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