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Diffstat (limited to 'intern/cycles/blender/blender_sync.cpp')
-rw-r--r--intern/cycles/blender/blender_sync.cpp1463
1 files changed, 726 insertions, 737 deletions
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index 063a2cd4d16..0ab6d88487e 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -45,32 +45,33 @@ static const char *cryptomatte_prefix = "Crypto";
/* Constructor */
-BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
- BL::BlendData& b_data,
- BL::Scene& b_scene,
+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)
+ : 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");
+ 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()
@@ -79,788 +80,776 @@ BlenderSync::~BlenderSync()
/* Sync */
-void BlenderSync::sync_recalc(BL::Depsgraph& b_depsgraph)
+void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
{
- /* 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. */
-
- bool has_updated_objects = b_depsgraph.id_type_updated(BL::DriverTarget::id_type_OBJECT);
-
- if(experimental) {
- /* Mark all meshes as needing to be exported again if dicing changed. */
- PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
- bool dicing_prop_changed = false;
-
- 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;
- }
-
- if(dicing_prop_changed) {
- for(const pair<void*, Mesh*>& iter: mesh_map.key_to_scene_data()) {
- Mesh *mesh = iter.second;
- if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
- mesh_map.set_recalc(iter.first);
- }
- }
- }
- }
-
- /* Iterate over all IDs in this depsgraph. */
- BL::Depsgraph::updates_iterator b_update;
- for(b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
- BL::ID b_id(b_update->id());
-
- /* Material */
- if(b_id.is_a(&RNA_Material)) {
- BL::Material b_mat(b_id);
- shader_map.set_recalc(b_mat);
- }
- /* Light */
- else if(b_id.is_a(&RNA_Light)) {
- BL::Light b_light(b_id);
- shader_map.set_recalc(b_light);
- }
- /* Object */
- else if(b_id.is_a(&RNA_Object)) {
- BL::Object b_ob(b_id);
- const bool updated_geometry = b_update->is_updated_geometry();
-
- if(b_update->is_updated_transform()) {
- object_map.set_recalc(b_ob);
- light_map.set_recalc(b_ob);
- }
-
- if(object_is_mesh(b_ob)) {
- if(updated_geometry ||
- (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(updated_geometry) {
- light_map.set_recalc(b_ob);
- }
- }
-
- if(updated_geometry) {
- 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);
- }
- }
- /* Mesh */
- else if(b_id.is_a(&RNA_Mesh)) {
- BL::Mesh b_mesh(b_id);
- mesh_map.set_recalc(b_mesh);
- }
- /* World */
- else if(b_id.is_a(&RNA_World)) {
- BL::World b_world(b_id);
- if(world_map == b_world.ptr.data) {
- world_recalc = true;
- }
- }
- }
-
- /* Updates shader with object dependency if objects changed. */
- if(has_updated_objects) {
- if(scene->default_background->has_object_dependency) {
- world_recalc = true;
- }
-
- foreach(Shader *shader, scene->shaders) {
- if(shader->has_object_dependency) {
- shader->need_sync_object = true;
- }
- }
- }
+ /* 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. */
+
+ bool has_updated_objects = b_depsgraph.id_type_updated(BL::DriverTarget::id_type_OBJECT);
+
+ if (experimental) {
+ /* Mark all meshes as needing to be exported again if dicing changed. */
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+ bool dicing_prop_changed = false;
+
+ 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;
+ }
+
+ if (dicing_prop_changed) {
+ for (const pair<void *, Mesh *> &iter : mesh_map.key_to_scene_data()) {
+ Mesh *mesh = iter.second;
+ if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
+ mesh_map.set_recalc(iter.first);
+ }
+ }
+ }
+ }
+
+ /* Iterate over all IDs in this depsgraph. */
+ BL::Depsgraph::updates_iterator b_update;
+ for (b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
+ BL::ID b_id(b_update->id());
+
+ /* Material */
+ if (b_id.is_a(&RNA_Material)) {
+ BL::Material b_mat(b_id);
+ shader_map.set_recalc(b_mat);
+ }
+ /* Light */
+ else if (b_id.is_a(&RNA_Light)) {
+ BL::Light b_light(b_id);
+ shader_map.set_recalc(b_light);
+ }
+ /* Object */
+ else if (b_id.is_a(&RNA_Object)) {
+ BL::Object b_ob(b_id);
+ const bool updated_geometry = b_update->is_updated_geometry();
+
+ if (b_update->is_updated_transform()) {
+ object_map.set_recalc(b_ob);
+ light_map.set_recalc(b_ob);
+ }
+
+ if (object_is_mesh(b_ob)) {
+ if (updated_geometry ||
