is_geometry) {
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if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
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object_map.set_recalc(b_ob);
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}
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if (updated_geometry ||
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(object_subdivision_type(b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE)) {
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BL::ID key = BKE_object_is_modified(b_ob) ? b_ob : b_ob.data();
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geometry_map.set_recalc(key);
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}
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if (updated_geometry) {
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BL::Object::particle_systems_iterator b_psys;
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for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end();
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++b_psys) {
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particle_system_map.set_recalc(b_ob);
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}
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}
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}
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/* Light */
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else if (is_light) {
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if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
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object_map.set_recalc(b_ob);
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light_map.set_recalc(b_ob);
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}
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if (updated_geometry) {
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light_map.set_recalc(b_ob);
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}
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}
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}
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}
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/* Mesh */
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else if (b_id.is_a(&RNA_Mesh)) {
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BL::Mesh b_mesh(b_id);
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geometry_map.set_recalc(b_mesh);
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}
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/* World */
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else if (b_id.is_a(&RNA_World)) {
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BL::World b_world(b_id);
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if (world_map == b_world.ptr.data) {
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world_recalc = true;
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}
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}
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/* Volume */
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else if (b_id.is_a(&RNA_Volume)) {
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BL::Volume b_volume(b_id);
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geometry_map.set_recalc(b_volume);
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}
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}
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if (b_v3d) {
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BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
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if (viewport_parameters.shader_modified(new_viewport_parameters)) {
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world_recalc = true;
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has_updates_ = true;
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}
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has_updates_ |= viewport_parameters.modified(new_viewport_parameters);
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}
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}
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void BlenderSync::sync_data(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state)
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{
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if (!has_updates_) {
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return;
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}
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scoped_timer timer;
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BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
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/* TODO(sergey): This feels weak to pass view layer to the integrator, and even weaker to have an
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* implicit check on whether it is a background render or not. What is the nicer thing here? */
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const bool background = !b_v3d;
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sync_view_layer(b_view_layer);
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sync_integrator(b_view_layer, background);
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sync_film(b_view_layer, b_v3d);
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sync_shaders(b_depsgraph, b_v3d);
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sync_images();
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geometry_synced.clear(); /* use for objects and motion sync */
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if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->get_motion_position() == Camera::MOTION_POSITION_CENTER) {
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sync_objects(b_depsgraph, b_v3d);
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}
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sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
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geometry_synced.clear();
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/* Shader sync done at the end, since object sync uses it.
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* false = don't delete unused shaders, not supported. */
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shader_map.post_sync(false);
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free_data_after_sync(b_depsgraph);
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VLOG(1) << "Total time spent synchronizing data: " << timer.get_time();
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has_updates_ = false;
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}
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/* Integrator */
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void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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experimental = (get_enum(cscene, "feature_set") != 0);
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Integrator *integrator = scene->integrator;
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integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
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integrator->set_max_bounce(get_int(cscene, "max_bounces"));
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integrator->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
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integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
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integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
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integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
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integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
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integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
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integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
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float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
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get_float(cscene, "volume_step_rate");
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integrator->set_volume_step_rate(volume_step_rate);
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integrator->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
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integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
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integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
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int seed = get_int(cscene, "seed");
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if (get_boolean(cscene, "use_animated_seed")) {
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seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
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if (b_scene.frame_subframe() != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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seed += hash_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
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get_int(cscene, "seed"));
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}
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}
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integrator->set_seed(seed);
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integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
