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blender-archive/intern/cycles/blender/blender_sync.cpp
Brecht Van Lommel 889d77e6f6 Cycles Volume Render: heterogeneous (textured) volumes support.
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:

* Step size: distance between volume shader samples when rendering the volume.
  Lower values give more accurate and detailed results but also increased render
  time.
* Max steps: maximum number of steps through the volume before giving up, to
  protect from extremely long render times with big objects or small step sizes.

This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.

One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-30 00:04:02 +01:00

508 lines
15 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "background.h"
#include "camera.h"
#include "film.h"
#include "graph.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "curves.h"
#include "device.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_debug.h"
#include "util_foreach.h"
#include "util_opengl.h"
CCL_NAMESPACE_BEGIN
/* Constructor */
BlenderSync::BlenderSync(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene_, bool preview_, Progress &progress_, bool is_cpu_)
: b_engine(b_engine_),
b_data(b_data_), b_scene(b_scene_),
shader_map(&scene_->shaders),
object_map(&scene_->objects),
mesh_map(&scene_->meshes),
light_map(&scene_->lights),
particle_system_map(&scene_->particle_systems),
world_map(NULL),
world_recalc(false),
experimental(false),
progress(progress_)
{
scene = scene_;
preview = preview_;
is_cpu = is_cpu_;
}
BlenderSync::~BlenderSync()
{
}
/* Sync */
bool BlenderSync::sync_recalc()
{
/* sync recalc flags from blender to cycles. actual update is done separate,
* so we can do it later on if doing it immediate is not suitable */
BL::BlendData::materials_iterator b_mat;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat)
if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated()))
shader_map.set_recalc(*b_mat);
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
shader_map.set_recalc(*b_lamp);
BL::BlendData::objects_iterator b_ob;
for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
if(b_ob->is_updated()) {
object_map.set_recalc(*b_ob);
light_map.set_recalc(*b_ob);
}
if(object_is_mesh(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated()) {
BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
mesh_map.set_recalc(key);
}
}
else if(object_is_light(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated())
light_map.set_recalc(*b_ob);
}
if(b_ob->is_updated_data()) {
BL::Object::particle_systems_iterator b_psys;
for (b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
particle_system_map.set_recalc(*b_ob);
}
}
BL::BlendData::meshes_iterator b_mesh;
for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh)
if(b_mesh->is_updated())
mesh_map.set_recalc(*b_mesh);
BL::BlendData::worlds_iterator b_world;
for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
if(world_map == b_world->ptr.data &&
(b_world->is_updated() || (b_world->node_tree() && b_world->node_tree().is_updated())))
{
world_recalc = true;
}
}
bool recalc =
shader_map.has_recalc() ||
object_map.has_recalc() ||
light_map.has_recalc() ||
mesh_map.has_recalc() ||
particle_system_map.has_recalc() ||
BlendDataObjects_is_updated_get(&b_data.ptr) ||
world_recalc;
return recalc;
}
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, const char *layer)
{
sync_render_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
sync_curve_settings();
sync_objects(b_v3d);
sync_motion(b_v3d, b_override);
}
/* Integrator */
void BlenderSync::sync_integrator()
{
#ifdef __CAMERA_MOTION__
BL::RenderSettings r = b_scene.render();
#endif
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
integrator->min_bounce = get_int(cscene, "min_bounces");
integrator->max_bounce = get_int(cscene, "max_bounces");
integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
integrator->volume_step_size = get_float(cscene, "volume_step_size");
integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->filter_glossy = get_float(cscene, "blur_glossy");
integrator->seed = get_int(cscene, "seed");
integrator->layer_flag = render_layer.layer;
integrator->sample_clamp = get_float(cscene, "sample_clamp");
#ifdef __CAMERA_MOTION__
if(!preview) {
if(integrator->motion_blur != r.use_motion_blur()) {
scene->object_manager->tag_update(scene);
scene->camera->tag_update();
}
integrator->motion_blur = r.use_motion_blur();
}
#endif
integrator->method = (Integrator::Method)get_enum(cscene, "progressive");
int diffuse_samples = get_int(cscene, "diffuse_samples");
int glossy_samples = get_int(cscene, "glossy_samples");
int transmission_samples = get_int(cscene, "transmission_samples");
int ao_samples = get_int(cscene, "ao_samples");
int mesh_light_samples = get_int(cscene, "mesh_light_samples");
int subsurface_samples = get_int(cscene, "subsurface_samples");
