843 lines
24 KiB
C++
843 lines
24 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 "buffers.h"
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#include "camera.h"
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#include "device.h"
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#include "integrator.h"
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#include "film.h"
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#include "light.h"
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#include "scene.h"
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#include "session.h"
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#include "shader.h"
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#include "util_color.h"
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#include "util_foreach.h"
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#include "util_function.h"
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#include "util_progress.h"
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#include "util_time.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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CCL_NAMESPACE_BEGIN
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_engine_.render()), b_scene(b_scene_),
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b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), python_thread_state(NULL)
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{
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/* offline render */
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width = render_resolution_x(b_render);
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height = render_resolution_y(b_render);
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background = true;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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}
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_,
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BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_scene_.render()), b_scene(b_scene_),
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b_v3d(b_v3d_), b_rv3d(b_rv3d_), python_thread_state(NULL)
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{
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/* 3d view render */
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width = width_;
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height = height_;
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background = false;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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}
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BlenderSession::~BlenderSession()
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{
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free_session();
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}
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void BlenderSession::create()
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{
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create_session();
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if(b_v3d)
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session->start();
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}
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void BlenderSession::create_session()
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{
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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/* reset status/progress */
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last_status = "";
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last_progress = -1.0f;
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start_resize_time = 0.0;
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/* create scene */
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scene = new Scene(scene_params, session_params.device);
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/* create session */
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session = new Session(session_params);
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session->scene = scene;
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session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
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session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
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session->set_pause(BlenderSync::get_session_pause(b_scene, background));
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/* create sync */
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sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU);
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if(b_v3d) {
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/* full data sync */
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sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state);
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sync->sync_view(b_v3d, b_rv3d, width, height);
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}
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else {
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/* for final render we will do full data sync per render layer, only
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* do some basic syncing here, no objects or materials for speed */
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sync->sync_render_layers(b_v3d, NULL);
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sync->sync_integrator();
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sync->sync_camera(b_render, b_engine.camera_override(), width, height);
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}
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/* set buffer parameters */
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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b_engine.use_highlight_tiles(session_params.progressive_refine == false);
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/* setup callbacks for builtin image support */
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scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6);
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scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3);
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scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3);
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}
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void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_)
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{
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b_data = b_data_;
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b_render = b_engine.render();
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b_scene = b_scene_;
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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width = render_resolution_x(b_render);
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height = render_resolution_y(b_render);
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if(scene->params.modified(scene_params) ||
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session->params.modified(session_params) ||
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!scene_params.persistent_data)
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{
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/* if scene or session parameters changed, it's easier to simply re-create
