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blender-archive/intern/cycles/blender/sync.h
Julian Eisel 42ccbb7cd1 Cleanup: Move RNA path functions into own C++ file
Adds `rna_path.cc` and `RNA_path.h`.

`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.

Differential Revision: https://developer.blender.org/D15540

Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
2022-07-29 16:56:48 +02:00

273 lines
8.9 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __BLENDER_SYNC_H__
#define __BLENDER_SYNC_H__
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"
#include "RNA_path.h"
#include "RNA_types.h"
#include "blender/id_map.h"
#include "blender/util.h"
#include "blender/viewport.h"
#include "scene/scene.h"
#include "session/session.h"
#include "util/map.h"
#include "util/set.h"
#include "util/transform.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Background;
class BlenderObjectCulling;
class BlenderViewportParameters;
class Camera;
class Film;
class Hair;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class ViewLayer;
class Shader;
class ShaderGraph;
class ShaderNode;
class TaskPool;
class BlenderSync {
public:
BlenderSync(BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Scene &b_scene,
Scene *scene,
bool preview,
bool use_developer_ui,
Progress &progress);
~BlenderSync();
void reset(BL::BlendData &b_data, BL::Scene &b_scene);
void tag_update();
/* sync */
void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_data(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
void **python_thread_state);
void sync_view_layer(BL::ViewLayer &b_view_layer);
void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
void sync_integrator(BL::ViewLayer &b_view_layer, bool background);
void sync_camera(BL::RenderSettings &b_render,
BL::Object &b_override,
int width,
int height,
const char *viewname);
void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height);
inline int get_layer_samples()
{
return view_layer.samples;
}
inline int get_layer_bound_samples()
{
return view_layer.bound_samples;
}
/* get parameters */
static SceneParams get_scene_params(BL::Scene &b_scene, bool background);
static SessionParams get_session_params(BL::RenderEngine &b_engine,
BL::Preferences &b_userpref,
BL::Scene &b_scene,
bool background);
static bool get_session_pause(BL::Scene &b_scene, bool background);
static BufferParams get_buffer_params(
BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height);
static DenoiseParams get_denoise_params(BL::Scene &b_scene,
BL::ViewLayer &b_view_layer,
bool background);
private:
/* sync */
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
void **python_thread_state);
void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
void sync_view();
/* Shader */
array<Node *> find_used_shaders(BL::Object &b_ob);
void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
/* Object */
Object *sync_object(BL::Depsgraph &b_depsgraph,
BL::ViewLayer &b_view_layer,
BL::DepsgraphObjectInstance &b_instance,
float motion_time,
bool use_particle_hair,
bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal,
TaskPool *geom_task_pool);
void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object);
void sync_procedural(BL::Object &b_ob,
BL::MeshSequenceCacheModifier &b_mesh_cache,
bool has_subdivision);
bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
/* Volume */
void sync_volume(BObjectInfo &b_ob_info, Volume *volume);
/* Mesh */
void sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh);
void sync_mesh_motion(BL::Depsgraph b_depsgraph,
BObjectInfo &b_ob_info,
Mesh *mesh,
int motion_step);
/* Hair */
void sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair);
void sync_hair_motion(BL::Depsgraph b_depsgraph,
BObjectInfo &b_ob_info,
Hair *hair,
int motion_step);
void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
void sync_particle_hair(
Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
bool object_has_particle_hair(BL::Object b_ob);
/* Point Cloud */
void sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info);
void sync_pointcloud_motion(PointCloud *pointcloud, BObjectInfo &b_ob_info, int motion_step = 0);
/* Camera */
void sync_camera_motion(
BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
/* Geometry */
Geometry *sync_geometry(BL::Depsgraph &b_depsgraph,
BObjectInfo &b_ob_info,
bool object_updated,
bool use_particle_hair,
TaskPool *task_pool);
void sync_geometry_motion(BL::Depsgraph &b_depsgraph,
BObjectInfo &b_ob_info,
Object *object,
float motion_time,
bool use_particle_hair,
TaskPool *task_pool);
/* Light */
void sync_light(BL::Object &b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BObjectInfo &b_ob_info,
int random_id,
Transform &tfm,
bool *use_portal);
void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
/* Particles */
bool sync_dupli_particle(BL::Object &b_ob,
BL::DepsgraphObjectInstance &b_instance,
Object *object);
/* Images. */
void sync_images();
/* Early data free. */
void free_data_after_sync(BL::Depsgraph &b_depsgraph);
/* util */
void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object &b_ob);
bool object_is_geometry(BObjectInfo &b_ob_info);
bool object_can_have_geometry(BL::Object &b_ob);
bool object_is_light(BL::Object &b_ob);
/* variables */
BL::RenderEngine b_engine;
BL::BlendData b_data;
BL::Scene b_scene;
id_map<void *, Shader> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<void *, Procedural> procedural_map;
id_map<GeometryKey, Geometry> geometry_map;
id_map<ObjectKey, Light> light_map;
id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
set<Geometry *> geometry_synced;
set<Geometry *> geometry_motion_synced;
set<Geometry *> geometry_motion_attribute_synced;
/** Remember which geometries come from which objects to be able to sync them after changes. */
map<void *, set<BL::ID>> instance_geometries_by_object;
set<float> motion_times;
void *world_map;
bool world_recalc;
BlenderViewportParameters viewport_parameters;
Scene *scene;
bool preview;
bool experimental;
bool use_developer_ui;
float dicing_rate;
int max_subdivisions;
struct RenderLayerInfo {
RenderLayerInfo()
: material_override(PointerRNA_NULL),
use_background_shader(true),
use_surfaces(true),
use_hair(true),
use_volumes(true),
use_motion_blur(true),
samples(0),
bound_samples(false)
{
}
string name;
BL::Material material_override;
bool use_background_shader;
bool use_surfaces;
bool use_hair;
bool use_volumes;
bool use_motion_blur;
int samples;
bool bound_samples;
} view_layer;
Progress &progress;
/* Indicates that `sync_recalc()` detected changes in the scene.
* If this flag is false then the data is considered to be up-to-date and will not be
* synchronized at all. */
bool has_updates_ = true;
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SYNC_H__ */