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integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
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if (!preview) {
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integrator->set_motion_blur(view_layer.use_motion_blur);
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}
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integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
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SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
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cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_SOBOL);
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integrator->set_sampling_pattern(sampling_pattern);
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if (preview) {
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integrator->set_use_adaptive_sampling(
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RNA_boolean_get(&cscene, "use_preview_adaptive_sampling"));
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integrator->set_adaptive_threshold(get_float(cscene, "preview_adaptive_threshold"));
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integrator->set_adaptive_min_samples(get_int(cscene, "preview_adaptive_min_samples"));
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}
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else {
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integrator->set_use_adaptive_sampling(RNA_boolean_get(&cscene, "use_adaptive_sampling"));
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integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
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integrator->set_adaptive_min_samples(get_int(cscene, "adaptive_min_samples"));
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}
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if (get_boolean(cscene, "use_fast_gi")) {
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if (preview) {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
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}
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else {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
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}
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}
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else {
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integrator->set_ao_bounces(0);
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}
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const DenoiseParams denoise_params = get_denoise_params(b_scene, b_view_layer, background);
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integrator->set_use_denoise(denoise_params.use);
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/* Only update denoiser parameters if the denoiser is actually used. This allows to tweak
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* denoiser parameters before enabling it without render resetting on every change. The downside
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* is that the interface and the integrator are technically out of sync. */
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if (denoise_params.use) {
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integrator->set_denoiser_type(denoise_params.type);
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integrator->set_denoise_start_sample(denoise_params.start_sample);
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integrator->set_use_denoise_pass_albedo(denoise_params.use_pass_albedo);
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integrator->set_use_denoise_pass_normal(denoise_params.use_pass_normal);
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integrator->set_denoiser_prefilter(denoise_params.prefilter);
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}
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/* UPDATE_NONE as we don't want to tag the integrator as modified (this was done by the
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* set calls above), but we need to make sure that the dependent things are tagged. */
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integrator->tag_update(scene, Integrator::UPDATE_NONE);
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}
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/* Film */
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void BlenderSync::sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
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Film *film = scene->film;
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if (b_v3d) {
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const BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
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film->set_display_pass(new_viewport_parameters.display_pass);
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film->set_show_active_pixels(new_viewport_parameters.show_active_pixels);
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}
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film->set_exposure(get_float(cscene, "film_exposure"));
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film->set_filter_type(
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(FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
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float filter_width = (film->get_filter_type() == FILTER_BOX) ? 1.0f :
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get_float(cscene, "filter_width");
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film->set_filter_width(filter_width);
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if (b_scene.world()) {
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BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
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film->set_mist_start(b_mist.start());
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film->set_mist_depth(b_mist.depth());
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switch (b_mist.falloff()) {
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case BL::WorldMistSettings::falloff_QUADRATIC:
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film->set_mist_falloff(2.0f);
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->set_mist_falloff(1.0f);
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->set_mist_falloff(0.5f);
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break;
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}
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}
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/* Blender viewport does not support proper shadow catcher compositing, so force an approximate
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* mode to improve visual feedback. */
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if (b_v3d) {
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film->set_use_approximate_shadow_catcher(true);
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}
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else {
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film->set_use_approximate_shadow_catcher(!get_boolean(crl, "use_pass_shadow_catcher"));
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}
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}
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/* Render Layer */
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void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
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{
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view_layer.name = b_view_layer.name();
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/* Filter. */
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view_layer.use_background_shader = b_view_layer.use_sky();
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/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
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view_layer.use_surfaces = b_view_layer.use_solid() || scene->bake_manager->get_baking();
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view_layer.use_hair = b_view_layer.use_strand();
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view_layer.use_volumes = b_view_layer.use_volumes();
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view_layer.use_motion_blur = b_view_layer.use_motion_blur() &&
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b_scene.render().use_motion_blur();
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/* Material override. */
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view_layer.material_override = b_view_layer.material_override();
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/* Sample override. */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
int use_layer_samples = get_enum(cscene, "use_layer_samples");
|
|
|
|
view_layer.bound_samples = (use_layer_samples == 1);
|
|
view_layer.samples = 0;
|
|
|
|
if (use_layer_samples != 2) {
|
|
int samples = b_view_layer.samples();
|
|
view_layer.samples = samples;
|
|
}
|
|
}
|
|
|
|
/* Images */
|
|
void BlenderSync::sync_images()
|
|
{
|
|
/* Sync is a convention for this API, but currently it frees unused buffers. */
|
|
|
|
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
|
|
if (is_interface_locked == false && BlenderSession::headless == false) {
|
|
/* If interface is not locked, it's possible image is needed for
|
|
* the display.
|
|
*/
|
|
return;
|
|
}
|
|
/* Free buffers used by images which are not needed for render. */
|
|
for (BL::Image &b_image : b_data.images) {
|
|
/* TODO(sergey): Consider making it an utility function to check
|
|
* whether image is considered builtin.
