This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
277 lines
9.0 KiB
C++
277 lines
9.0 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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#ifndef __BLENDER_SYNC_H__
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#define __BLENDER_SYNC_H__
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "RNA_blender_cpp.h"
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#include "RNA_types.h"
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#include "blender/blender_id_map.h"
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#include "blender/blender_util.h"
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#include "blender/blender_viewport.h"
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#include "render/scene.h"
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#include "render/session.h"
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#include "util/util_map.h"
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#include "util/util_set.h"
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#include "util/util_transform.h"
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#include "util/util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class BlenderObjectCulling;
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class BlenderViewportParameters;
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class Camera;
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class Film;
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class Hair;
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class Light;
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class Mesh;
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class Object;
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class ParticleSystem;
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class Scene;
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class ViewLayer;
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class Shader;
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class ShaderGraph;
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class ShaderNode;
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class TaskPool;
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class BlenderSync {
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public:
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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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~BlenderSync();
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void reset(BL::BlendData &b_data, BL::Scene &b_scene);
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/* sync */
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void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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void 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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void sync_view_layer(BL::ViewLayer &b_view_layer);
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void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
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void sync_integrator(BL::ViewLayer &b_view_layer, bool background);
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void sync_camera(BL::RenderSettings &b_render,
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BL::Object &b_override,
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int width,
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int height,
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const char *viewname);
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void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height);
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inline int get_layer_samples()
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{
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return view_layer.samples;
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}
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inline int get_layer_bound_samples()
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{
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return view_layer.bound_samples;
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}
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/* get parameters */
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static SceneParams get_scene_params(BL::Scene &b_scene, bool background);
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static SessionParams get_session_params(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::Scene &b_scene,
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bool background);
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static bool get_session_pause(BL::Scene &b_scene, bool background);
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static BufferParams get_buffer_params(
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BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height);
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private:
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static DenoiseParams get_denoise_params(BL::Scene &b_scene,
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BL::ViewLayer &b_view_layer,
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bool background);
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/* sync */
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void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
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void sync_motion(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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void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
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void sync_view();
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/* Shader */
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array<Node *> find_used_shaders(BL::Object &b_ob);
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void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
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void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
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/* Object */
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Object *sync_object(BL::Depsgraph &b_depsgraph,
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BL::ViewLayer &b_view_layer,
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BL::DepsgraphObjectInstance &b_instance,
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float motion_time,
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bool use_particle_hair,
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bool show_lights,
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BlenderObjectCulling &culling,
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bool *use_portal,
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TaskPool *geom_task_pool);
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void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object);
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void sync_procedural(BL::Object &b_ob,
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BL::MeshSequenceCacheModifier &b_mesh_cache,
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bool has_subdivision);
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bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
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/* Volume */
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void sync_volume(BObjectInfo &b_ob_info, Volume *volume);
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/* Mesh */
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void sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh);
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void sync_mesh_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Mesh *mesh,
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int motion_step);
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/* Hair */
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void sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair);
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void sync_hair_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Hair *hair,
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int motion_step);
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void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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void sync_particle_hair(
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Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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bool object_has_particle_hair(BL::Object b_ob);
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/* Camera */
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void sync_camera_motion(
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BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
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/* Geometry */
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Geometry *sync_geometry(BL::Depsgraph &b_depsgrpah,
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BObjectInfo &b_ob_info,
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bool object_updated,
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bool use_particle_hair,
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TaskPool *task_pool);
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void sync_geometry_motion(BL::Depsgraph &b_depsgraph,
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BObjectInfo &b_ob_info,
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Object *object,
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float motion_time,
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bool use_particle_hair,
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TaskPool *task_pool);
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/* Light */
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void sync_light(BL::Object &b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BObjectInfo &b_ob_info,
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int random_id,
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Transform &tfm,
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bool *use_portal);
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void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
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/* Particles */
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bool sync_dupli_particle(BL::Object &b_ob,
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BL::DepsgraphObjectInstance &b_instance,
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Object *object);
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/* Images. */
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void sync_images();
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/* Early data free. */
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void free_data_after_sync(BL::Depsgraph &b_depsgraph);
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/* util */
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void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
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bool BKE_object_is_modified(BL::Object &b_ob);
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bool object_is_geometry(BL::Object &b_ob);
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bool object_is_light(BL::Object &b_ob);
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/* variables */
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BL::RenderEngine b_engine;
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BL::BlendData b_data;
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BL::Scene b_scene;
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id_map<void *, Shader> shader_map;
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id_map<ObjectKey, Object> object_map;
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id_map<void *, Procedural> procedural_map;
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id_map<GeometryKey, Geometry> geometry_map;
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id_map<ObjectKey, Light> light_map;
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id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
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set<Geometry *> geometry_synced;
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set<Geometry *> geometry_motion_synced;
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set<Geometry *> geometry_motion_attribute_synced;
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set<float> motion_times;
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void *world_map;
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bool world_recalc;
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BlenderViewportParameters viewport_parameters;
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Scene *scene;
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bool preview;
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bool experimental;
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bool use_developer_ui;
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float dicing_rate;
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int max_subdivisions;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: material_override(PointerRNA_NULL),
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use_background_shader(true),
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use_surfaces(true),
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use_hair(true),
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use_volumes(true),
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use_motion_blur(true),
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samples(0),
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bound_samples(false)
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{
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}
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string name;
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BL::Material material_override;
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bool use_background_shader;
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bool use_surfaces;
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bool use_hair;
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bool use_volumes;
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bool use_motion_blur;
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int samples;
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bool bound_samples;
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} view_layer;
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Progress &progress;
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protected:
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/* Indicates that `sync_recalc()` detected changes in the scene.
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* If this flag is false then the data is considered to be up-to-date and will not be
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* synchronized at all. */
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bool has_updates_ = true;
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SYNC_H__ */
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