+ (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 (updated_geometry) {
+ light_map.set_recalc(b_ob);
+ }
+ }
+
+ if (updated_geometry) {
+ 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);
+ }
+ }
+ /* Mesh */
+ else if (b_id.is_a(&RNA_Mesh)) {
+ BL::Mesh b_mesh(b_id);
+ mesh_map.set_recalc(b_mesh);
+ }
+ /* World */
+ else if (b_id.is_a(&RNA_World)) {
+ BL::World b_world(b_id);
+ if (world_map == b_world.ptr.data) {
+ world_recalc = true;
+ }
+ }
+ }
+
+ /* Updates shader with object dependency if objects changed. */
+ if (has_updated_objects) {
+ if (scene->default_background->has_object_dependency) {
+ world_recalc = true;
+ }
+
+ foreach (Shader *shader, scene->shaders) {
+ if (shader->has_object_dependency) {
+ shader->need_sync_object = true;
+ }
+ }
+ }
}
-void BlenderSync::sync_data(BL::RenderSettings& b_render,
- BL::Depsgraph& b_depsgraph,
- BL::SpaceView3D& b_v3d,
- BL::Object& b_override,
- int width, int height,
+void BlenderSync::sync_data(BL::RenderSettings &b_render,
+ BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
+ BL::Object &b_override,
+ int width,
+ int height,
void **python_thread_state)
{
- BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
-
- sync_view_layer(b_v3d, b_view_layer);
- sync_integrator();
- sync_film();
- sync_shaders(b_depsgraph);
- 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(b_depsgraph);
- }
- sync_motion(b_render,
- b_depsgraph,
- b_override,
- width, height,
- python_thread_state);
-
- mesh_synced.clear();
-
- free_data_after_sync(b_depsgraph);
+ BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
+
+ sync_view_layer(b_v3d, b_view_layer);
+ sync_integrator();
+ sync_film();
+ sync_shaders(b_depsgraph);
+ 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(b_depsgraph);
+ }
+ sync_motion(b_render, b_depsgraph, b_override, width, height, python_thread_state);
+
+ mesh_synced.clear();
+
+ free_data_after_sync(b_depsgraph);
}
/* 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);
+ 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);
+ 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_view_layer(BL::SpaceView3D& /*b_v3d*/, BL::ViewLayer& b_view_layer)
+void BlenderSync::sync_view_layer(BL::SpaceView3D & /*b_v3d*/, BL::ViewLayer &b_view_layer)
{
- /* render layer */
- view_layer.name = b_view_layer.name();
- view_layer.use_background_shader = b_view_layer.use_sky();
- view_layer.use_background_ao = b_view_layer.use_ao();
- view_layer.use_surfaces = b_view_layer.use_solid();
- view_layer.use_hair = b_view_layer.use_strand();
-
- /* Material override. */
- view_layer.material_override = b_view_layer.material_override();
-
- /* Sample override. */
- PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
- int use_layer_samples = get_enum(cscene, "use_layer_samples");
-
- view_layer.bound_samples = (use_layer_samples == 1);
- view_layer.samples = 0;
-
- if(use_layer_samples != 2) {
- int samples = b_view_layer.samples();
- if(get_boolean(cscene, "use_square_samples"))
- view_layer.samples = samples * samples;
- else
- view_layer.samples = samples;
- }
-
+ /* render layer */
+ view_layer.name = b_view_layer.name();
+ view_layer.use_background_shader = b_view_layer.use_sky();
+ view_layer.use_background_ao = b_view_layer.use_ao();
+ view_layer.use_surfaces = b_view_layer.use_solid();
+ view_layer.use_hair = b_view_layer.use_strand();
+
+ /* Material override. */
+ view_layer.material_override = b_view_layer.material_override();
+
+ /* Sample override. */
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+ int use_layer_samples = get_enum(cscene, "use_layer_samples");
+
+ view_layer.bound_samples = (use_layer_samples == 1);
+ view_layer.samples = 0;
+
+ if (use_layer_samples != 2) {
+ int samples = b_view_layer.samples();
+ if (get_boolean(cscene, "use_square_samples"))
+ view_layer.samples = samples * samples;
+ else
+ view_layer.samples = samples;
+ }
}
/* 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. */
- }
+ /* 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)
+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);
+ 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);
+ 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;
- }
+ MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
+ if (string_startswith(name, cryptomatte_prefix)) {
+ return PASS_CRYPTOMATTE;
+ }
#undef MAP_PASS
- return PASS_NONE;
+ return PASS_NONE;
}