|
|
*/
|
|
const bool is_builtin = b_image.packed_file() ||
|
|
b_image.source() == BL::Image::source_GENERATED ||
|
|
b_image.source() == BL::Image::source_MOVIE || b_engine.is_preview();
|
|
if (is_builtin == false) {
|
|
b_image.buffers_free();
|
|
}
|
|
/* TODO(sergey): Free builtin images not used by any shader. */
|
|
}
|
|
}
|
|
|
|
/* Passes */
|
|
|
|
static PassType get_blender_pass_type(BL::RenderPass &b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
#define MAP_PASS(passname, passtype) \
|
|
if (name == passname) { \
|
|
return passtype; \
|
|
} \
|
|
((void)0)
|
|
|
|
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
|
|
|
|
MAP_PASS("Combined", PASS_COMBINED);
|
|
MAP_PASS("Noisy Image", PASS_COMBINED);
|
|
|
|
MAP_PASS("Depth", PASS_DEPTH);
|
|
MAP_PASS("Mist", PASS_MIST);
|
|
MAP_PASS("Position", PASS_POSITION);
|
|
MAP_PASS("Normal", PASS_NORMAL);
|
|
MAP_PASS("IndexOB", PASS_OBJECT_ID);
|
|
MAP_PASS("UV", PASS_UV);
|
|
MAP_PASS("Vector", PASS_MOTION);
|
|
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
|
|
|
|
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
|
|
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
|
|
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
|
|
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT);
|
|
|
|
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
|
|
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
|
|
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
|
|
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT);
|
|
|
|
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
|
|
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
|
|
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
|
|
|
|
MAP_PASS("Emit", PASS_EMISSION);
|
|
MAP_PASS("Env", PASS_BACKGROUND);
|
|
MAP_PASS("AO", PASS_AO);
|
|
MAP_PASS("Shadow", PASS_SHADOW);
|
|
|
|
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE);
|
|
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL);
|
|
|
|
MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL);
|
|
MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO);
|
|
|
|
MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER);
|
|
MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER);
|
|
|
|
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER);
|
|
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT);
|
|
|
|
if (string_startswith(name, cryptomatte_prefix)) {
|
|
return PASS_CRYPTOMATTE;
|
|
}
|
|
|
|
#undef MAP_PASS
|
|
|
|
return PASS_NONE;
|
|
}
|
|
|
|
static Pass *pass_add(Scene *scene,
|
|
PassType type,
|
|
const char *name,
|
|
PassMode mode = PassMode::DENOISED)
|
|
{
|
|
Pass *pass = scene->create_node<Pass>();
|
|
|
|
pass->set_type(type);
|
|
pass->set_name(ustring(name));
|
|
pass->set_mode(mode);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* Delete all existing passes. */
|
|
set<Pass *> clear_passes(scene->passes.begin(), scene->passes.end());
|
|
scene->delete_nodes(clear_passes);
|
|
|
|
/* Always add combined pass. */
|
|
pass_add(scene, PASS_COMBINED, "Combined");
|
|
|
|
/* Blender built-in data and light passes. */
|
|
for (BL::RenderPass &b_pass : b_rlay.passes) {
|
|
const PassType pass_type = get_blender_pass_type(b_pass);
|
|
|
|
if (pass_type == PASS_NONE) {
|
|
LOG(ERROR) << "Unknown pass " << b_pass.name();
|
|
continue;
|
|
}
|
|
|
|
if (pass_type == PASS_MOTION &&
|
|
(b_view_layer.use_motion_blur() && b_scene.render().use_motion_blur())) {
|
|
continue;
|
|
}
|
|
|
|
pass_add(scene, pass_type, b_pass.name().c_str());
|
|
}
|
|
|
|
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
|
|
/* Debug passes. */
|
|
if (get_boolean(crl, "pass_debug_sample_count")) {
|
|
b_engine.add_pass("Debug Sample Count", 1, "X", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_SAMPLE_COUNT, "Debug Sample Count");
