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Diffstat (limited to 'intern/cycles/blender/session.cpp')
-rw-r--r-- | intern/cycles/blender/session.cpp | 1003 |
1 files changed, 1003 insertions, 0 deletions
diff --git a/intern/cycles/blender/session.cpp b/intern/cycles/blender/session.cpp new file mode 100644 index 00000000000..d9a2d3d3029 --- /dev/null +++ b/intern/cycles/blender/session.cpp @@ -0,0 +1,1003 @@ +/* + * 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 <stdlib.h> + +#include "device/device.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/colorspace.h" +#include "scene/film.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/stats.h" +#include "session/buffers.h" +#include "session/session.h" + +#include "util/algorithm.h" +#include "util/color.h" +#include "util/foreach.h" +#include "util/function.h" +#include "util/hash.h" +#include "util/log.h" +#include "util/murmurhash.h" +#include "util/path.h" +#include "util/progress.h" +#include "util/time.h" + +#include "blender/display_driver.h" +#include "blender/output_driver.h" +#include "blender/session.h" +#include "blender/sync.h" +#include "blender/util.h" + +CCL_NAMESPACE_BEGIN + +DeviceTypeMask BlenderSession::device_override = DEVICE_MASK_ALL; +bool BlenderSession::headless = false; +bool BlenderSession::print_render_stats = false; + +BlenderSession::BlenderSession(BL::RenderEngine &b_engine, + BL::Preferences &b_userpref, + BL::BlendData &b_data, + bool preview_osl) + : session(NULL), + scene(NULL), + sync(NULL), + b_engine(b_engine), + b_userpref(b_userpref), + b_data(b_data), + b_render(b_engine.render()), + b_depsgraph(PointerRNA_NULL), + b_scene(PointerRNA_NULL), + b_v3d(PointerRNA_NULL), + b_rv3d(PointerRNA_NULL), + width(0), + height(0), + preview_osl(preview_osl), + python_thread_state(NULL), + use_developer_ui(false) +{ + /* offline render */ + background = true; + last_redraw_time = 0.0; + start_resize_time = 0.0; + last_status_time = 0.0; +} + +BlenderSession::BlenderSession(BL::RenderEngine &b_engine, + BL::Preferences &b_userpref, + BL::BlendData &b_data, + BL::SpaceView3D &b_v3d, + BL::RegionView3D &b_rv3d, + int width, + int height) + : session(NULL), + scene(NULL), + sync(NULL), + b_engine(b_engine), + b_userpref(b_userpref), + b_data(b_data), + b_render(b_engine.render()), + b_depsgraph(PointerRNA_NULL), + b_scene(PointerRNA_NULL), + b_v3d(b_v3d), + b_rv3d(b_rv3d), + width(width), + height(height), + preview_osl(false), + python_thread_state(NULL), + use_developer_ui(b_userpref.experimental().use_cycles_debug() && + b_userpref.view().show_developer_ui()) +{ + /* 3d view render */ + background = false; + last_redraw_time = 0.0; + start_resize_time = 0.0; + last_status_time = 0.0; +} + +BlenderSession::~BlenderSession() +{ + free_session(); +} + +void BlenderSession::create_session() +{ + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); + const bool session_pause = BlenderSync::get_session_pause(b_scene, background); + + /* reset status/progress */ + last_status = ""; + last_error = ""; + last_progress = -1.0f; + start_resize_time = 0.0; + + /* create session */ + session = new Session(session_params, scene_params); + session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this)); + session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this)); + session->set_pause(session_pause); + + /* create scene */ + scene = session->scene; + scene->name = b_scene.name(); + + /* create sync */ + sync = new BlenderSync( + b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress); + BL::Object b_camera_override(b_engine.camera_override()); + if (b_v3d) { + sync->sync_view(b_v3d, b_rv3d, width, height); + } + else { + sync->sync_camera(b_render, b_camera_override, width, height, ""); + } + + /* set buffer parameters */ + const BufferParams buffer_params = BlenderSync::get_buffer_params( + b_v3d, b_rv3d, scene->camera, width, height); + session->reset(session_params, buffer_params); + + /* Viewport and preview (as in, material preview) does not do tiled rendering, so can inform + * engine that no tracking of the tiles state is needed. + * The offline rendering will make a decision when tile is being written. The penalty of asking + * the engine to keep track of tiles state is minimal, so there is nothing to worry about here + * about possible single-tiled final render. */ + if (!b_engine.is_preview() && !b_v3d) { + b_engine.use_highlight_tiles(true); + } +} + +void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph) +{ + /* Update data, scene and depsgraph pointers. These can change after undo. */ + this->b_data = b_data; + this->b_depsgraph = b_depsgraph; + this->b_scene = b_depsgraph.scene_eval(); + if (sync) { + sync->reset(this->b_data, this->b_scene); + } + + if (preview_osl) { + PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); + RNA_boolean_set(&cscene, "shading_system", preview_osl); + } + + if (b_v3d) { + this->b_render = b_scene.render(); + } + else { + this->b_render = b_engine.render(); + width = render_resolution_x(b_render); + height = render_resolution_y(b_render); + } + + bool is_new_session = (session == NULL); + if (is_new_session) { + /* Initialize session and remember it was just created so not to + * re-create it below. + */ + create_session(); + } + + if (b_v3d) { + /* NOTE: We need to create session, but all the code from below + * will make viewport render to stuck on initialization. + */ + return; + } + + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); + + if (scene->params.modified(scene_params) || session->params.modified(session_params) || + !this->b_render.use_persistent_data()) { + /* if scene or session parameters changed, it's easier to simply re-create + * them rather than trying to distinguish which settings need to be updated + */ + if (!is_new_session) { + free_session(); + create_session(); + } + return; + } + + session->progress.reset(); + + /* peak memory usage should show current render peak, not peak for all renders + * made by this render session + */ + session->stats.mem_peak = session->stats.mem_used; + + if (is_new_session) { + /* Sync object should be re-created for new scene. */ + delete sync; + sync = new BlenderSync( + b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress); + } + else { + /* Sync recalculations to do just the required updates. */ + sync->sync_recalc(b_depsgraph, b_v3d); + } + + BL::Object b_camera_override(b_engine.camera_override()); + sync->sync_camera(b_render, b_camera_override, width, height, ""); + + BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL); + BL::RegionView3D b_null_region_view3d(PointerRNA_NULL); + const BufferParams buffer_params = BlenderSync::get_buffer_params( + b_null_space_view3d, b_null_region_view3d, scene->camera, width, height); + session->reset(session_params, buffer_params); + + /* reset time */ + start_resize_time = 0.0; + + { + thread_scoped_lock lock(draw_state_.mutex); + draw_state_.last_pass_index = -1; + } +} + +void BlenderSession::free_session() +{ + if (session) { + session->cancel(true); + } + + delete sync; + sync = nullptr; + + delete session; + session = nullptr; + + display_driver_ = nullptr; +} + +void BlenderSession::full_buffer_written(string_view filename) +{ + full_buffer_files_.emplace_back(filename); +} + +static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest) +{ + string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0)); + string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/"; + + render_add_metadata(b_rr, prefix + "name", name); + render_add_metadata(b_rr, prefix + "hash", "MurmurHash3_32"); + render_add_metadata(b_rr, prefix + "conversion", "uint32_to_float32"); + render_add_metadata(b_rr, prefix + "manifest", manifest); +} + +void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_layer_name) +{ + BL::RenderResult b_rr = b_engine.get_result(); + string prefix = "cycles." + view_layer_name + "."; + + /* Configured number of samples for the view layer. */ + b_rr.stamp_data_add_field((prefix + "samples").c_str(), + to_string(session->params.samples).c_str()); + + /* Store ranged samples information. */ + /* TODO(sergey): Need to bring this information back. */ +#if 0 + if (session->tile_manager.range_num_samples != -1) { + b_rr.stamp_data_add_field((prefix + "range_start_sample").c_str(), + to_string(session->tile_manager.range_start_sample).c_str()); + b_rr.stamp_data_add_field((prefix + "range_num_samples").c_str(), + to_string(session->tile_manager.range_num_samples).c_str()); + } +#endif + + /* Write cryptomatte metadata. */ + if (scene->film->get_cryptomatte_passes() & CRYPT_OBJECT) { + add_cryptomatte_layer(b_rr, + view_layer_name + ".CryptoObject", + scene->object_manager->get_cryptomatte_objects(scene)); + } + if (scene->film->get_cryptomatte_passes() & CRYPT_MATERIAL) { + add_cryptomatte_layer(b_rr, + view_layer_name + ".CryptoMaterial", + scene->shader_manager->get_cryptomatte_materials(scene)); + } + if (scene->film->get_cryptomatte_passes() & CRYPT_ASSET) { + add_cryptomatte_layer(b_rr, + view_layer_name + ".CryptoAsset", + scene->object_manager->get_cryptomatte_assets(scene)); + } + + /* Store synchronization and bare-render times. */ + double total_time, render_time; + session->progress.get_time(total_time, render_time); + b_rr.stamp_data_add_field((prefix + "total_time").c_str(), + time_human_readable_from_seconds(total_time).c_str()); + b_rr.stamp_data_add_field((prefix + "render_time").c_str(), + time_human_readable_from_seconds(render_time).c_str()); + b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(), + time_human_readable_from_seconds(total_time - render_time).c_str()); +} + +void BlenderSession::render(BL::Depsgraph &b_depsgraph_) +{ + b_depsgraph = b_depsgraph_; + + if (session->progress.get_cancel()) { + update_status_progress(); + return; + } + + /* Create driver to write out render results. */ + ensure_display_driver_if_needed(); + session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine)); + + session->full_buffer_written_cb = [&](string_view filename) { full_buffer_written(filename); }; + + BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval(); + + /* get buffer parameters */ + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + BufferParams buffer_params = BlenderSync::get_buffer_params( + b_v3d, b_rv3d, scene->camera, width, height); + + /* temporary render result to find needed passes and views */ + BL::RenderResult b_rr = b_engine.begin_result(0, 0, 1, 1, b_view_layer.name().c_str(), NULL); + BL::RenderResult::layers_iterator b_single_rlay; + b_rr.layers.begin(b_single_rlay); + BL::RenderLayer b_rlay = *b_single_rlay; + + { + thread_scoped_lock lock(draw_state_.mutex); + b_rlay_name = b_view_layer.name(); + + /* Signal that the display pass is to be updated. */ + draw_state_.last_pass_index = -1; + } + + /* Compute render passes and film settings. */ + sync->sync_render_passes(b_rlay, b_view_layer); + + BL::RenderResult::views_iterator b_view_iter; + + int num_views = 0; + for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) { + num_views++; + } + + int view_index = 0; + for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); + ++b_view_iter, ++view_index) { + b_rview_name = b_view_iter->name(); + + buffer_params.layer = b_view_layer.name(); + buffer_params.view = b_rview_name; + + /* set the current view */ + b_engine.active_view_set(b_rview_name.c_str()); + + /* update scene */ + BL::Object b_camera_override(b_engine.camera_override()); + sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str()); + sync->sync_data( + b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); + builtin_images_load(); + + /* Attempt to free all data which is held by Blender side, since at this + * point we know that we've got everything to render current view layer. + */ + /* At the moment we only free if we are not doing multi-view + * (or if we are rendering the last view). See T58142/D4239 for discussion. + */ + if (view_index == num_views - 1) { + free_blender_memory_if_possible(); + } + + /* Make sure all views have different noise patterns. - hardcoded value just to make it random + */ + if (view_index != 0) { + int seed = scene->integrator->get_seed(); + seed += hash_uint2(seed, hash_uint2(view_index * 0xdeadbeef, 0)); + scene->integrator->set_seed(seed); + } + + /* Update number of samples per layer. */ + const int samples = sync->get_layer_samples(); + const bool bound_samples = sync->get_layer_bound_samples(); + + SessionParams effective_session_params = session_params; + if (samples != 0 && (!bound_samples || (samples < session_params.samples))) { + effective_session_params.samples = samples; + } + + /* Update session itself. */ + session->reset(effective_session_params, buffer_params); + + /* render */ + if (!b_engine.is_preview() && background && print_render_stats) { + scene->enable_update_stats(); + } + + session->start(); + session->wait(); + + if (!b_engine.is_preview() && background && print_render_stats) { + RenderStats stats; + session->collect_statistics(&stats); + printf("Render statistics:\n%s\n", stats.full_report().c_str()); + } + + if (session->progress.get_cancel()) + break; + } + + /* add metadata */ + stamp_view_layer_metadata(scene, b_rlay_name); + + /* free result without merging */ + b_engine.end_result(b_rr, true, false, false); + + /* When tiled rendering is used there will be no "write" done for the tile. Forcefully clear + * highlighted tiles now, so that the highlight will be removed while processing full frame from + * file. */ + b_engine.tile_highlight_clear_all(); + + double total_time, render_time; + session->progress.get_time(total_time, render_time); + VLOG(1) << "Total render time: " << total_time; + VLOG(1) << "Render time (without synchronization): " << render_time; +} + +void BlenderSession::render_frame_finish() +{ + /* Processing of all layers and views is done. Clear the