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* them rather than trying to distinguish which settings need to be updated
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*/
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delete session;
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create_session();
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return;
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}
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session->progress.reset();
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scene->reset();
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session->tile_manager.set_tile_order(session_params.tile_order);
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/* peak memory usage should show current render peak, not peak for all renders
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* made by this render session
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*/
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session->stats.mem_peak = session->stats.mem_used;
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/* sync object should be re-created */
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sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU);
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/* for final render we will do full data sync per render layer, only
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* do some basic syncing here, no objects or materials for speed */
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sync->sync_render_layers(b_v3d, NULL);
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sync->sync_integrator();
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sync->sync_camera(b_render, b_engine.camera_override(), width, height);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, PointerRNA_NULL, PointerRNA_NULL, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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b_engine.use_highlight_tiles(session_params.progressive_refine == false);
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/* reset time */
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start_resize_time = 0.0;
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}
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void BlenderSession::free_session()
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{
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if(sync)
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delete sync;
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delete session;
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}
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static PassType get_pass_type(BL::RenderPass b_pass)
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{
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switch(b_pass.type()) {
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case BL::RenderPass::type_COMBINED:
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return PASS_COMBINED;
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case BL::RenderPass::type_Z:
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return PASS_DEPTH;
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case BL::RenderPass::type_MIST:
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return PASS_MIST;
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case BL::RenderPass::type_NORMAL:
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return PASS_NORMAL;
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case BL::RenderPass::type_OBJECT_INDEX:
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return PASS_OBJECT_ID;
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case BL::RenderPass::type_UV:
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return PASS_UV;
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case BL::RenderPass::type_VECTOR:
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return PASS_MOTION;
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case BL::RenderPass::type_MATERIAL_INDEX:
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return PASS_MATERIAL_ID;
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case BL::RenderPass::type_DIFFUSE_DIRECT:
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return PASS_DIFFUSE_DIRECT;
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case BL::RenderPass::type_GLOSSY_DIRECT:
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return PASS_GLOSSY_DIRECT;
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case BL::RenderPass::type_TRANSMISSION_DIRECT:
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return PASS_TRANSMISSION_DIRECT;
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case BL::RenderPass::type_SUBSURFACE_DIRECT:
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return PASS_SUBSURFACE_DIRECT;
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case BL::RenderPass::type_DIFFUSE_INDIRECT:
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return PASS_DIFFUSE_INDIRECT;
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case BL::RenderPass::type_GLOSSY_INDIRECT:
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return PASS_GLOSSY_INDIRECT;
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case BL::RenderPass::type_TRANSMISSION_INDIRECT:
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return PASS_TRANSMISSION_INDIRECT;
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case BL::RenderPass::type_SUBSURFACE_INDIRECT:
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return PASS_SUBSURFACE_INDIRECT;
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case BL::RenderPass::type_DIFFUSE_COLOR:
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return PASS_DIFFUSE_COLOR;
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case BL::RenderPass::type_GLOSSY_COLOR:
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return PASS_GLOSSY_COLOR;
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case BL::RenderPass::type_TRANSMISSION_COLOR:
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return PASS_TRANSMISSION_COLOR;
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case BL::RenderPass::type_SUBSURFACE_COLOR:
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return PASS_SUBSURFACE_COLOR;
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case BL::RenderPass::type_EMIT:
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return PASS_EMISSION;
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case BL::RenderPass::type_ENVIRONMENT:
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return PASS_BACKGROUND;
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case BL::RenderPass::type_AO:
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return PASS_AO;
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case BL::RenderPass::type_SHADOW:
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return PASS_SHADOW;
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case BL::RenderPass::type_DIFFUSE:
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case BL::RenderPass::type_COLOR:
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case BL::RenderPass::type_REFRACTION:
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case BL::RenderPass::type_SPECULAR:
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case BL::RenderPass::type_REFLECTION:
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return PASS_NONE;
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}
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return PASS_NONE;
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}
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static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername)