if(get_boolean(cscene, "use_square_samples")) {
integrator->diffuse_samples = diffuse_samples * diffuse_samples;
integrator->glossy_samples = glossy_samples * glossy_samples;
integrator->transmission_samples = transmission_samples * transmission_samples;
integrator->ao_samples = ao_samples * ao_samples;
integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
integrator->subsurface_samples = subsurface_samples * subsurface_samples;
}
else {
integrator->diffuse_samples = diffuse_samples;
integrator->glossy_samples = glossy_samples;
integrator->transmission_samples = transmission_samples;
integrator->ao_samples = ao_samples;
integrator->mesh_light_samples = mesh_light_samples;
integrator->subsurface_samples = subsurface_samples;
}
if(experimental)
integrator->sampling_pattern = (SamplingPattern)RNA_enum_get(&cscene, "sampling_pattern");
if(integrator->modified(previntegrator))
integrator->tag_update(scene);
}
/* Film */
void BlenderSync::sync_film()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Film *film = scene->film;
Film prevfilm = *film;
film->exposure = get_float(cscene, "film_exposure");
film->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
if(b_scene.world()) {
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
film->mist_start = b_mist.start();
film->mist_depth = b_mist.depth();
switch(b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
film->mist_falloff = 2.0f;
break;
case BL::WorldMistSettings::falloff_LINEAR:
film->mist_falloff = 1.0f;
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
film->mist_falloff = 0.5f;
break;
}
}
if(film->modified(prevfilm))
film->tag_update(scene);
}
/* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
string layername;
/* 3d view */
if(b_v3d) {
if(RNA_boolean_get(&cscene, "preview_active_layer")) {
BL::RenderLayers layers(b_scene.render().ptr);
layername = layers.active().name();
layer = layername.c_str();
}
else {
render_layer.use_localview = (b_v3d.local_view() ? true : false);
render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview);
render_layer.layer = render_layer.scene_layer;
render_layer.exclude_layer = 0;
render_layer.holdout_layer = 0;
render_layer.material_override = PointerRNA_NULL;
render_layer.use_background = true;
render_layer.use_hair = true;
render_layer.use_surfaces = true;
render_layer.use_viewport_visibility = true;
render_layer.samples = 0;
render_layer.bound_samples = false;
return;
}
}
/* render layer */
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
int use_layer_samples = RNA_enum_get(&cscene, "use_layer_samples");
bool first_layer = true;
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
render_layer.name = b_rlay->name();
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
render_layer.scene_layer = get_layer(b_scene.layers()) & ~render_layer.exclude_layer;
render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
render_layer.layer = get_layer(b_rlay->layers());
render_layer.layer |= render_layer.holdout_layer;
render_layer.material_override = b_rlay->material_override();
render_layer.use_background = b_rlay->use_sky();
render_layer.use_surfaces = b_rlay->use_solid();
render_layer.use_hair = b_rlay->use_strand();
render_layer.use_viewport_visibility = false;
render_layer.use_localview = false;
render_layer.bound_samples = (use_layer_samples == 1);
if(use_layer_samples != 2) {
int samples = b_rlay->samples();
if(get_boolean(cscene, "use_square_samples"))
render_layer.samples = samples * samples;
else
render_layer.samples = samples;
}
}
first_layer = false;
}
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
{
BL::RenderSettings r = b_scene.render();
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SceneParams::SVM;
else if(shadingsystem == 1)
params.shadingsystem = SceneParams::OSL;
if(background)
params.bvh_type = SceneParams::BVH_STATIC;
else
params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
if(background && params.shadingsystem != SceneParams::OSL)
params.persistent_data = r.use_persistent_data();
else
params.persistent_data = false;
return params;
}
/* Session Parameters */
bool BlenderSync::get_session_pause(BL::Scene b_scene, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
return (background)? false: get_boolean(cscene, "preview_pause");
}
SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::UserPreferences b_userpref, BL::Scene b_scene, bool background)
{
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);
}
params.tile_order = (TileOrder)RNA_enum_get(&cscene, "tile_order");
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 */
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SessionParams::SVM;
else if(shadingsystem == 1)
params.shadingsystem = SessionParams::OSL;
/* color managagement */
params.display_buffer_linear = GLEW_ARB_half_float_pixel && b_engine.support_display_space_shader(b_scene);
return params;
}
CCL_NAMESPACE_END