-int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
+int BlenderSync::get_denoising_pass(BL::RenderPass &b_pass)
{
- string name = b_pass.name();
-
- if(name == "Noisy Image") return DENOISING_PASS_PREFILTERED_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_PREFILTERED_NORMAL);
- MAP_PASS("Albedo", DENOISING_PASS_PREFILTERED_ALBEDO);
- MAP_PASS("Depth", DENOISING_PASS_PREFILTERED_DEPTH);
- MAP_PASS("Shadowing", DENOISING_PASS_PREFILTERED_SHADOWING);
- MAP_PASS("Variance", DENOISING_PASS_PREFILTERED_VARIANCE);
- MAP_PASS("Intensity", DENOISING_PASS_PREFILTERED_INTENSITY);
- MAP_PASS("Clean", DENOISING_PASS_CLEAN);
+ string name = b_pass.name();
+
+ if (name == "Noisy Image")
+ return DENOISING_PASS_PREFILTERED_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_PREFILTERED_NORMAL);
+ MAP_PASS("Albedo", DENOISING_PASS_PREFILTERED_ALBEDO);
+ MAP_PASS("Depth", DENOISING_PASS_PREFILTERED_DEPTH);
+ MAP_PASS("Shadowing", DENOISING_PASS_PREFILTERED_SHADOWING);
+ MAP_PASS("Variance", DENOISING_PASS_PREFILTERED_VARIANCE);
+ MAP_PASS("Intensity", DENOISING_PASS_PREFILTERED_INTENSITY);
+ MAP_PASS("Clean", DENOISING_PASS_CLEAN);
#undef MAP_PASS
- return -1;
+ return -1;
}
-vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
- BL::ViewLayer& b_view_layer)
+vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
{
- vector<Pass> passes;
- Pass::add(PASS_COMBINED, 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);
- }
-
- PointerRNA crp = RNA_pointer_get(&b_view_layer.ptr, "cycles");
- bool full_denoising = get_boolean(crp, "use_denoising");
- bool write_denoising_passes = get_boolean(crp, "denoising_store_passes");
-
- scene->film->denoising_flags = 0;
- if(full_denoising || write_denoising_passes) {
-#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);
+ vector<Pass> passes;
+ Pass::add(PASS_COMBINED, 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);
+ }
+
+ PointerRNA crp = RNA_pointer_get(&b_view_layer.ptr, "cycles");
+ bool full_denoising = get_boolean(crp, "use_denoising");
+ bool write_denoising_passes = get_boolean(crp, "denoising_store_passes");
+
+ scene->film->denoising_flags = 0;
+ if (full_denoising || write_denoising_passes) {
+#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_view_layer.name().c_str());
- }
-
- if(write_denoising_passes) {
- b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Shadowing", 1, "X", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Variance", 3, "RGB", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
-
- if(scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
- b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.name().c_str());
- }
- }
+ b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
+ }
+
+ if (write_denoising_passes) {
+ b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
+ b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
+ b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
+ b_engine.add_pass("Denoising Shadowing", 1, "X", b_view_layer.name().c_str());
+ b_engine.add_pass("Denoising Variance", 3, "RGB", b_view_layer.name().c_str());
+ b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
+
+ if (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
+ b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.name().c_str());
- Pass::add(PASS_RAY_BOUNCES, passes);
- }
+ if (get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
+ b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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;
+ if (get_boolean(crp, "pass_debug_render_time")) {
+ b_engine.add_pass("Debug Render Time", 1, "X", b_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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_view_layer.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;
}
-void BlenderSync::free_data_after_sync(BL::Depsgraph& b_depsgraph)
+void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
{
- /* When viewport display is not needed during render we can force some
- * caches to be releases from blender side in order to reduce peak memory
- * footprint during synchronization process.
- */
- const bool is_interface_locked = b_engine.render() &&
- b_engine.render().use_lock_interface();
- const bool can_free_caches = BlenderSession::headless || is_interface_locked;
- if(!can_free_caches) {
- return;
- }
- /* TODO(sergey): We can actually remove the whole dependency graph,
- * but that will need some API support first.