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{
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return b_engine.begin_result(x, y, w, h, layername);
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}
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static void end_render_result(BL::RenderEngine b_engine, BL::RenderResult b_rr, bool cancel, bool do_merge_results)
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{
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b_engine.end_result(b_rr, (int)cancel, (int)do_merge_results);
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}
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void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only)
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{
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BufferParams& params = rtile.buffers->params;
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int x = params.full_x - session->tile_manager.params.full_x;
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int y = params.full_y - session->tile_manager.params.full_y;
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int w = params.width;
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int h = params.height;
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/* get render result */
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BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str());
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/* can happen if the intersected rectangle gives 0 width or height */
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if (b_rr.ptr.data == NULL) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if(b_single_rlay == b_rr.layers.end())
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return;
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BL::RenderLayer b_rlay = *b_single_rlay;
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if (do_update_only) {
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/* update only needed */
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if (rtile.sample != 0) {
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/* sample would be zero at initial tile update, which is only needed
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* to tag tile form blender side as IN PROGRESS for proper highlight
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* no buffers should be sent to blender yet
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*/
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update_render_result(b_rr, b_rlay, rtile);
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}
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end_render_result(b_engine, b_rr, true, true);
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}
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else {
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/* write result */
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write_render_result(b_rr, b_rlay, rtile);
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end_render_result(b_engine, b_rr, false, true);
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}
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}
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void BlenderSession::write_render_tile(RenderTile& rtile)
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{
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do_write_update_render_tile(rtile, false);
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}
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void BlenderSession::update_render_tile(RenderTile& rtile)
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{
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/* use final write for preview renders, otherwise render result wouldn't be
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* be updated in blender side
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* would need to be investigated a bit further, but for now shall be fine
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*/
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if (!b_engine.is_preview())
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do_write_update_render_tile(rtile, true);
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else
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do_write_update_render_tile(rtile, false);
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}
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void BlenderSession::render()
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{
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/* set callback to write out render results */
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session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
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session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);
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/* get buffer parameters */
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
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/* render each layer */
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BL::RenderSettings r = b_scene.render();
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BL::RenderSettings::layers_iterator b_iter;
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for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) {
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b_rlay_name = b_iter->name();
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/* temporary render result to find needed passes */
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BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str());
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if(b_single_rlay == b_rr.layers.end()) {
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end_render_result(b_engine, b_rr, true, false);
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continue;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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/* add passes */
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vector<Pass> passes;
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Pass::add(PASS_COMBINED, passes);
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if(session_params.device.advanced_shading) {
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/* loop over passes */
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BL::RenderLayer::passes_iterator b_pass_iter;
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for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
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BL::RenderPass b_pass(*b_pass_iter);
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PassType pass_type = get_pass_type(b_pass);
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if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
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continue;
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if(pass_type != PASS_NONE)
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Pass::add(pass_type, passes);
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}
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}
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/* free result without merging */
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end_render_result(b_engine, b_rr, true, false);
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buffer_params.passes = passes;
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scene->film->pass_alpha_threshold = b_iter->pass_alpha_threshold();
