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blender-archive/intern/cycles/blender/blender_sync.cpp
Stefan Werner e58c6cf0c6 Cycles: Added Cryptomatte output.
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.

Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.

Differential Revision: https://developer.blender.org/D3538
2018-10-28 05:37:41 -04:00

963 lines
31 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 "render/background.h"
#include "render/camera.h"
#include "render/film.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/curves.h"
#include "device/device.h"
#include "blender/blender_sync.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"
#include "util/util_debug.h"
#include "util/util_foreach.h"
#include "util/util_opengl.h"
#include "util/util_hash.h"
CCL_NAMESPACE_BEGIN
static const char *cryptomatte_prefix = "Crypto";
/* Constructor */
BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
Scene *scene,
bool preview,
Progress &progress)
: 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),
scene(scene),
preview(preview),
experimental(false),
dicing_rate(1.0f),
max_subdivisions(12),
progress(progress)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") : RNA_float_get(&cscene, "dicing_rate");
max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
}
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;
bool has_updated_objects = b_data.objects.is_updated();
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);
}
else {
Shader *shader = shader_map.find(*b_mat);
if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
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);
bool dicing_prop_changed = false;
if(experimental) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate")
: RNA_float_get(&cscene, "dicing_rate");
if(dicing_rate != updated_dicing_rate) {
dicing_rate = updated_dicing_rate;
dicing_prop_changed = true;
}
int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
if(max_subdivisions != updated_max_subdivisions) {
max_subdivisions = updated_max_subdivisions;
dicing_prop_changed = true;
}
}
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() ||
(dicing_prop_changed && object_subdivision_type(*b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
{
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) {
if(b_world->is_updated() ||
(b_world->node_tree() && b_world->node_tree().is_updated()))
{
world_recalc = true;
}
else if(b_world->node_tree() && b_world->use_nodes()) {
Shader *shader = scene->default_background;
if(has_updated_objects && shader->has_object_dependency) {
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::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state,
const char *layer)
{
sync_render_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
sync_images();
sync_curve_settings();
mesh_synced.clear(); /* use for objects and motion sync */
if(scene->need_motion() == Scene::MOTION_PASS ||
scene->need_motion() == Scene::MOTION_NONE ||
scene->camera->motion_position == Camera::MOTION_POSITION_CENTER)
{
sync_objects();
}
sync_motion(b_render,
b_override,
width, height,
python_thread_state);
mesh_synced.clear();
}
/* Integrator */
void BlenderSync::sync_integrator()
{
BL::RenderSettings r = b_scene.render();
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (get_enum(cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
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->max_volume_bounce = get_int(cscene, "volume_bounces");
integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
integrator->volume_step_size = get_float(cscene, "volume_step_size");
integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
integrator->filter_glossy = get_float(cscene, "blur_glossy");
integrator->seed = get_int(cscene, "seed");
if(get_boolean(cscene, "use_animated_seed")) {
integrator->seed = hash_int_2d(b_scene.frame_current(),
get_int(cscene, "seed"));
if(b_scene.frame_subframe() != 0.0f) {
/* TODO(sergey): Ideally should be some sort of hash_merge,
* but this is good enough for now.
*/
integrator->seed += hash_int_2d((int)(b_scene.frame_subframe() * (float)INT_MAX),
get_int(cscene, "seed"));
}
}
integrator->sampling_pattern = (SamplingPattern)get_enum(
cscene,
"sampling_pattern",
SAMPLING_NUM_PATTERNS,
SAMPLING_PATTERN_SOBOL);
integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
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();
}
integrator->method = (Integrator::Method)get_enum(cscene,
"progressive",
Integrator::NUM_METHODS,
Integrator::PATH);
integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");
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");
int volume_samples = get_int(cscene, "volume_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;
integrator->volume_samples = volume_samples * volume_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;
integrator->volume_samples = volume_samples;
}
if(b_scene.render().use_simplify()) {
if(preview) {
integrator->ao_bounces = get_int(cscene, "ao_bounces");
}
else {
integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
}
}
else {
integrator->ao_bounces = 0;
}
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)get_enum(cscene,
"pixel_filter_type",
FILTER_NUM_TYPES,
FILTER_BLACKMAN_HARRIS);
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.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view());
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_shader = true;
render_layer.use_background_ao = 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 = get_enum(cscene, "use_layer_samples");
bool first_layer = true;
uint layer_override = get_layer(b_engine.layer_override());
uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
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 = 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_shader = b_rlay->use_sky();
render_layer.use_background_ao = b_rlay->use_ao();
render_layer.use_surfaces = b_rlay->use_solid();
render_layer.use_hair = b_rlay->use_strand();
render_layer.use_viewport_visibility = 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;
}
}
/* Images */
void BlenderSync::sync_images()
{
/* Sync is a convention for this API, but currently it frees unused buffers. */
const bool is_interface_locked = b_engine.render() &&
b_engine.render().use_lock_interface();
if(is_interface_locked == false && BlenderSession::headless == false) {
/* If interface is not locked, it's possible image is needed for
* the display.