- */
- BL::Depsgraph::objects_iterator b_ob;
- for(b_depsgraph.objects.begin(b_ob);
- b_ob != b_depsgraph.objects.end();
- ++b_ob)
- {
- b_ob->cache_release();
- }
+ /* When viewport display is not needed during render we can force some
+ * caches to be releases from blender side in order to reduce peak memory
+ * footprint during synchronization process.
+ */
+ const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
+ const bool can_free_caches = BlenderSession::headless || is_interface_locked;
+ if (!can_free_caches) {
+ return;
+ }
+ /* TODO(sergey): We can actually remove the whole dependency graph,
+ * but that will need some API support first.
+ */
+ BL::Depsgraph::objects_iterator b_ob;
+ for (b_depsgraph.objects.begin(b_ob); b_ob != b_depsgraph.objects.end(); ++b_ob) {
+ b_ob->cache_release();
+ }
}
/* Scene Parameters */
-SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
- bool background)
+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;
- }
+ 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;
+ }
#ifdef WITH_EMBREE
- params.bvh_layout = RNA_boolean_get(&cscene, "use_bvh_embree") ? BVH_LAYOUT_EMBREE : params.bvh_layout;
+ params.bvh_layout = RNA_boolean_get(&cscene, "use_bvh_embree") ? BVH_LAYOUT_EMBREE :
+ params.bvh_layout;
#endif
- return params;
+ return params;
}
/* Session Parameters */
-bool BlenderSync::get_session_pause(BL::Scene& b_scene, bool background)
+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");
+ 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::Preferences& b_preferences,
- BL::Scene& b_scene,
+SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
+ BL::Preferences &b_preferences,
+ 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);
-
- /* Background */
- params.background = background;
-
- /* Device */
- params.threads = blender_device_threads(b_scene);
- params.device = blender_device_info(b_preferences, b_scene, params.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 = INT_MAX;
- }
- }
- else {
- if(background) {
- params.samples = samples;
- }
- else {
- params.samples = preview_samples;
- if(params.samples == 0)
- params.samples = INT_MAX;
- }
- }
-
- /* Clamp samples. */
- params.samples = min(params.samples, Integrator::MAX_SAMPLES);
-
- /* tiles */
- const bool is_cpu = (params.device.type == DEVICE_CPU);
- if(!is_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 */
- BL::RenderSettings b_r = b_scene.render();
- params.progressive_refine = (b_engine.is_preview() ||
- get_boolean(cscene, "use_progressive_refine")) &&
- !b_r.use_save_buffers();
-
- if(params.progressive_refine) {
- BL::Scene::view_layers_iterator b_view_layer;
- for(b_scene.view_layers.begin(b_view_layer); b_view_layer != b_scene.view_layers.end(); ++b_view_layer) {
- PointerRNA crl = RNA_pointer_get(&b_view_layer->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 */
- params.display_buffer_linear = 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;
- }
-
- params.use_profiling = params.device.has_profiling && !b_engine.is_preview() &&
- background && BlenderSession::print_render_stats;
-
- return params;
+ SessionParams params;
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+
+ /* feature set */
+ params.experimental = (get_enum(cscene, "feature_set") != 0);
+
+ /* Background */
+ params.background = background;
+
+ /* Device */
+ params.threads = blender_device_threads(b_scene);
+ params.device = blender_device_info(b_preferences, b_scene, params.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 = INT_MAX;
+ }
+ }
+ else {
+ if (background) {
+ params.samples = samples;
+ }
+ else {
+ params.samples = preview_samples;
+ if (params.samples == 0)
+ params.samples = INT_MAX;
+ }
+ }
+
+ /* Clamp samples. */
+ params.samples = min(params.samples, Integrator::MAX_SAMPLES);
+
+ /* tiles */
+ const bool is_cpu = (params.device.type == DEVICE_CPU);
+ if (!is_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 */
+ BL::RenderSettings b_r = b_scene.render();
+ params.progressive_refine = (b_engine.is_preview() ||
+ get_boolean(cscene, "use_progressive_refine")) &&
+ !b_r.use_save_buffers();
+
+ if (params.progressive_refine) {
+ BL::Scene::view_layers_iterator b_view_layer;
+ for (b_scene.view_layers.begin(b_view_layer); b_view_layer != b_scene.view_layers.end();
+ ++b_view_layer) {
+ PointerRNA crl = RNA_pointer_get(&b_view_layer->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 */
+ params.display_buffer_linear = 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;
+ }
+
+ params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
+ BlenderSession::print_render_stats;
+
+ return params;
}
CCL_NAMESPACE_END