|
|
}
|
|
|
|
/* Cycles specific passes. */
|
|
if (get_boolean(crl, "use_pass_volume_direct")) {
|
|
b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_VOLUME_DIRECT, "VolumeDir");
|
|
}
|
|
if (get_boolean(crl, "use_pass_volume_indirect")) {
|
|
b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_VOLUME_INDIRECT, "VolumeInd");
|
|
}
|
|
if (get_boolean(crl, "use_pass_shadow_catcher")) {
|
|
b_engine.add_pass("Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_SHADOW_CATCHER, "Shadow Catcher");
|
|
}
|
|
|
|
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
|
|
* User facing parameter is the number of pairs. */
|
|
int crypto_depth = divide_up(min(16, b_view_layer.pass_cryptomatte_depth()), 2);
|
|
scene->film->set_cryptomatte_depth(crypto_depth);
|
|
CryptomatteType cryptomatte_passes = CRYPT_NONE;
|
|
if (b_view_layer.use_pass_cryptomatte_object()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Object%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_material()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Material%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_asset()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
|
|
}
|
|
scene->film->set_cryptomatte_passes(cryptomatte_passes);
|
|
|
|
/* Denoising passes. */
|
|
const bool use_denoising = get_boolean(cscene, "use_denoising") &&
|
|
get_boolean(crl, "use_denoising");
|
|
const bool store_denoising_passes = get_boolean(crl, "denoising_store_passes");
|
|
if (use_denoising) {
|
|
b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_COMBINED, "Noisy Image", PassMode::NOISY);
|
|
if (get_boolean(crl, "use_pass_shadow_catcher")) {
|
|
b_engine.add_pass("Noisy Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_SHADOW_CATCHER, "Noisy Shadow Catcher", PassMode::NOISY);
|
|
}
|
|
}
|
|
if (store_denoising_passes) {
|
|
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_DENOISING_NORMAL, "Denoising Normal", PassMode::NOISY);
|
|
|
|
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_DENOISING_ALBEDO, "Denoising Albedo", PassMode::NOISY);
|
|
}
|
|
|
|
/* Custom AOV passes. */
|
|
BL::ViewLayer::aovs_iterator b_aov_iter;
|
|
for (b_view_layer.aovs.begin(b_aov_iter); b_aov_iter != b_view_layer.aovs.end(); ++b_aov_iter) {
|
|
BL::AOV b_aov(*b_aov_iter);
|
|
if (!b_aov.is_valid()) {
|
|
continue;
|
|
}
|
|
|
|
string name = b_aov.name();
|
|
bool is_color = b_aov.type() == BL::AOV::type_COLOR;
|
|
|
|
if (is_color) {
|
|
b_engine.add_pass(name.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_AOV_COLOR, name.c_str());
|
|
}
|
|
else {
|
|
b_engine.add_pass(name.c_str(), 1, "X", b_view_layer.name().c_str());
|
|
pass_add(scene, PASS_AOV_VALUE, name.c_str());
|
|
}
|
|
}
|
|
|
|
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
|
|
}
|
|
|
|
void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
|
|
{
|
|
/* When viewport display is not needed during render we can force some
|
|
* caches to be releases from blender side in order to reduce peak memory
|
|
* footprint during synchronization process.
|
|
*/
|
|
|
|
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
|
|
const bool is_persistent_data = b_engine.render() && b_engine.render().use_persistent_data();
|
|
const bool can_free_caches =
|
|
(BlenderSession::headless || is_interface_locked) &&
|
|
/* Baking re-uses the depsgraph multiple times, clearing crashes
|
|
* reading un-evaluated mesh data which isn't aligned with the
|
|
* geometry we're baking, see T71012. */
|
|
!scene->bake_manager->get_baking() &&
|
|
/* Persistent data must main caches for performance and correctness. */
|
|
!is_persistent_data;
|
|
|
|
if (!can_free_caches) {
|
|
return;
|
|
}
|
|
/* TODO(sergey): We can actually remove the whole dependency graph,
|
|
* but that will need some API support first.