*/
return;
}
/* Free buffers used by images which are not needed for render. */
BL::BlendData::images_iterator b_image;
for(b_data.images.begin(b_image);
b_image != b_data.images.end();
++b_image)
{
/* TODO(sergey): Consider making it an utility function to check
* whether image is considered builtin.
*/
const bool is_builtin = b_image->packed_file() ||
b_image->source() == BL::Image::source_GENERATED ||
b_image->source() == BL::Image::source_MOVIE ||
b_engine.is_preview();
if(is_builtin == false) {
b_image->buffers_free();
}
/* TODO(sergey): Free builtin images not used by any shader. */
}
}
/* Passes */
PassType BlenderSync::get_pass_type(BL::RenderPass& b_pass)
{
string name = b_pass.name();
#define MAP_PASS(passname, passtype) if(name == passname) return passtype;
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
MAP_PASS("Combined", PASS_COMBINED);
MAP_PASS("Depth", PASS_DEPTH);
MAP_PASS("Mist", PASS_MIST);
MAP_PASS("Normal", PASS_NORMAL);
MAP_PASS("IndexOB", PASS_OBJECT_ID);
MAP_PASS("UV", PASS_UV);
MAP_PASS("Vector", PASS_MOTION);
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
MAP_PASS("SubsurfaceDir", PASS_SUBSURFACE_DIRECT);
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT);
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
MAP_PASS("SubsurfaceInd", PASS_SUBSURFACE_INDIRECT);
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT);
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
MAP_PASS("SubsurfaceCol", PASS_SUBSURFACE_COLOR);
MAP_PASS("Emit", PASS_EMISSION);
MAP_PASS("Env", PASS_BACKGROUND);
MAP_PASS("AO", PASS_AO);
MAP_PASS("Shadow", PASS_SHADOW);
#ifdef __KERNEL_DEBUG__
MAP_PASS("Debug BVH Traversed Nodes", PASS_BVH_TRAVERSED_NODES);
MAP_PASS("Debug BVH Traversed Instances", PASS_BVH_TRAVERSED_INSTANCES);
MAP_PASS("Debug BVH Intersections", PASS_BVH_INTERSECTIONS);
MAP_PASS("Debug Ray Bounces", PASS_RAY_BOUNCES);
#endif
MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
if(string_startswith(name, cryptomatte_prefix)) {
return PASS_CRYPTOMATTE;
}
#undef MAP_PASS
return PASS_NONE;
}
int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
{
string name = b_pass.name();
if(name == "Noisy Image") return DENOISING_PASS_COLOR;
if(name.substr(0, 10) != "Denoising ") {
return -1;
}
name = name.substr(10);
#define MAP_PASS(passname, offset) if(name == passname) return offset;
MAP_PASS("Normal", DENOISING_PASS_NORMAL);
MAP_PASS("Normal Variance", DENOISING_PASS_NORMAL_VAR);
MAP_PASS("Albedo", DENOISING_PASS_ALBEDO);
MAP_PASS("Albedo Variance", DENOISING_PASS_ALBEDO_VAR);
MAP_PASS("Depth", DENOISING_PASS_DEPTH);
MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR);
MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A);
MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B);
MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR);
MAP_PASS("Clean", DENOISING_PASS_CLEAN);
#undef MAP_PASS
return -1;
}
vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
BL::SceneRenderLayer& b_srlay,
const SessionParams &session_params)
{
vector<Pass> passes;
Pass::add(PASS_COMBINED, passes);
if(!session_params.device.advanced_shading) {
return passes;
}
/* loop over passes */
BL::RenderLayer::passes_iterator b_pass_iter;
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
BL::RenderPass b_pass(*b_pass_iter);
PassType pass_type = get_pass_type(b_pass);
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
continue;
if(pass_type != PASS_NONE)
Pass::add(pass_type, passes);
}
scene->film->denoising_flags = 0;
PointerRNA crp = RNA_pointer_get(&b_srlay.ptr, "cycles");
if(get_boolean(crp, "use_denoising"))
{
#define MAP_OPTION(name, flag) if(!get_boolean(crp, name)) scene->film->denoising_flags |= flag;
MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND);
MAP_OPTION("denoising_glossy_direct", DENOISING_CLEAN_GLOSSY_DIR);
MAP_OPTION("denoising_glossy_indirect", DENOISING_CLEAN_GLOSSY_IND);