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scene->film->tag_passes_update(scene, passes);
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scene->film->tag_update(scene);
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scene->integrator->tag_update(scene);
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/* update scene */
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sync->sync_camera(b_render, b_engine.camera_override(), width, height);
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sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state, b_rlay_name.c_str());
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/* update number of samples per layer */
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int samples = sync->get_layer_samples();
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bool bound_samples = sync->get_layer_bound_samples();
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if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
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session->reset(buffer_params, samples);
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else
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session->reset(buffer_params, session_params.samples);
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/* render */
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session->start();
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session->wait();
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if(session->progress.get_cancel())
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break;
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}
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/* clear callback */
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session->write_render_tile_cb = NULL;
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session->update_render_tile_cb = NULL;
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/* free all memory used (host and device), so we wouldn't leave render
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* engine with extra memory allocated
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*/
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session->device_free();
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delete sync;
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sync = NULL;
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}
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void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only)
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{
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RenderBuffers *buffers = rtile.buffers;
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/* copy data from device */
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if(!buffers->copy_from_device())
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return;
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BufferParams& params = buffers->params;
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float exposure = scene->film->exposure;
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vector<float> pixels(params.width*params.height*4);
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if (!do_update_only) {
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/* copy each pass */
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BL::RenderLayer::passes_iterator b_iter;
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for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
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BL::RenderPass b_pass(*b_iter);
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/* find matching pass type */
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PassType pass_type = get_pass_type(b_pass);
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int components = b_pass.channels();
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/* copy pixels */
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if(!buffers->get_pass_rect(pass_type, exposure, rtile.sample, components, &pixels[0]))
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memset(&pixels[0], 0, pixels.size()*sizeof(float));
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b_pass.rect(&pixels[0]);
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}
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}
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/* copy combined pass */
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if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0]))
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b_rlay.rect(&pixels[0]);
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/* tag result as updated */
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b_engine.update_result(b_rr);
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}
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void BlenderSession::write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
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{
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do_write_update_render_result(b_rr, b_rlay, rtile, false);
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}
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void BlenderSession::update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
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{
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do_write_update_render_result(b_rr, b_rlay, rtile, true);
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}
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void BlenderSession::synchronize()
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{
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/* only used for viewport render */
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if(!b_v3d)
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return;
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/* on session/scene parameter changes, we recreate session entirely */
|
|
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
|
|
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
|
|
|
|
if(session->params.modified(session_params) ||
|
|
scene->params.modified(scene_params))
|
|
{
|
|
free_session();
|
|
create_session();
|
|
session->start();
|
|
return;
|
|
}
|
|
|
|
/* increase samples, but never decrease */
|
|
session->set_samples(session_params.samples);
|
|
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
|
|
|
|
/* copy recalc flags, outside of mutex so we can decide to do the real
|
|
* synchronization at a later time to not block on running updates */
|
|
sync->sync_recalc();
|
|
|
|
/* try to acquire mutex. if we don't want to or can't, come back later */
|
|
if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
|
|
tag_update();
|
|
return;
|
|
}
|
|
|
|
/* data and camera synchronize */
|
|
sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state);
|
|
|
|
if(b_rv3d)
|
|
sync->sync_view(b_v3d, b_rv3d, width, height);
|
|
else
|
|
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
|
|
|
|
/* unlock */
|
|
session->scene->mutex.unlock();
|
|
|
|
/* reset if needed */
|
|
if(scene->need_reset()) {
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
|
|
session->reset(buffer_params, session_params.samples);
|
|
|
|
/* reset time */
|
|
start_resize_time = 0.0;
|
|
}
|
|
}
|
|
|
|
bool BlenderSession::draw(int w, int h)
|
|
{
|
|
/* pause in redraw in case update is not being called due to final render */
|
|
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
|
|
|
|
/* before drawing, we verify camera and viewport size changes, because
|
|
