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
107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
/*
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* Copyright 2019 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 "blender_viewport.h"
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#include "blender_util.h"
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#include "render/pass.h"
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#include "util/util_logging.h"
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CCL_NAMESPACE_BEGIN
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BlenderViewportParameters::BlenderViewportParameters()
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: use_scene_world(true),
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use_scene_lights(true),
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studiolight_rotate_z(0.0f),
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studiolight_intensity(1.0f),
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studiolight_background_alpha(1.0f),
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display_pass(PASS_COMBINED),
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show_active_pixels(false)
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{
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}
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BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d, bool use_developer_ui)
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: BlenderViewportParameters()
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{
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if (!b_v3d) {
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return;
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}
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BL::View3DShading shading = b_v3d.shading();
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PointerRNA cshading = RNA_pointer_get(&shading.ptr, "cycles");
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/* We only copy the shading parameters if we are in look-dev mode.
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* Otherwise defaults are being used. These defaults mimic normal render settings. */
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if (shading.type() == BL::View3DShading::type_RENDERED) {
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use_scene_world = shading.use_scene_world_render();
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use_scene_lights = shading.use_scene_lights_render();
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if (!use_scene_world) {
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studiolight_rotate_z = shading.studiolight_rotate_z();
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studiolight_intensity = shading.studiolight_intensity();
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studiolight_background_alpha = shading.studiolight_background_alpha();
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studiolight_path = shading.selected_studio_light().path();
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}
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}
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/* Film. */
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/* Lookup display pass based on the enum identifier.
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* This is because integer values of python enum are not aligned with the passes definition in
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* the kernel. */
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display_pass = PASS_COMBINED;
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const string display_pass_identifier = get_enum_identifier(cshading, "render_pass");
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if (!display_pass_identifier.empty()) {
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const ustring pass_type_identifier(string_to_lower(display_pass_identifier));
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const NodeEnum *pass_type_enum = Pass::get_type_enum();
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if (pass_type_enum->exists(pass_type_identifier)) {
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display_pass = static_cast<PassType>((*pass_type_enum)[pass_type_identifier]);
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}
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}
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if (use_developer_ui) {
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show_active_pixels = get_boolean(cshading, "show_active_pixels");
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}
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}
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bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters &other) const
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{
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return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
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studiolight_rotate_z != other.studiolight_rotate_z ||
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studiolight_intensity != other.studiolight_intensity ||
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studiolight_background_alpha != other.studiolight_background_alpha ||
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studiolight_path != other.studiolight_path;
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}
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bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const
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{
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return display_pass != other.display_pass || show_active_pixels != other.show_active_pixels;
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}
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bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
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{
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return shader_modified(other) || film_modified(other);
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}
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bool BlenderViewportParameters::use_custom_shader() const
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{
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return !(use_scene_world && use_scene_lights);
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}
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CCL_NAMESPACE_END
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