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authorKévin Dietrich <kevin.dietrich@mailoo.org>2020-11-04 13:17:38 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2020-11-04 15:03:33 +0300
commit31a620b9420cab6292b0aa1ea21c9dd1cf70b8bc (patch)
tree76cf425e110fe1c78930e54f3b56d24e1485877a /intern/cycles/blender/blender_sync.cpp
parenta4a848d01b26ad094dabe0e935dd698847ac8f16 (diff)
Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods; as such it is no longer possible to directly access Node class members from exporters and parts of Cycles. The methods are defined via the NODE_SOCKET_API macros in `graph/ node.h`, and are for getting or setting a specific socket's value, as well as querying or modifying the state of its update flag. The setters will check whether the value has changed and tag the socket as modified appropriately. This will let us know how a Node has changed and what to update, which is the first concrete step toward a more granular scene update system. Since the setters will tag the Node sockets as modified when passed different data, this patch also removes the various modified methods on Nodes in favor of Node::is_modified which checks the sockets' update flags status. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8544
Diffstat (limited to 'intern/cycles/blender/blender_sync.cpp')
-rw-r--r--intern/cycles/blender/blender_sync.cpp194
1 files changed, 97 insertions, 97 deletions
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index 0139afb711d..94ff0ff1473 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -118,9 +118,9 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
if (dicing_prop_changed) {
for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
Geometry *geom = iter.second;
- if (geom->type == Geometry::MESH) {
+ if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
- if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
+ if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
PointerRNA id_ptr;
RNA_id_pointer_create((::ID *)iter.first.id, &id_ptr);
geometry_map.set_recalc(BL::ID(id_ptr));
@@ -238,7 +238,7 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
geometry_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) {
+ scene->camera->get_motion_position() == Camera::MOTION_POSITION_CENTER) {
sync_objects(b_depsgraph, b_v3d);
}
sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
@@ -264,70 +264,75 @@ void BlenderSync::sync_integrator()
experimental = (get_enum(cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
- Integrator previntegrator = *integrator;
- integrator->min_bounce = get_int(cscene, "min_light_bounces");
- integrator->max_bounce = get_int(cscene, "max_bounces");
+ integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
+ integrator->set_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->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
+ integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
+ integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
+ integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
- integrator->transparent_min_bounce = get_int(cscene, "min_transparent_bounces");
- integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
+ integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
+ integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
- integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
- integrator->volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
- get_float(cscene, "volume_step_rate");
+ integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
+ float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
+ get_float(cscene, "volume_step_rate");
+ integrator->set_volume_step_rate(volume_step_rate);
- 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->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
+ integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
+ integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
- integrator->seed = get_int(cscene, "seed");
+ int seed = get_int(cscene, "seed");
if (get_boolean(cscene, "use_animated_seed")) {
- integrator->seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
+ seed = hash_uint2(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_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
- get_int(cscene, "seed"));
+ seed += hash_uint2((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->set_seed(seed);
- integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
- integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
+ integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
+ integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
if (!preview) {
- if (integrator->motion_blur != r.use_motion_blur()) {
+ if (integrator->get_motion_blur() != r.use_motion_blur()) {
scene->object_manager->tag_update(scene);
- scene->camera->tag_update();
+ scene->camera->tag_modified();
}
- integrator->motion_blur = r.use_motion_blur();
+ integrator->set_motion_blur(r.use_motion_blur());
}
- integrator->method = (Integrator::Method)get_enum(
- cscene, "progressive", Integrator::NUM_METHODS, Integrator::PATH);
+ integrator->set_method((Integrator::Method)get_enum(
+ cscene, "progressive", Integrator::NUM_METHODS, Integrator::PATH));
+
+ integrator->set_sample_all_lights_direct(get_boolean(cscene, "sample_all_lights_direct"));
+ integrator->set_sample_all_lights_indirect(get_boolean(cscene, "sample_all_lights_indirect"));
+ integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
+
+ SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
+ cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_SOBOL);
- 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 adaptive_min_samples = INT_MAX;
if (RNA_boolean_get(&cscene, "use_adaptive_sampling")) {
- integrator->sampling_pattern = SAMPLING_PATTERN_PMJ;
- integrator->adaptive_min_samples = get_int(cscene, "adaptive_min_samples");
- integrator->adaptive_threshold = get_float(cscene, "adaptive_threshold");
+ sampling_pattern = SAMPLING_PATTERN_PMJ;
+ adaptive_min_samples = get_int(cscene, "adaptive_min_samples");
+ integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
}
else {
- integrator->adaptive_min_samples = INT_MAX;
- integrator->adaptive_threshold = 0.0f;
+ integrator->set_adaptive_threshold(0.0f);
}
+ integrator->set_sampling_pattern(sampling_pattern);
+
int diffuse_samples = get_int(cscene, "diffuse_samples");
int glossy_samples = get_int(cscene, "glossy_samples");
int transmission_samples = get_int(cscene, "transmission_samples");
@@ -337,39 +342,40 @@ void BlenderSync::sync_integrator()
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;
- integrator->adaptive_min_samples = min(
- integrator->adaptive_min_samples * integrator->adaptive_min_samples, INT_MAX);
+ integrator->set_diffuse_samples(diffuse_samples * diffuse_samples);
+ integrator->set_glossy_samples(glossy_samples * glossy_samples);
+ integrator->set_transmission_samples(transmission_samples * transmission_samples);
+ integrator->set_ao_samples(ao_samples * ao_samples);
+ integrator->set_mesh_light_samples(mesh_light_samples * mesh_light_samples);
+ integrator->set_subsurface_samples(subsurface_samples * subsurface_samples);
+ integrator->set_volume_samples(volume_samples * volume_samples);
+ adaptive_min_samples = min(adaptive_min_samples * adaptive_min_samples, INT_MAX);
}
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;
+ integrator->set_diffuse_samples(diffuse_samples);
+ integrator->set_glossy_samples(glossy_samples);
+ integrator->set_transmission_samples(transmission_samples);
+ integrator->set_ao_samples(ao_samples);
+ integrator->set_mesh_light_samples(mesh_light_samples);
+ integrator->set_subsurface_samples(subsurface_samples);
+ integrator->set_volume_samples(volume_samples);
}
+ integrator->set_adaptive_min_samples(adaptive_min_samples);
+
if (b_scene.render().use_simplify()) {
if (preview) {
- integrator->ao_bounces = get_int(cscene, "ao_bounces");
+ integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
}
else {
- integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
+ integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
}
}
else {
- integrator->ao_bounces = 0;
+ integrator->set_ao_bounces(0);
}
- if (integrator->modified(previntegrator))
+ if (integrator->is_modified())
integrator->tag_update(scene);
}
@@ -380,46 +386,42 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Film *film = scene->film;
- Film prevfilm = *film;
vector<Pass> prevpasses = scene->passes;
if (b_v3d) {
- film->display_pass = update_viewport_display_passes(b_v3d, scene->passes);
+ film->set_display_pass(update_viewport_display_passes(b_v3d, scene->passes));
}
- 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");
+ film->set_exposure(get_float(cscene, "film_exposure"));
+ film->set_filter_type(
+ (FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
+ float filter_width = (film->get_filter_type() == FILTER_BOX) ? 1.0f :
+ get_float(cscene, "filter_width");
+ film->set_filter_width(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();
+ film->set_mist_start(b_mist.start());
