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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/blender/blender_session.cpp
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp280
1 files changed, 280 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
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+++ b/intern/cycles/blender/blender_session.cpp
@@ -0,0 +1,280 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "background.h"
+#include "buffers.h"
+#include "camera.h"
+#include "device.h"
+#include "integrator.h"
+#include "light.h"
+#include "scene.h"
+#include "session.h"
+#include "shader.h"
+
+#include "util_color.h"
+#include "util_foreach.h"
+#include "util_function.h"
+#include "util_progress.h"
+#include "util_time.h"
+
+#include "blender_sync.h"
+#include "blender_session.h"
+#include "blender_util.h"
+
+CCL_NAMESPACE_BEGIN
+
+BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_)
+: b_engine(b_engine_), b_data(b_data_), b_scene(b_scene_), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL)
+{
+ /* offline render */
+ BL::RenderSettings r = b_scene.render();
+
+ width = (int)(r.resolution_x()*r.resolution_percentage()*0.01f);
+ height = (int)(r.resolution_y()*r.resolution_percentage()*0.01f);
+ background = true;
+ last_redraw_time = 0.0f;
+
+ create_session();
+}
+
+BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_,
+ BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_)
+: b_engine(b_engine_), b_data(b_data_), b_scene(b_scene_), b_v3d(b_v3d_), b_rv3d(b_rv3d_)
+{
+ /* 3d view render */
+ width = width_;
+ height = height_;
+ background = false;
+ last_redraw_time = 0.0f;
+
+ create_session();
+}
+
+BlenderSession::~BlenderSession()
+{
+ free_session();
+}
+
+void BlenderSession::create_session()
+{
+ SceneParams scene_params = BlenderSync::get_scene_params(b_scene);
+ SessionParams session_params = BlenderSync::get_session_params(b_scene, background);
+
+ /* create scene */
+ scene = new Scene(scene_params);
+
+ /* create sync */
+ sync = new BlenderSync(b_data, b_scene, scene, !background);
+ sync->sync_data(b_v3d);
+
+ if(b_rv3d)
+ sync->sync_view(b_v3d, b_rv3d, width, height);
+ else
+ sync->sync_camera(width, height);
+
+ /* create session */
+ session = new Session(session_params);
+ session->scene = scene;
+ session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
+ session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
+
+ /* start rendering */
+ session->reset(width, height);
+ session->start();
+}
+
+void BlenderSession::free_session()
+{
+ delete sync;
+ delete session;
+}
+
+void BlenderSession::render()
+{
+ session->wait();
+
+ if(session->progress.get_cancel())
+ return;
+
+ /* write result */
+ write_render_result();
+}
+
+void BlenderSession::write_render_result()
+{
+ /* get result */
+ DisplayBuffer *display = session->display;
+ Device *device = session->device;
+
+ if(!display->rgba.device_pointer)
+ return;
+
+ /* todo: get float buffer */
+ device->pixels_copy_from(display->rgba, 0, width, height);
+ uchar4 *rgba = (uchar4*)display->rgba.data_pointer;
+
+ vector<float4> buffer(width*height);
+ float fac = 1.0f/255.0f;
+
+ /* normalize */
+ for(int i = width*height - 1; i >= 0; i--) {
+ uchar4 f = rgba[i];
+ float r = color_srgb_to_scene_linear(f.x*fac);
+ float g = color_srgb_to_scene_linear(f.y*fac);
+ float b = color_srgb_to_scene_linear(f.z*fac);
+ buffer[i] = make_float4(r, g, b, 1.0f);
+ }
+
+ struct RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, width, height);
+ PointerRNA rrptr;
+ RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr);
+ BL::RenderResult rr(rrptr);
+
+ rna_RenderLayer_rect_set(&rr.layers.begin()->ptr, (float*)&buffer[0]);
+
+ RE_engine_end_result((RenderEngine*)b_engine.ptr.data, rrp);
+}
+
+void BlenderSession::synchronize()
+{
+ /* on session/scene parameter changes, we recreate session entirely */
+ SceneParams scene_params = BlenderSync::get_scene_params(b_scene);
+ SessionParams session_params = BlenderSync::get_session_params(b_scene, background);
+
+ if(session->params.modified(session_params) ||
+ scene->params.modified(scene_params)) {
+ free_session();
+ create_session();
+ return;
+ }
+
+ /* 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);
+
+ if(b_rv3d)
+ sync->sync_view(b_v3d, b_rv3d, width, height);
+ else
+ sync->sync_camera(width, height);
+
+ /* reset if needed */
+ if(scene->need_reset())
+ session->reset(width, height);
+
+ /* unlock */
+ session->scene->mutex.unlock();
+}
+
+bool BlenderSession::draw(int w, int h)
+{
+ /* 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;
+
+ /* 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 */
+ bool need_update = scene->camera->need_update;
+
+ sync->sync_view(b_v3d, b_rv3d, w, h);
+
+ if(scene->camera->need_update && !need_update)
+ reset = true;
+
+ session->scene->mutex.unlock();
+ }
+
+ /* if dimensions changed, reset */
+ if(width != w || height != h) {
+ width = w;
+ height = h;
+ reset = true;
+ }
+
+ /* reset if requested */
+ if(reset)
+ session->reset(width, height);
+ }
+
+ /* draw */
+ return !session->draw(width, height);
+}
+
+bool BlenderSession::draw()
+{
+ return !session->draw(width, height);
+}
+
+void BlenderSession::get_status(string& status, string& substatus)
+{
+ session->progress.get_status(status, substatus);
+}
+
+void BlenderSession::tag_update()
+{
+ /* tell blender that we want to get another update callback */
+ engine_tag_update((RenderEngine*)b_engine.ptr.data);
+}
+
+void BlenderSession::tag_redraw()
+{
+ if(background) {
+ /* offline render, set stats and redraw if timeout passed */
+ string status, substatus;
+ get_status(status, substatus);
+
+ if(substatus.size() > 0)
+ status += " | " + substatus;
+
+ RE_engine_update_stats((RenderEngine*)b_engine.ptr.data, "", status.c_str());
+
+ if(time_dt() - last_redraw_time > 1.0f) {
+ write_render_result();
+ engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
+ last_redraw_time = time_dt();
+ }
+ }
+ else {
+ /* tell blender that we want to redraw */
+ engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
+ }
+}
+
+void BlenderSession::test_cancel()
+{
+ /* test if we need to cancel rendering */
+ if(background)
+ if(RE_engine_test_break((RenderEngine*)b_engine.ptr.data))
+ session->progress.set_cancel("Cancelled");
+}
+
+CCL_NAMESPACE_END
+