|
|
*/
|
|
for (BL::Object &b_ob : b_depsgraph.objects) {
|
|
b_ob.cache_release();
|
|
}
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene, bool background)
|
|
{
|
|
SceneParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if (shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
if (background || DebugFlags().viewport_static_bvh)
|
|
params.bvh_type = BVH_TYPE_STATIC;
|
|
else
|
|
params.bvh_type = BVH_TYPE_DYNAMIC;
|
|
|
|
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
|
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
|
|
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
|
|
|
|
PointerRNA csscene = RNA_pointer_get(&b_scene.ptr, "cycles_curves");
|
|
params.hair_subdivisions = get_int(csscene, "subdivisions");
|
|
params.hair_shape = (CurveShapeType)get_enum(
|
|
csscene, "shape", CURVE_NUM_SHAPE_TYPES, CURVE_THICK);
|
|
|
|
int texture_limit;
|
|
if (background) {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
|
|
}
|
|
else {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit");
|
|
}
|
|
if (texture_limit > 0 && b_scene.render().use_simplify()) {
|
|
params.texture_limit = 1 << (texture_limit + 6);
|
|
}
|
|
else {
|
|
params.texture_limit = 0;
|
|
}
|
|
|
|
params.bvh_layout = DebugFlags().cpu.bvh_layout;
|
|
|
|
params.background = background;
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(BL::Scene &b_scene, bool background)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
return (background) ? false : get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
|
|
BL::Preferences &b_preferences,
|
|
BL::Scene &b_scene,
|
|
bool background)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* Headless and background rendering. */
|
|
params.headless = BlenderSession::headless;
|
|
params.background = background;
|
|
|
|
/* Device */
|
|
params.threads = blender_device_threads(b_scene);
|
|
params.device = blender_device_info(b_preferences, b_scene, params.background);
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
|
|
if (background) {
|
|
params.samples = samples;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if (params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
|
|
/* Clamp samples. */
|
|
params.samples = min(params.samples, Integrator::MAX_SAMPLES);
|
|
|
|
/* Viewport Performance */
|
|
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
|
|
|
|
if (background) {
|
|
params.pixel_size = 1;
|
|
}
|
|
|
|
/* shading system - scene level needs full refresh */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if (shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
/* Time limit. */
|
|
if (background) {
|
|
params.time_limit = get_float(cscene, "time_limit");
|
|
}
|
|
else {
|
|
/* For the viewport it kind of makes more sense to think in terms of the noise floor, which is
|
|
* usually higher than acceptable level for the final frame. */
|
|
/* TODO: It might be useful to support time limit in the viewport as well, but needs some
|
|
* extra thoughts and input. */
|
|
params.time_limit = 0.0;
|
|
}
|
|
|
|
/* Profiling. */
|
|
params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
|
|
BlenderSession::print_render_stats;
|
|
|
|
if (background) {
|
|
params.use_auto_tile = RNA_boolean_get(&cscene, "use_auto_tile");
|
|
params.tile_size = max(get_int(cscene, "tile_size"), 8);
|
|
}
|
|
else {
|
|
params.use_auto_tile = false;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
|
|
BL::ViewLayer &b_view_layer,
|
|
bool background)
|
|
{
|
|
enum DenoiserInput {
|
|
DENOISER_INPUT_RGB = 1,
|
|
DENOISER_INPUT_RGB_ALBEDO = 2,
|
|
DENOISER_INPUT_RGB_ALBEDO_NORMAL = 3,
|
|
|
|
DENOISER_INPUT_NUM,
|
|
};
|
|
|
|
DenoiseParams denoising;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
int input_passes = -1;
|
|
|
|
if (background) {
|
|
/* Final Render Denoising */
|
|
denoising.use = get_boolean(cscene, "use_denoising");
|
|
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO_NORMAL);
|
|
|
|
if (b_view_layer) {
|
|
PointerRNA clayer = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
if (!get_boolean(clayer, "use_denoising")) {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Viewport Denoising */
|
|
denoising.use = get_boolean(cscene, "use_preview_denoising");
|
|
denoising.type = (DenoiserType)get_enum(
|
|
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
|
|
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO);
|
|
|
|
/* Auto select fastest denoiser. */
|
|
if (denoising.type == DENOISER_NONE) {
|
|
if (!Device::available_devices(DEVICE_MASK_OPTIX).empty()) {
|
|
denoising.type = DENOISER_OPTIX;
|
|
}
|
|
else if (openimagedenoise_supported()) {
|
|
denoising.type = DENOISER_OPENIMAGEDENOISE;
|
|
}
|
|
else {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (input_passes) {
|
|
case DENOISER_INPUT_RGB:
|
|
denoising.use_pass_albedo = false;
|
|
denoising.use_pass_normal = false;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO:
|
|
denoising.use_pass_albedo = true;
|
|
denoising.use_pass_normal = false;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO_NORMAL:
|
|
denoising.use_pass_albedo = true;
|
|
denoising.use_pass_normal = true;
|
|
break;
|
|
|
|
default:
|
|
LOG(ERROR) << "Unhandled input passes enum " << input_passes;
|
|
break;
|
|
}
|
|
|
|
return denoising;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|