Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
156 lines
4.1 KiB
Python
156 lines
4.1 KiB
Python
#
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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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# <pep8 compliant>
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bl_info = {
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"name": "Cycles Render Engine",
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"author": "",
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"blender": (2, 76, 0),
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"location": "Info header, render engine menu",
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"description": "Cycles Render Engine integration",
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"warning": "",
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"wiki_url": "https://docs.blender.org/manual/en/dev/render/cycles/",
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"tracker_url": "",
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"support": 'OFFICIAL',
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"category": "Render"}
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# Support 'reload' case.
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if "bpy" in locals():
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import importlib
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if "engine" in locals():
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importlib.reload(engine)
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if "version_update" in locals():
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importlib.reload(version_update)
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if "ui" in locals():
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importlib.reload(ui)
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if "properties" in locals():
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importlib.reload(properties)
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if "presets" in locals():
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importlib.reload(presets)
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import bpy
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from . import (
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engine,
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version_update,
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)
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class CyclesRender(bpy.types.RenderEngine):
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bl_idname = 'CYCLES'
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bl_label = "Cycles Render"
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bl_use_shading_nodes = True
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bl_use_preview = True
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bl_use_exclude_layers = True
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bl_use_save_buffers = True
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bl_use_spherical_stereo = True
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def __init__(self):
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self.session = None
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def __del__(self):
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engine.free(self)
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# final render
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def update(self, data, scene):
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if not self.session:
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if self.is_preview:
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cscene = bpy.context.scene.cycles
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use_osl = cscene.shading_system and cscene.device == 'CPU'
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engine.create(self, data, scene,
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None, None, None, use_osl)
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else:
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engine.create(self, data, scene)
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else:
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engine.reset(self, data, scene)
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def render(self, scene):
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engine.render(self)
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def bake(self, scene, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
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engine.bake(self, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result)
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# viewport render
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def view_update(self, context):
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if not self.session:
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engine.create(self, context.blend_data, context.scene,
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context.region, context.space_data, context.region_data)
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engine.update(self, context.blend_data, context.scene)
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def view_draw(self, context):
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engine.draw(self, context.region, context.space_data, context.region_data)
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def update_script_node(self, node):
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if engine.with_osl():
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from . import osl
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osl.update_script_node(node, self.report)
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else:
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self.report({'ERROR'}, "OSL support disabled in this build.")
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def update_render_passes(self, scene, srl):
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engine.register_passes(self, scene, srl)
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def engine_exit():
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engine.exit()
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classes = (
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CyclesRender,
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)
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def register():
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from bpy.utils import register_class
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from . import ui
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from . import properties
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from . import presets
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import atexit
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# Make sure we only registered the callback once.
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atexit.unregister(engine_exit)
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atexit.register(engine_exit)
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engine.init()
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properties.register()
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ui.register()
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presets.register()
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for cls in classes:
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register_class(cls)
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bpy.app.handlers.version_update.append(version_update.do_versions)
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def unregister():
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from bpy.utils import unregister_class
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from . import ui
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from . import properties
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from . import presets
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import atexit
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bpy.app.handlers.version_update.remove(version_update.do_versions)
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ui.unregister()
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properties.unregister()
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presets.unregister()
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for cls in classes:
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unregister_class(cls)
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