MAP_OPTION("denoising_transmission_direct", DENOISING_CLEAN_TRANSMISSION_DIR);
MAP_OPTION("denoising_transmission_indirect", DENOISING_CLEAN_TRANSMISSION_IND);
MAP_OPTION("denoising_subsurface_direct", DENOISING_CLEAN_SUBSURFACE_DIR);
MAP_OPTION("denoising_subsurface_indirect", DENOISING_CLEAN_SUBSURFACE_IND);
#undef MAP_OPTION
b_engine.add_pass("Noisy Image", 4, "RGBA", b_srlay.name().c_str());
if(get_boolean(crp, "denoising_store_passes")) {
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_srlay.name().c_str());
if(scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
b_engine.add_pass("Denoising Clean", 3, "RGB", b_srlay.name().c_str());
}
}
}
#ifdef __KERNEL_DEBUG__
if(get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_TRAVERSED_NODES, passes);
}
if(get_boolean(crp, "pass_debug_bvh_traversed_instances")) {
b_engine.add_pass("Debug BVH Traversed Instances", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_TRAVERSED_INSTANCES, passes);
}
if(get_boolean(crp, "pass_debug_bvh_intersections")) {
b_engine.add_pass("Debug BVH Intersections", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_INTERSECTIONS, passes);
}
if(get_boolean(crp, "pass_debug_ray_bounces")) {
b_engine.add_pass("Debug Ray Bounces", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_RAY_BOUNCES, passes);
}
#endif
if(get_boolean(crp, "pass_debug_render_time")) {
b_engine.add_pass("Debug Render Time", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_RENDER_TIME, passes);
}
if(get_boolean(crp, "use_pass_volume_direct")) {
b_engine.add_pass("VolumeDir", 3, "RGB", b_srlay.name().c_str());
Pass::add(PASS_VOLUME_DIRECT, passes);
}
if(get_boolean(crp, "use_pass_volume_indirect")) {
b_engine.add_pass("VolumeInd", 3, "RGB", b_srlay.name().c_str());
Pass::add(PASS_VOLUME_INDIRECT, passes);
}
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
* User facing paramter is the number of pairs. */
int crypto_depth = min(16, get_int(crp, "pass_crypto_depth")) / 2;
scene->film->cryptomatte_depth = crypto_depth;
scene->film->cryptomatte_passes = CRYPT_NONE;
if(get_boolean(crp, "use_pass_crypto_object")) {
for(int i = 0; i < crypto_depth; ++i) {
string passname = cryptomatte_prefix + string_printf("Object%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_srlay.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes | CRYPT_OBJECT);
}
if(get_boolean(crp, "use_pass_crypto_material")) {
for(int i = 0; i < crypto_depth; ++i) {
string passname = cryptomatte_prefix + string_printf("Material%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_srlay.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes | CRYPT_MATERIAL);
}
if(get_boolean(crp, "use_pass_crypto_asset")) {
for(int i = 0; i < crypto_depth; ++i) {
string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_srlay.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes | CRYPT_ASSET);
}
if(get_boolean(crp, "pass_crypto_accurate") && scene->film->cryptomatte_passes != CRYPT_NONE) {
scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes | CRYPT_ACCURATE);
}
return passes;
}
/* 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");
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SHADINGSYSTEM_SVM;
else if(shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
if(background || DebugFlags().viewport_static_bvh)
params.bvh_type = SceneParams::BVH_STATIC;
else
params.bvh_type = SceneParams::BVH_DYNAMIC;
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
params.persistent_data = r.use_persistent_data();
else
params.persistent_data = false;
int texture_limit;
if(background) {
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
}
else {
texture_limit = RNA_enum_get(&cscene, "texture_limit");
}
if(texture_limit > 0 && b_scene.render().use_simplify()) {
params.texture_limit = 1 << (texture_limit + 6);
}
else {
params.texture_limit = 0;
}
/* TODO(sergey): Once OSL supports per-microarchitecture optimization get
* rid of this.
