Works totally similar to camera motion blur and majority of the changes are related on just passing extra arguments to sync() functions. Couple of things still to look into: - Motion pass will not include motion caused by the zoom. - Only perspective cameras are supported currently. - Motion is being interpolated on projected coordinates, which might give different results from constructing projection matrix from interpolated field of view. This could be good enough for us, but we need to consider improving this at some point. Reviewers: juicyfruit, dingto Reviewed By: dingto Differential Revision: https://developer.blender.org/D1383
616 lines
19 KiB
C++
616 lines
19 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 "background.h"
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#include "camera.h"
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#include "film.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_session.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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#include "util_opengl.h"
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#include "util_hash.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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bool has_updated_objects = b_data.objects.is_updated();
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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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}
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else {
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Shader *shader = shader_map.find(*b_mat);
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if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
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shader_map.set_recalc(*b_mat);
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}
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}
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}
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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::RenderSettings b_render,
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BL::SpaceView3D b_v3d,
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BL::Object b_override,
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int width, int height,
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void **python_thread_state,
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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_images();
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sync_curve_settings();
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mesh_synced.clear(); /* use for objects and motion sync */
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sync_objects(b_v3d);
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sync_motion(b_render,
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b_v3d,
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b_override,
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width, height,
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python_thread_state);
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mesh_synced.clear();
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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->max_volume_bounce = get_int(cscene, "volume_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->volume_max_steps = get_int(cscene, "volume_max_steps");
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integrator->volume_step_size = get_float(cscene, "volume_step_size");
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integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
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integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
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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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if(get_boolean(cscene, "use_animated_seed"))
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integrator->seed = hash_int_2d(b_scene.frame_current(), get_int(cscene, "seed"));
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integrator->sampling_pattern = (SamplingPattern)RNA_enum_get(&cscene, "sampling_pattern");
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integrator->layer_flag = render_layer.layer;
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integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
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integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
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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->method = (Integrator::Method)get_enum(cscene, "progressive");
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integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
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integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
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int diffuse_samples = get_int(cscene, "diffuse_samples");
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int glossy_samples = get_int(cscene, "glossy_samples");
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int transmission_samples = get_int(cscene, "transmission_samples");
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int ao_samples = get_int(cscene, "ao_samples");
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int mesh_light_samples = get_int(cscene, "mesh_light_samples");
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int subsurface_samples = get_int(cscene, "subsurface_samples");
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int volume_samples = get_int(cscene, "volume_samples");
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if(get_boolean(cscene, "use_square_samples")) {
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integrator->diffuse_samples = diffuse_samples * diffuse_samples;
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integrator->glossy_samples = glossy_samples * glossy_samples;
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integrator->transmission_samples = transmission_samples * transmission_samples;
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integrator->ao_samples = ao_samples * ao_samples;
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integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples * subsurface_samples;
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integrator->volume_samples = volume_samples * volume_samples;
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}
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else {
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integrator->diffuse_samples = diffuse_samples;
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integrator->glossy_samples = glossy_samples;
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integrator->transmission_samples = transmission_samples;
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integrator->ao_samples = ao_samples;
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integrator->mesh_light_samples = mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples;
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integrator->volume_samples = volume_samples;
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}
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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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/* Clamping */
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Integrator *integrator = scene->integrator;
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film->use_sample_clamp = (integrator->sample_clamp_direct != 0.0f || integrator->sample_clamp_indirect != 0.0f);
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film->exposure = get_float(cscene, "film_exposure");
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film->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
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film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "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->mist_start = b_mist.start();
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film->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->mist_falloff = 2.0f;
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->mist_falloff = 1.0f;
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->mist_falloff = 0.5f;
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break;
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}
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}
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if(film->modified(prevfilm))
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film->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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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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string layername;
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/* 3d view */
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if(b_v3d) {
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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_hair = true;
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render_layer.use_surfaces = true;
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render_layer.use_viewport_visibility = true;
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render_layer.samples = 0;
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render_layer.bound_samples = false;
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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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int use_layer_samples = RNA_enum_get(&cscene, "use_layer_samples");
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bool first_layer = true;
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uint layer_override = get_layer(b_engine.layer_override());
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uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
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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 = 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_surfaces = b_rlay->use_solid();
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render_layer.use_hair = b_rlay->use_strand();
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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.bound_samples = (use_layer_samples == 1);
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if(use_layer_samples != 2) {
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int samples = b_rlay->samples();
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if(get_boolean(cscene, "use_square_samples"))
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render_layer.samples = samples * samples;
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else
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render_layer.samples = samples;
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}
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}
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first_layer = false;
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}
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}
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/* Images */
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void BlenderSync::sync_images()
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{
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/* Sync is a convention for this API, but currently it frees unused buffers. */
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const bool is_interface_locked = b_engine.render() &&
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b_engine.render().use_lock_interface();
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if(is_interface_locked == false && BlenderSession::headless == false) {
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/* If interface is not locked, it's possible image is needed for
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* the display.
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*/
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return;
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}
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/* Free buffers used by images which are not needed for render. */
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BL::BlendData::images_iterator b_image;
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for(b_data.images.begin(b_image);
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b_image != b_data.images.end();
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++b_image)
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{
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/* TODO(sergey): Consider making it an utility function to check
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* whether image is considered builtin.