* we do not get update callbacks for those, we must detect them here */
|
|
if(session->ready_to_reset()) {
|
|
bool reset = false;
|
|
|
|
/* if dimensions changed, reset */
|
|
if(width != w || height != h) {
|
|
if(start_resize_time == 0.0) {
|
|
/* don't react immediately to resizes to avoid flickery resizing
|
|
* of the viewport, and some window managers changing the window
|
|
* size temporarily on unminimize */
|
|
start_resize_time = time_dt();
|
|
tag_redraw();
|
|
}
|
|
else if(time_dt() - start_resize_time < 0.2) {
|
|
tag_redraw();
|
|
}
|
|
else {
|
|
width = w;
|
|
height = h;
|
|
reset = true;
|
|
}
|
|
}
|
|
|
|
/* try to acquire mutex. if we can't, come back later */
|
|
if(!session->scene->mutex.try_lock()) {
|
|
tag_update();
|
|
}
|
|
else {
|
|
/* update camera from 3d view */
|
|
|
|
sync->sync_view(b_v3d, b_rv3d, width, height);
|
|
|
|
if(scene->camera->need_update)
|
|
reset = true;
|
|
|
|
session->scene->mutex.unlock();
|
|
}
|
|
|
|
/* reset if requested */
|
|
if(reset) {
|
|
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
|
|
|
|
session->reset(buffer_params, session_params.samples);
|
|
|
|
start_resize_time = 0.0;
|
|
}
|
|
}
|
|
else {
|
|
tag_update();
|
|
}
|
|
|
|
/* update status and progress for 3d view draw */
|
|
update_status_progress();
|
|
|
|
/* draw */
|
|
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
|
|
|
|
if(session->params.display_buffer_linear)
|
|
b_engine.bind_display_space_shader(b_scene);
|
|
|
|
bool draw_ok = !session->draw(buffer_params);
|
|
|
|
if(session->params.display_buffer_linear)
|
|
b_engine.unbind_display_space_shader();
|
|
|
|
return draw_ok;
|
|
}
|
|
|
|
void BlenderSession::get_status(string& status, string& substatus)
|
|
{
|
|
session->progress.get_status(status, substatus);
|
|
}
|
|
|
|
void BlenderSession::get_progress(float& progress, double& total_time)
|
|
{
|
|
double tile_time;
|
|
int tile, sample, samples_per_tile;
|
|
int tile_total = session->tile_manager.state.num_tiles;
|
|
|
|
session->progress.get_tile(tile, total_time, tile_time);
|
|
|
|
sample = session->progress.get_sample();
|
|
samples_per_tile = session->tile_manager.num_samples;
|
|
|
|
if(samples_per_tile && tile_total)
|
|
progress = ((float)sample / (float)(tile_total * samples_per_tile));
|
|
else
|
|
progress = 0.0;
|
|
}
|
|
|
|
void BlenderSession::update_status_progress()
|
|
{
|
|
string timestatus, status, substatus;
|
|
string scene = "";
|
|
float progress;
|
|
double total_time, remaining_time = 0;
|
|
char time_str[128];
|
|
float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
|
|
float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
|
|
int samples = session->tile_manager.state.sample + 1;
|
|
int total_samples = session->tile_manager.num_samples;
|
|
|
|
get_status(status, substatus);
|
|
get_progress(progress, total_time);
|
|
|
|
|
|
|
|
if(background) {
|
|
if(progress>0)
|
|
remaining_time = (1-progress) * (total_time / progress);
|
|
|
|
scene += " | " + b_scene.name();
|
|
if(b_rlay_name != "")
|
|
scene += ", " + b_rlay_name;
|
|
}
|
|
else {
|
|
BLI_timestr(total_time, time_str, sizeof(time_str));
|
|
timestatus = "Time:" + string(time_str) + " | ";
|
|
|
|
if(samples > 0 && total_samples != USHRT_MAX)
|
|
remaining_time = (total_samples - samples) * (total_time / samples);
|
|
}
|
|
|
|
if(remaining_time>0) {
|
|
BLI_timestr(remaining_time, time_str, sizeof(time_str));
|
|
timestatus += "Remaining:" + string(time_str) + " | ";
|
|
}
|
|
|
|
timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", mem_used, mem_peak);
|
|
|
|
if(status.size() > 0)
|
|
status = " | " + status;
|
|
if(substatus.size() > 0)
|
|
status += " | " + substatus;
|
|
|
|
if(status != last_status) {
|
|
b_engine.update_stats("", (timestatus + scene + status).c_str());
|
|
b_engine.update_memory_stats(mem_used, mem_peak);
|
|
last_status = status;
|
|
}
|
|
if(progress != last_progress) {
|
|
b_engine.update_progress(progress);
|
|
last_progress = progress;
|
|
}
|
|
}
|
|
|
|
void BlenderSession::tag_update()
|
|
{
|
|
/* tell blender that we want to get another update callback */
|
|
b_engine.tag_update();
|
|
}
|
|
|
|
void BlenderSession::tag_redraw()
|
|
{
|
|
if(background) {
|
|
/* update stats and progress, only for background here because
|
|
* in 3d view we do it in draw for thread safety reasons */
|
|
update_status_progress();
|
|
|
|
/* offline render, redraw if timeout passed */
|
|
if(time_dt() - last_redraw_time > 1.0) {
|
|
b_engine.tag_redraw();
|
|
last_redraw_time = time_dt();
|
|
}
|
|
}
|
|
else {
|
|
/* tell blender that we want to redraw */
|
|
b_engine.tag_redraw();
|
|
}
|
|
}
|
|
|
|
void BlenderSession::test_cancel()
|
|
{
|
|
/* test if we need to cancel rendering */
|
|
if(background)
|
|
if(b_engine.test_break())
|
|
session->progress.set_cancel("Cancelled");
|
|
}
|
|
|
|
/* builtin image file name is actually an image datablock name with
|
|
* absolute sequence frame number concatenated via '@' character
|
|
*
|
|
* this function splits frame from builtin name
|
|
*/
|
|
int BlenderSession::builtin_image_frame(const string &builtin_name)
|
|
{
|
|
int last = builtin_name.find_last_of('@');
|
|
return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
|
|
}
|
|
|
|
void BlenderSession::builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &channels)
|
|
{
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::Image b_image(ptr);
|
|
|
|
if(b_image) {
|
|
is_float = b_image.is_float();
|
|
width = b_image.size()[0];
|
|
height = b_image.size()[1];
|
|
channels = b_image.channels();
|
|
}
|
|
else {
|
|
is_float = false;
|
|
width = 0;
|
|
height = 0;
|
|
channels = 0;
|
|
}
|
|
}
|
|
|
|
bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels)
|
|
{
|
|
int frame = builtin_image_frame(builtin_name);
|
|
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::Image b_image(ptr);
|
|
|
|
if(b_image) {
|
|
int width = b_image.size()[0];
|
|
int height = b_image.size()[1];
|
|
int channels = b_image.channels();
|
|
|
|
unsigned char *image_pixels;
|
|
image_pixels = image_get_pixels_for_frame(b_image, frame);
|
|
|
|
if(image_pixels) {
|
|
memcpy(pixels, image_pixels, width * height * channels * sizeof(unsigned char));
|
|
MEM_freeN(image_pixels);
|
|
}
|
|
else {
|
|
if(channels == 1) {
|
|
memset(pixels, 0, width * height * sizeof(unsigned char));
|
|
}
|
|
else {
|
|
unsigned char *cp = pixels;
|
|
for(int i = 0; i < width * height; i++, cp += channels) {
|
|
cp[0] = 255;
|
|
cp[1] = 0;
|
|
cp[2] = 255;
|
|
if(channels == 4)
|
|
cp[3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* premultiply, byte images are always straight for blender */
|
|
unsigned char *cp = pixels;
|
|
for(int i = 0; i < width * height; i++, cp += channels) {
|
|
cp[0] = (cp[0] * cp[3]) >> 8;
|
|
cp[1] = (cp[1] * cp[3]) >> 8;
|
|
cp[2] = (cp[2] * cp[3]) >> 8;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels)
|
|
{
|
|
int frame = builtin_image_frame(builtin_name);
|
|
|
|
PointerRNA ptr;
|
|
RNA_id_pointer_create((ID*)builtin_data, &ptr);
|
|
BL::Image b_image(ptr);
|
|
|
|
if(b_image) {
|
|
int width = b_image.size()[0];
|
|
int height = b_image.size()[1];
|
|
int channels = b_image.channels();
|
|
|
|
float *image_pixels;
|
|
image_pixels = image_get_float_pixels_for_frame(b_image, frame);
|
|
|
|
if(image_pixels) {
|
|
memcpy(pixels, image_pixels, width * height * channels * sizeof(float));
|
|
MEM_freeN(image_pixels);
|
|
}
|
|
else {
|
|
if(channels == 1) {
|
|
memset(pixels, 0, width * height * sizeof(float));
|
|
}
|
|
else {
|
|
float *fp = pixels;
|
|
for(int i = 0; i < width * height; i++, fp += channels) {
|
|
fp[0] = 1.0f;
|
|
fp[1] = 0.0f;
|
|
fp[2] = 1.0f;
|
|
if(channels == 4)
|
|
fp[3] = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|