+ film->set_mist_depth(b_mist.depth());
switch (b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
- film->mist_falloff = 2.0f;
+ film->set_mist_falloff(2.0f);
break;
case BL::WorldMistSettings::falloff_LINEAR:
- film->mist_falloff = 1.0f;
+ film->set_mist_falloff(1.0f);
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
- film->mist_falloff = 0.5f;
+ film->set_mist_falloff(0.5f);
break;
}
}
- if (film->modified(prevfilm)) {
- film->tag_update(scene);
- }
-
if (!Pass::equals(prevpasses, scene->passes)) {
film->tag_passes_update(scene, prevpasses, false);
- film->tag_update(scene);
+ film->tag_modified();
}
}
@@ -585,7 +587,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
BL::RenderPass b_pass(*b_pass_iter);
PassType pass_type = get_pass_type(b_pass);
- if (pass_type == PASS_MOTION && scene->integrator->motion_blur)
+ if (pass_type == PASS_MOTION && scene->integrator->get_motion_blur())
continue;
if (pass_type != PASS_NONE)
Pass::add(pass_type, passes, b_pass.name().c_str());
@@ -593,12 +595,12 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
- scene->film->denoising_flags = 0;
+ int denoising_flags = 0;
if (denoising.use || denoising.store_passes) {
if (denoising.type == DENOISER_NLM) {
#define MAP_OPTION(name, flag) \
if (!get_boolean(crl, name)) { \
- scene->film->denoising_flags |= flag; \
+ denoising_flags |= flag; \
} \
((void)0)
MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
@@ -611,6 +613,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
}
b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
}
+ scene->film->set_denoising_flags(denoising_flags);
if (denoising.store_passes) {
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
@@ -622,7 +625,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
}
- if (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
+ if (scene->film->get_denoising_flags() & DENOISING_CLEAN_ALL_PASSES) {
b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.name().c_str());
}
}
@@ -665,16 +668,15 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
* User facing parameter is the number of pairs. */
int crypto_depth = divide_up(min(16, get_int(crl, "pass_crypto_depth")), 2);
- scene->film->cryptomatte_depth = crypto_depth;
- scene->film->cryptomatte_passes = CRYPT_NONE;
+ scene->film->set_cryptomatte_depth(crypto_depth);
+ CryptomatteType cryptomatte_passes = CRYPT_NONE;
if (get_boolean(crl, "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_view_layer.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
- scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
- CRYPT_OBJECT);
+ cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
}
if (get_boolean(crl, "use_pass_crypto_material")) {
for (int i = 0; i < crypto_depth; i++) {
@@ -682,8 +684,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
- scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
- CRYPT_MATERIAL);
+ cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
}
if (get_boolean(crl, "use_pass_crypto_asset")) {
for (int i = 0; i < crypto_depth; i++) {
@@ -691,13 +692,12 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
}
- scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
- CRYPT_ASSET);
+ cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
}
- if (get_boolean(crl, "pass_crypto_accurate") && scene->film->cryptomatte_passes != CRYPT_NONE) {
- scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
- CRYPT_ACCURATE);
+ if (get_boolean(crl, "pass_crypto_accurate") && cryptomatte_passes != CRYPT_NONE) {
+ cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ACCURATE);
}
+ scene->film->set_cryptomatte_passes(cryptomatte_passes);
if (adaptive_sampling) {
Pass::add(PASS_ADAPTIVE_AUX_BUFFER, passes);
@@ -721,14 +721,14 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
}
RNA_END;
- scene->film->denoising_data_pass = denoising.use || denoising.store_passes;
- scene->film->denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
- scene->film->denoising_prefiltered_pass = denoising.store_passes &&
- denoising.type == DENOISER_NLM;
+ scene->film->set_denoising_data_pass(denoising.use || denoising.store_passes);
+ scene->film->set_denoising_clean_pass(scene->film->get_denoising_flags() &
+ DENOISING_CLEAN_ALL_PASSES);
+ scene->film->set_denoising_prefiltered_pass(denoising.store_passes &&
+ denoising.type == DENOISER_NLM);
- scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
+ scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
scene->film->tag_passes_update(scene, passes);
- scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
return passes;