Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
		
			
				
	
	
		
			438 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			438 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright 2011, Blender Foundation.
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 */
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#include "background.h"
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#include "camera.h"
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#include "film.h"
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#include "../render/filter.h"
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#include "graph.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "object.h"
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#include "scene.h"
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#include "shader.h"
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#include "curves.h"
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#include "device.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene_, bool preview_, Progress &progress_, bool is_cpu_)
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: b_engine(b_engine_),
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  b_data(b_data_), b_scene(b_scene_),
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  shader_map(&scene_->shaders),
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  object_map(&scene_->objects),
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  mesh_map(&scene_->meshes),
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  light_map(&scene_->lights),
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  particle_system_map(&scene_->particle_systems),
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  world_map(NULL),
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  world_recalc(false),
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  experimental(false),
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  progress(progress_)
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{
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	scene = scene_;
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	preview = preview_;
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	is_cpu = is_cpu_;
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}
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BlenderSync::~BlenderSync()
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{
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}
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/* Sync */
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bool BlenderSync::sync_recalc()
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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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	BL::BlendData::materials_iterator b_mat;
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	for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat)
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		if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated()))
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			shader_map.set_recalc(*b_mat);
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	BL::BlendData::lamps_iterator b_lamp;
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	for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
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		if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
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			shader_map.set_recalc(*b_lamp);
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	BL::BlendData::objects_iterator b_ob;
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	for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
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		if(b_ob->is_updated()) {
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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(object_is_mesh(*b_ob)) {
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			if(b_ob->is_updated_data() || b_ob->data().is_updated()) {
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				BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
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				mesh_map.set_recalc(key);
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			}
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		}
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		else if(object_is_light(*b_ob)) {
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			if(b_ob->is_updated_data() || b_ob->data().is_updated())
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				light_map.set_recalc(*b_ob);
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		}
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		if(b_ob->is_updated_data()) {
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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(); ++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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	BL::BlendData::meshes_iterator b_mesh;
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	for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh)
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		if(b_mesh->is_updated())
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			mesh_map.set_recalc(*b_mesh);
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	BL::BlendData::worlds_iterator b_world;
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	for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
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		if(world_map == b_world->ptr.data &&
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		   (b_world->is_updated() || (b_world->node_tree() && b_world->node_tree().is_updated())))
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		{
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			world_recalc = true;
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		}
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	}
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	bool recalc =
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		shader_map.has_recalc() ||
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		object_map.has_recalc() ||
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		light_map.has_recalc() ||
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		mesh_map.has_recalc() ||
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		particle_system_map.has_recalc() ||
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		BlendDataObjects_is_updated_get(&b_data.ptr) ||
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		world_recalc;
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	return recalc;
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}
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void BlenderSync::sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, const char *layer)
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{
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	sync_render_layers(b_v3d, layer);
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	sync_integrator();
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	sync_film();
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	sync_shaders();
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	sync_curve_settings();
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	sync_objects(b_v3d);
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	sync_motion(b_v3d, b_override);
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}
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/* Integrator */
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void BlenderSync::sync_integrator()
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{
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#ifdef __CAMERA_MOTION__
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	BL::RenderSettings r = b_scene.render();
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#endif
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	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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	experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
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	Integrator *integrator = scene->integrator;
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	Integrator previntegrator = *integrator;
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	integrator->min_bounce = get_int(cscene, "min_bounces");
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	integrator->max_bounce = get_int(cscene, "max_bounces");
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	integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
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	integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
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	integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
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	integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
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	integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
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	integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
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	integrator->no_caustics = get_boolean(cscene, "no_caustics");
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	integrator->filter_glossy = get_float(cscene, "blur_glossy");
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	integrator->seed = get_int(cscene, "seed");
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	integrator->layer_flag = render_layer.layer;
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	integrator->sample_clamp = get_float(cscene, "sample_clamp");
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#ifdef __CAMERA_MOTION__
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	if(!preview) {
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		if(integrator->motion_blur != r.use_motion_blur()) {
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			scene->object_manager->tag_update(scene);
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			scene->camera->tag_update();
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		}
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		integrator->motion_blur = r.use_motion_blur();
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	}
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#endif
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	integrator->diffuse_samples = get_int(cscene, "diffuse_samples");
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	integrator->glossy_samples = get_int(cscene, "glossy_samples");
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	integrator->transmission_samples = get_int(cscene, "transmission_samples");
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	integrator->ao_samples = get_int(cscene, "ao_samples");
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	integrator->mesh_light_samples = get_int(cscene, "mesh_light_samples");
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	integrator->progressive = get_boolean(cscene, "progressive");
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	if(integrator->modified(previntegrator))
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		integrator->tag_update(scene);
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}
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/* Film */
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void BlenderSync::sync_film()
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{
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	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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	Film *film = scene->film;
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	Film prevfilm = *film;
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	film->exposure = get_float(cscene, "film_exposure");
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	if(film->modified(prevfilm))
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		film->tag_update(scene);
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	Filter *filter = scene->filter;
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	Filter prevfilter = *filter;
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	filter->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
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	filter->filter_width = (filter->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
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	if(filter->modified(prevfilter))
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		filter->tag_update(scene);
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}
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/* Render Layer */
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void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
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{
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	string layername;
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	/* 3d view */
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	if(b_v3d) {