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*/
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const bool is_builtin = b_image->packed_file() ||
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b_image->source() == BL::Image::source_GENERATED ||
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b_image->source() == BL::Image::source_MOVIE ||
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b_engine.is_preview();
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if(is_builtin == false) {
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b_image->buffers_free();
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}
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/* TODO(sergey): Free builtin images not used by any shader. */
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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, bool is_cpu)
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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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const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
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if(shadingsystem == 0)
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params.shadingsystem = SHADINGSYSTEM_SVM;
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else if(shadingsystem == 1)
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params.shadingsystem = SHADINGSYSTEM_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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if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
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params.persistent_data = r.use_persistent_data();
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else
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params.persistent_data = false;
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#if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
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if(is_cpu) {
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params.use_qbvh = system_cpu_support_sse2();
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}
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else
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#endif
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{
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params.use_qbvh = false;
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}
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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,
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BL::UserPreferences b_userpref,
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BL::Scene b_scene,
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bool background)
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{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
|
|
|
|
/* device type */
|
|
vector<DeviceInfo>& devices = Device::available_devices();
|
|
|
|
/* device default CPU */
|
|
params.device = devices[0];
|
|
|
|
if(RNA_enum_get(&cscene, "device") == 2) {
|
|
/* find network device */
|
|
foreach(DeviceInfo& info, devices)
|
|
if(info.type == DEVICE_NETWORK)
|
|
params.device = info;
|
|
}
|
|
else if(RNA_enum_get(&cscene, "device") == 1) {
|
|
/* find GPU device with given id */
|
|
PointerRNA systemptr = b_userpref.system().ptr;
|
|
PropertyRNA *deviceprop = RNA_struct_find_property(&systemptr, "compute_device");
|
|
int device_id = b_userpref.system().compute_device();
|
|
|
|
const char *id;
|
|
|
|
if(RNA_property_enum_identifier(NULL, &systemptr, deviceprop, device_id, &id)) {
|
|
foreach(DeviceInfo& info, devices)
|
|
if(info.id == id)
|
|
params.device = info;
|
|
}
|
|
}
|
|
|
|
/* Background */
|
|
params.background = background;
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int aa_samples = get_int(cscene, "aa_samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
|
|
|
|
if(get_boolean(cscene, "use_square_samples")) {
|
|
aa_samples = aa_samples * aa_samples;
|
|
preview_aa_samples = preview_aa_samples * preview_aa_samples;
|
|
|
|
samples = samples * samples;
|
|
preview_samples = preview_samples * preview_samples;
|
|
}
|
|
|
|
if(get_enum(cscene, "progressive") == 0) {
|
|
if(background) {
|
|
params.samples = aa_samples;
|
|
}
|
|
else {
|
|
params.samples = preview_aa_samples;
|
|
if(params.samples == 0)
|
|
params.samples = USHRT_MAX;
|
|
}
|
|
}
|
|
else {
|
|
if(background) {
|
|
params.samples = samples;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if(params.samples == 0)
|
|
params.samples = USHRT_MAX;
|
|
}
|
|
}
|
|
|
|
/* tiles */
|
|
if(params.device.type != DEVICE_CPU && !background) {
|
|
/* currently GPU could be much slower than CPU when using tiles,
|
|
* still need to be investigated, but meanwhile make it possible
|
|
* to work in viewport smoothly
|
|
*/
|
|
int debug_tile_size = get_int(cscene, "debug_tile_size");
|
|
|
|
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
|
|
}
|
|
else {
|
|
int tile_x = b_engine.tile_x();
|
|
int tile_y = b_engine.tile_y();
|
|
|
|
params.tile_size = make_int2(tile_x, tile_y);
|
|
}
|
|
|
|
if(BlenderSession::headless == false) {
|
|
params.tile_order = (TileOrder)RNA_enum_get(&cscene, "tile_order");
|
|
}
|
|
else {
|
|
params.tile_order = TILE_BOTTOM_TO_TOP;
|
|
}
|
|
|
|
params.start_resolution = get_int(cscene, "preview_start_resolution");
|
|
|
|
/* other parameters */
|
|
if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
|
|
params.threads = b_scene.render().threads();
|
|
else
|
|
params.threads = 0;
|
|
|
|
params.cancel_timeout = get_float(cscene, "debug_cancel_timeout");
|
|
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 */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if(shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if(shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
/* color managagement */
|
|
#ifdef GLEW_MX
|
|
/* When using GLEW MX we need to check whether we've got an OpenGL
|
|
* context for current window. This is because command line rendering
|
|
* doesn't have OpenGL context actually.
|
|
*/
|
|
if(glewGetContext() != NULL)
|
|
#endif
|
|
{
|
|
params.display_buffer_linear = GLEW_ARB_half_float_pixel &&
|
|
b_engine.support_display_space_shader(b_scene);
|
|
}
|
|
|
|
if(b_engine.is_preview()) {
|
|
/* For preview rendering we're using same timeout as
|
|
* blender's job update.
|
|
*/
|
|
params.progressive_update_timeout = 0.1;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|