*/
if(params.shadingsystem == SHADINGSYSTEM_OSL) {
params.bvh_layout = BVH_LAYOUT_BVH4;
}
else {
params.bvh_layout = DebugFlags().cpu.bvh_layout;
}
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 = (get_enum(cscene, "feature_set") != 0);
/* threads */
BL::RenderSettings b_r = b_scene.render();
if(b_r.threads_mode() == BL::RenderSettings::threads_mode_FIXED)
params.threads = b_r.threads();
else
params.threads = 0;
/* Background */
params.background = background;
/* device type */
vector<DeviceInfo>& devices = Device::available_devices();
/* device default CPU */
foreach(DeviceInfo& device, devices) {
if(device.type == DEVICE_CPU) {
params.device = device;
break;
}
}
if(get_enum(cscene, "device") == 2) {
/* find network device */
foreach(DeviceInfo& info, devices)
if(info.type == DEVICE_NETWORK)
params.device = info;
}
else if(get_enum(cscene, "device") == 1) {
PointerRNA b_preferences;
BL::UserPreferences::addons_iterator b_addon_iter;
for(b_userpref.addons.begin(b_addon_iter); b_addon_iter != b_userpref.addons.end(); ++b_addon_iter) {
if(b_addon_iter->module() == "cycles") {
b_preferences = b_addon_iter->preferences().ptr;
break;
}
}
enum ComputeDevice {
COMPUTE_DEVICE_CPU = 0,
COMPUTE_DEVICE_CUDA = 1,
COMPUTE_DEVICE_OPENCL = 2,
COMPUTE_DEVICE_NUM = 3,
};
ComputeDevice compute_device = (ComputeDevice)get_enum(b_preferences,
"compute_device_type",
COMPUTE_DEVICE_NUM,
COMPUTE_DEVICE_CPU);
if(compute_device != COMPUTE_DEVICE_CPU) {
vector<DeviceInfo> used_devices;
RNA_BEGIN(&b_preferences, device, "devices") {
ComputeDevice device_type = (ComputeDevice)get_enum(device,
"type",
COMPUTE_DEVICE_NUM,
COMPUTE_DEVICE_CPU);
if(get_boolean(device, "use") &&
(device_type == compute_device || device_type == COMPUTE_DEVICE_CPU)) {
string id = get_string(device, "id");
foreach(DeviceInfo& info, devices) {
if(info.id == id) {
used_devices.push_back(info);
break;
}
}
}
} RNA_END
if(used_devices.size() == 1) {
params.device = used_devices[0];
}
else if(used_devices.size() > 1) {
params.device = Device::get_multi_device(used_devices,
params.threads,
params.background);
}
/* Else keep using the CPU device that was set before. */
}
}
/* 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 = INT_MAX;
}
}
else {
if(background) {
params.samples = samples;
}
else {
params.samples = preview_samples;
if(params.samples == 0)
params.samples = INT_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) && background) {
params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
}
else {
params.tile_order = TILE_BOTTOM_TO_TOP;
}
/* other parameters */
params.start_resolution = get_int(cscene, "preview_start_resolution");
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
/* other parameters */
params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
/* progressive refine */
params.progressive_refine = get_boolean(cscene, "use_progressive_refine") &&
!b_r.use_save_buffers();
if(params.progressive_refine) {
BL::RenderSettings::layers_iterator b_rlay;
for(b_r.layers.begin(b_rlay); b_rlay != b_r.layers.end(); ++b_rlay) {
PointerRNA crl = RNA_pointer_get(&b_rlay->ptr, "cycles");
if(get_boolean(crl, "use_denoising")) {
params.progressive_refine = false;
}
}
}
if(background) {
if(params.progressive_refine)
params.progressive = true;
else
params.progressive = false;
params.start_resolution = INT_MAX;
params.pixel_size = 1;
}
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