strings so that we can communicate + * progress about reading files and denoising them. */ + b_rlay_name = ""; + b_rview_name = ""; + + if (!b_render.use_persistent_data()) { + /* Free the sync object so that it can properly dereference nodes from the scene graph before + * the graph is freed. */ + delete sync; + sync = nullptr; + + session->device_free(); + } + + for (string_view filename : full_buffer_files_) { + session->process_full_buffer_from_disk(filename); + if (check_and_report_session_error()) { + break; + } + } + + for (string_view filename : full_buffer_files_) { + path_remove(filename); + } + + /* Clear driver. */ + session->set_output_driver(nullptr); + session->full_buffer_written_cb = function_null; + + /* All the files are handled. + * Clear the list so that this session can be re-used by Persistent Data. */ + full_buffer_files_.clear(); +} + +static PassType bake_type_to_pass(const string &bake_type_str, const int bake_filter) +{ + const char *bake_type = bake_type_str.c_str(); + + /* data passes */ + if (strcmp(bake_type, "POSITION") == 0) { + return PASS_POSITION; + } + else if (strcmp(bake_type, "NORMAL") == 0) { + return PASS_NORMAL; + } + else if (strcmp(bake_type, "UV") == 0) { + return PASS_UV; + } + else if (strcmp(bake_type, "ROUGHNESS") == 0) { + return PASS_ROUGHNESS; + } + else if (strcmp(bake_type, "EMIT") == 0) { + return PASS_EMISSION; + } + /* light passes */ + else if (strcmp(bake_type, "AO") == 0) { + return PASS_AO; + } + else if (strcmp(bake_type, "COMBINED") == 0) { + return PASS_COMBINED; + } + else if (strcmp(bake_type, "SHADOW") == 0) { + return PASS_SHADOW; + } + else if (strcmp(bake_type, "DIFFUSE") == 0) { + if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && + bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_DIFFUSE; + } + else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { + return PASS_DIFFUSE_DIRECT; + } + else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_DIFFUSE_INDIRECT; + } + else { + return PASS_DIFFUSE_COLOR; + } + } + else if (strcmp(bake_type, "GLOSSY") == 0) { + if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && + bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_GLOSSY; + } + else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { + return PASS_GLOSSY_DIRECT; + } + else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_GLOSSY_INDIRECT; + } + else { + return PASS_GLOSSY_COLOR; + } + } + else if (strcmp(bake_type, "TRANSMISSION") == 0) { + if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && + bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_TRANSMISSION; + } + else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { + return PASS_TRANSMISSION_DIRECT; + } + else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { + return PASS_TRANSMISSION_INDIRECT; + } + else { + return PASS_TRANSMISSION_COLOR; + } + } + /* extra */ + else if (strcmp(bake_type, "ENVIRONMENT") == 0) { + return PASS_BACKGROUND; + } + + return PASS_COMBINED; +} + +void BlenderSession::bake(BL::Depsgraph &b_depsgraph_, + BL::Object &b_object, + const string &bake_type, + const int bake_filter, + const int bake_width, + const int bake_height) +{ + b_depsgraph = b_depsgraph_; + + /* Initialize bake manager, before we load the baking kernels. */ + scene->bake_manager->set(scene, b_object.name()); + + /* Add render pass that we want to bake, and name it Combined so that it is + * used as that on the Blender side. */ + Pass *pass = scene->create_node<Pass>(); + pass->set_name(ustring("Combined")); + pass->set_type(bake_type_to_pass(bake_type, bake_filter)); + pass->set_include_albedo((bake_filter & BL::BakeSettings::pass_filter_COLOR)); + + session->set_display_driver(nullptr); + session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine)); + + if (!session->progress.get_cancel()) { + /* Sync scene. */ + BL::Object b_camera_override(b_engine.camera_override()); + sync->sync_camera(b_render, b_camera_override, width, height, ""); + sync->sync_data( + b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); + builtin_images_load(); + } + + /* Object might have been disabled for rendering or excluded in some + * other way, in that case Blender will report a warning afterwards. */ + bool object_found = false; + foreach (Object *ob, scene->objects) { + if (ob->name == b_object.name()) { + object_found = true; + break; + } + } + + if (object_found && !session->progress.get_cancel()) { + /* Get session and buffer parameters. */ + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + + BufferParams buffer_params; + buffer_params.width = bake_width; + buffer_params.height = bake_height; + + /* Update session. */ + session->reset(session_params, buffer_params); + + session->progress.set_update_callback( + function_bind(&BlenderSession::update_bake_progress, this)); + } + + /* Perform bake. Check cancel to avoid crash with incomplete scene data. */ + if (object_found && !session->progress.get_cancel()) { + session->start(); + session->wait(); + } + + session->set_output_driver(nullptr); +} + +void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_) +{ + /* only used for viewport render */ + if (!b_v3d) + return; + + /* on session/scene parameter changes, we recreate session entirely */ + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); + const bool session_pause = BlenderSync::get_session_pause(b_scene, background); + + if (session->params.modified(session_params) || scene->params.modified(scene_params)) { + free_session(); + create_session(); + } + + ensure_display_driver_if_needed(); + + /* increase samples and render time, but never decrease */ + session->set_samples(session_params.samples); + session->set_time_limit(session_params.time_limit); + session->set_pause(session_pause); + + /* 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(b_depsgraph_, b_v3d); + + /* don't do synchronization if on pause */ + if (session_pause) { + tag_update(); + return; + } + + /* 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 */ + b_depsgraph = b_depsgraph_; + + BL::Object b_camera_override(b_engine.camera_override()); + sync->sync_data( + b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); + + if (b_rv3d) + sync->sync_view(b_v3d, b_rv3d, width, height); + else + sync->sync_camera(b_render, b_camera_override, width, height, ""); + + /* get buffer parameters */ + const BufferParams buffer_params = BlenderSync::get_buffer_params( + b_v3d, b_rv3d, scene->camera, width, height); + + /* reset if needed */ + if (scene->need_reset()) { + session->reset(session_params, buffer_params); + + /* After session reset, so device is not accessing image data anymore. */ + builtin_images_load(); + + /* reset time */ + start_resize_time = 0.0; + } + + /* unlock */ + session->scene->mutex.unlock(); + + /* Start rendering thread, if it's not running already. Do this + * after all scene data has been synced at least once. */ + session->start(); +} + +void BlenderSession::draw(BL::SpaceImageEditor &space_image) +{ + if (!session || !session->scene) { + /* Offline render drawing does not force the render engine update, which means it's possible + * that the Session is not created yet. */ + return; + } + + thread_scoped_lock lock(draw_state_.mutex); + + const int pass_index = space_image.image_user().multilayer_pass(); + if (pass_index != draw_state_.last_pass_index) { + BL::RenderPass b_display_pass(b_engine.pass_by_index_get(b_rlay_name.c_str(), pass_index)); + if (!b_display_pass) { + return; + } + + Scene *scene = session->scene; + + thread_scoped_lock lock(scene->mutex); + + const Pass *pass = Pass::find(scene->passes, b_display_pass.name()); + if (!pass) { + return; + } + + scene->film->set_display_pass(pass->get_type()); + + draw_state_.last_pass_index = pass_index; + } + + if (display_driver_) { + BL::Array<float, 2> zoom = space_image.zoom(); + display_driver_->set_zoom(zoom[0], zoom[1]); + } + + session->draw(); +} + +void BlenderSession::view_draw(int w, int h) +{ + /* pause in redraw in case update is not being called due to final render */ + session->set_pause(BlenderSync::get_session_pause(b_scene, background)); + + /* 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; + + /* if dimensions changed, reset */ + if (width != w || height != h) { + if (start_resize_time == 0.0) { + /* don't react immediately to resizes to avoid flickery resizing + * of the viewport, and some window managers changing the window + * size temporarily on unminimize */ + start_resize_time = time_dt(); + tag_redraw(); + } + else if (time_dt() - start_resize_time < 0.2) { + tag_redraw(); + } + else { + width = w; + height = h; + reset = true; + } + } + + /* 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 */ + + sync->sync_view(b_v3d, b_rv3d, width, height); + + if (scene->camera->is_modified()) + reset = true; + + session->scene->mutex.unlock(); + } + + /* reset if requested */ + if (reset) { + const SessionParams session_params = BlenderSync::get_session_params( + b_engine, b_userpref, b_scene, background); + const BufferParams buffer_params = BlenderSync::get_buffer_params( + b_v3d, b_rv3d, scene->camera, width, height); + const bool session_pause = BlenderSync::get_session_pause(b_scene, background); + + if (session_pause == false) { + session->reset(session_params, buffer_params); + start_resize_time = 0.0; + } + } + } + else { + tag_update(); + } + + /* update status and progress for 3d view draw */ + update_status_progress(); + + /* draw */ + session->draw(); +} + +void BlenderSession::get_status(string &status, string &substatus) +{ + session->progress.get_status(status, substatus); +} + +void BlenderSession::get_progress(float &progress, double &total_time, double &render_time) +{ + session->progress.get_time(total_time, render_time); + progress = session->progress.get_progress(); +} + +void BlenderSession::update_bake_progress() +{ + float progress = session->progress.get_progress(); + + if (progress != last_progress) { + b_engine.update_progress(progress); + last_progress = progress; + } +} + +void BlenderSession::update_status_progress() +{ + string timestatus, status, substatus; + string scene_status = ""; + float progress; + double total_time, remaining_time = 0, render_time; + float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f; + float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f; + + get_status(status, substatus); + get_progress(progress, total_time, render_time); + + if (progress > 0) { + remaining_time = session->get_estimated_remaining_time(); + } + + if (background) { + if (scene) + scene_status += " | " + scene->name; + if (b_rlay_name != "") + scene_status += ", " + b_rlay_name; + + if (b_rview_name != "") + scene_status += ", " + b_rview_name; + + if (remaining_time > 0) { + timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | "; + } + + timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak); + + if (status.size() > 0) + status = " | " + status; + if (substatus.size() > 0) + status += " | " + substatus; + } + + double current_time = time_dt(); + /* When rendering in a window, redraw the status at least once per second to keep the elapsed + * and remaining time up-to-date. For headless rendering, only report when something + * significant changes to keep the console output readable. */ + if (status != last_status || (!headless && (current_time - last_status_time) > 1.0)) { + b_engine.update_stats("", (timestatus + scene_status + status).c_str()); + b_engine.update_memory_stats(mem_used, mem_peak); + last_status = status; + last_status_time = current_time; + } + if (progress != last_progress) { + b_engine.update_progress(progress); + last_progress = progress; + } + + check_and_report_session_error(); +} + +bool BlenderSession::check_and_report_session_error() +{ + if (!session->progress.get_error()) { + return false; + } + + const string error = session->progress.get_error_message(); + if (error != last_error) { + /* TODO(sergey): Currently C++ RNA API doesn't let us to use mnemonic name for the variable. + * Would be nice to have this figured out. + * + * For until then, 1 << 5 means RPT_ERROR. */ + b_engine.report(1 << 5, error.c_str()); + b_engine.error_set(error.c_str()); + last_error = error; + } + + return true; +} + +void BlenderSession::tag_update() +{ + /* tell blender that we want to get another update callback */ + b_engine.tag_update(); +} + +void BlenderSession::tag_redraw() +{ + if (background) { + /* update stats and progress, only for background here because + * in 3d view we do it in draw for thread safety reasons */ + update_status_progress(); + + /* offline render, redraw if timeout passed */ + if (time_dt() - last_redraw_time > 1.0) { + b_engine.tag_redraw(); + last_redraw_time = time_dt(); + } + } + else { + /* tell blender that we want to redraw */ + b_engine.tag_redraw(); + } +} + +void BlenderSession::test_cancel() +{ + /* test if we need to cancel rendering */ + if (background) + if (b_engine.test_break()) + session->progress.set_cancel("Cancelled"); +} + +void BlenderSession::free_blender_memory_if_possible() +{ + if (!background) { + /* During interactive render we can not free anything: attempts to save + * memory would cause things to be allocated and evaluated for every + * updated sample. + */ + return; + } + b_engine.free_blender_memory(); +} + +void BlenderSession::ensure_display_driver_if_needed() +{ + if (display_driver_) { + /* Driver is already created. */ + return; + } + + if (headless) { + /* No display needed for headless. */ + return; + } + + if (b_engine.is_preview()) { + /* TODO(sergey): Investigate whether DisplayDriver can be used for the preview as well. */ + return; + } + + unique_ptr<BlenderDisplayDriver> display_driver = make_unique<BlenderDisplayDriver>(b_engine, + b_scene); + display_driver_ = display_driver.get(); + session->set_display_driver(move(display_driver)); +} + +CCL_NAMESPACE_END |