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		PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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		if(RNA_boolean_get(&cscene, "preview_active_layer")) {
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			BL::RenderLayers layers(b_scene.render().ptr);
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			layername = layers.active().name();
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			layer = layername.c_str();
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		}
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		else {
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			render_layer.use_localview = (b_v3d.local_view() ? true : false);
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			render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview);
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			render_layer.layer = render_layer.scene_layer;
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			render_layer.exclude_layer = 0;
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			render_layer.holdout_layer = 0;
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			render_layer.material_override = PointerRNA_NULL;
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			render_layer.use_background = true;
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			render_layer.use_viewport_visibility = true;
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			render_layer.samples = 0;
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			return;
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		}
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	}
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	/* render layer */
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	BL::RenderSettings r = b_scene.render();
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	BL::RenderSettings::layers_iterator b_rlay;
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	bool first_layer = true;
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	for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
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		if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
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			render_layer.name = b_rlay->name();
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			render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
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			render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
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			render_layer.scene_layer = get_layer(b_scene.layers()) & ~render_layer.exclude_layer;
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			render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
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			render_layer.layer = get_layer(b_rlay->layers());
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			render_layer.layer |= render_layer.holdout_layer;
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			render_layer.material_override = b_rlay->material_override();
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			render_layer.use_background = b_rlay->use_sky();
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			render_layer.use_viewport_visibility = false;
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			render_layer.use_localview = false;
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			render_layer.samples = b_rlay->samples();
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		}
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		first_layer = false;
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	}
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}
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/* Scene Parameters */
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SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
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{
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	BL::RenderSettings r = b_scene.render();
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	SceneParams params;
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	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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	int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
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	if(shadingsystem == 0)
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		params.shadingsystem = SceneParams::SVM;
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	else if(shadingsystem == 1)
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		params.shadingsystem = SceneParams::OSL;
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	if(background)
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		params.bvh_type = SceneParams::BVH_STATIC;
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	else
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		params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
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	params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
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	params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
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	params.persistent_images = (background)? r.use_persistent_data(): false;
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	return params;
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}
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/* Session Parameters */
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bool BlenderSync::get_session_pause(BL::Scene b_scene, bool background)
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{
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	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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	return (background)? false: get_boolean(cscene, "preview_pause");
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}
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SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::UserPreferences b_userpref, BL::Scene b_scene, bool background)
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{
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	SessionParams params;
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	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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	/* feature set */
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	params.experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
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	/* device type */
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	vector<DeviceInfo>& devices = Device::available_devices();
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	/* device default CPU */
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	params.device = devices[0];
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	if(RNA_enum_get(&cscene, "device") == 2) {
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		/* find network device */
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		foreach(DeviceInfo& info, devices)
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			if(info.type == DEVICE_NETWORK)
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				params.device = info;
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	}
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	else if(RNA_enum_get(&cscene, "device") == 1) {
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		/* find GPU device with given id */
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		PointerRNA systemptr = b_userpref.system().ptr;
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		PropertyRNA *deviceprop = RNA_struct_find_property(&systemptr, "compute_device");
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		int device_id = b_userpref.system().compute_device();
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		const char *id;
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		if(RNA_property_enum_identifier(NULL, &systemptr, deviceprop, device_id, &id)) {
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			foreach(DeviceInfo& info, devices)
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				if(info.id == id)
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					params.device = info;
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		}
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	}
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	/* Background */
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	params.background = background;
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	/* samples */
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	if(get_boolean(cscene, "progressive")) {
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		if(background) {
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			params.samples = get_int(cscene, "samples");
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		}
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		else {
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			params.samples = get_int(cscene, "preview_samples");
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			if(params.samples == 0)
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				params.samples = INT_MAX;
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		}
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	}
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	else {
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		if(background) {
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			params.samples = get_int(cscene, "aa_samples");
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		}
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		else {
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			params.samples = get_int(cscene, "preview_aa_samples");
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			if(params.samples == 0)
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				params.samples = INT_MAX;
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		}
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	}
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	/* tiles */
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	if(params.device.type != DEVICE_CPU && !background) {
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		/* currently GPU could be much slower than CPU when using tiles,
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		 * still need to be investigated, but meanwhile make it possible
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		 * to work in viewport smoothly
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		 */
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		int debug_tile_size = get_int(cscene, "debug_tile_size");
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		params.tile_size = make_int2(debug_tile_size, debug_tile_size);
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	}
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	else {
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		int tile_x = b_engine.tile_x();
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		int tile_y = b_engine.tile_y();
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		params.tile_size = make_int2(tile_x, tile_y);
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	}
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	params.start_resolution = get_int(cscene, "preview_start_resolution");
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	/* other parameters */
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	if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
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		params.threads = b_scene.render().threads();
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	else
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		params.threads = 0;
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	params.cancel_timeout = get_float(cscene, "debug_cancel_timeout");
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						|
	params.reset_timeout = get_float(cscene, "debug_reset_timeout");
 | 
						|
	params.text_timeout = get_float(cscene, "debug_text_timeout");
 | 
						|
 | 
						|
	params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
 | 
						|
 | 
						|
	if(background) {
 | 
						|
		if(params.progressive_refine)
 | 
						|
			params.progressive = true;
 | 
						|
		else
 | 
						|
			params.progressive = false;
 | 
						|
 | 
						|
		params.start_resolution = INT_MAX;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		params.progressive = true;
 | 
						|
 | 
						|
	/* shading system - scene level needs full refresh */
 | 
						|
	int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
 | 
						|
 | 
						|
	if(shadingsystem == 0)
 | 
						|
		params.shadingsystem = SessionParams::SVM;
 | 
						|
	else if(shadingsystem == 1)
 | 
						|
		params.shadingsystem = SessionParams::OSL;
 | 
						|
 | 
						|
	return params;
 | 
						|
}
 | 
						|
 | 
						|
CCL_NAMESPACE_END
 | 
						|
 |