/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "background.h" #include "buffers.h" #include "camera.h" #include "device.h" #include "integrator.h" #include "film.h" #include "light.h" #include "scene.h" #include "session.h" #include "shader.h" #include "util_color.h" #include "util_foreach.h" #include "util_function.h" #include "util_progress.h" #include "util_time.h" #include "blender_sync.h" #include "blender_session.h" #include "blender_util.h" CCL_NAMESPACE_BEGIN BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_, BL::BlendData b_data_, BL::Scene b_scene_) : b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), b_rr(PointerRNA_NULL), b_rlay(PointerRNA_NULL) { /* offline render */ BL::RenderSettings r = b_scene.render(); width = (int)(r.resolution_x()*r.resolution_percentage()/100); height = (int)(r.resolution_y()*r.resolution_percentage()/100); background = true; last_redraw_time = 0.0f; create_session(); } BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_, BL::BlendData b_data_, BL::Scene b_scene_, BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_) : b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_), b_v3d(b_v3d_), b_rv3d(b_rv3d_), b_rr(PointerRNA_NULL), b_rlay(PointerRNA_NULL) { /* 3d view render */ width = width_; height = height_; background = false; last_redraw_time = 0.0f; create_session(); session->start(); } BlenderSession::~BlenderSession() { free_session(); } void BlenderSession::create_session() { SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background); /* reset status/progress */ last_status= ""; last_progress= -1.0f; /* create scene */ scene = new Scene(scene_params); /* create sync */ sync = new BlenderSync(b_data, b_scene, scene, !background); sync->sync_data(b_v3d, b_engine.camera_override()); if(b_rv3d) sync->sync_view(b_v3d, b_rv3d, width, height); else sync->sync_camera(b_engine.camera_override(), width, height); /* create session */ session = new Session(session_params); session->scene = scene; session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this)); session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this)); session->set_pause(BlenderSync::get_session_pause(b_scene, background)); /* set buffer parameters */ BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height); session->reset(buffer_params, session_params.samples); } void BlenderSession::free_session() { delete sync; delete session; } static PassType get_pass_type(BL::RenderPass b_pass) { switch(b_pass.type()) { case BL::RenderPass::type_COMBINED: return PASS_COMBINED; case BL::RenderPass::type_Z: return PASS_DEPTH; case BL::RenderPass::type_NORMAL: return PASS_NORMAL; case BL::RenderPass::type_OBJECT_INDEX: return PASS_OBJECT_ID; case BL::RenderPass::type_UV: return PASS_UV; case BL::RenderPass::type_VECTOR: return PASS_MOTION; case BL::RenderPass::type_MATERIAL_INDEX: return PASS_MATERIAL_ID; case BL::RenderPass::type_DIFFUSE_DIRECT: return PASS_DIFFUSE_DIRECT; case BL::RenderPass::type_GLOSSY_DIRECT: return PASS_GLOSSY_DIRECT; case BL::RenderPass::type_TRANSMISSION_DIRECT: return PASS_TRANSMISSION_DIRECT; case BL::RenderPass::type_DIFFUSE_INDIRECT: return PASS_DIFFUSE_INDIRECT; case BL::RenderPass::type_GLOSSY_INDIRECT: return PASS_GLOSSY_INDIRECT; case BL::RenderPass::type_TRANSMISSION_INDIRECT: return PASS_TRANSMISSION_INDIRECT; case BL::RenderPass::type_DIFFUSE_COLOR: return PASS_DIFFUSE_COLOR; case BL::RenderPass::type_GLOSSY_COLOR: return PASS_GLOSSY_COLOR; case BL::RenderPass::type_TRANSMISSION_COLOR: return PASS_TRANSMISSION_COLOR; case BL::RenderPass::type_EMIT: return PASS_EMISSION; case BL::RenderPass::type_ENVIRONMENT: return PASS_BACKGROUND; case BL::RenderPass::type_AO: return PASS_AO; case BL::RenderPass::type_SHADOW: return PASS_SHADOW; case BL::RenderPass::type_DIFFUSE: case BL::RenderPass::type_COLOR: case BL::RenderPass::type_REFRACTION: case BL::RenderPass::type_SPECULAR: case BL::RenderPass::type_REFLECTION: case BL::RenderPass::type_MIST: return PASS_NONE; } return PASS_NONE; } void BlenderSession::render() { /* get buffer parameters */ SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height); int w = buffer_params.width, h = buffer_params.height; /* create render result */ RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, w, h); PointerRNA rrptr; RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr); b_rr = BL::RenderResult(rrptr); BL::RenderSettings r = b_scene.render(); BL::RenderResult::layers_iterator b_iter; BL::RenderLayers b_rr_layers(r.ptr); /* render each layer */ for(b_rr.layers.begin(b_iter); b_iter != b_rr.layers.end(); ++b_iter) { /* set layer */ b_rlay = *b_iter; /* add passes */ vector passes; Pass::add(PASS_COMBINED, passes); if(session_params.device.advanced_shading) { 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); } } buffer_params.passes = passes; scene->film->passes = passes; scene->film->tag_update(scene); scene->integrator->tag_update(scene); /* update scene */ sync->sync_data(b_v3d, b_engine.camera_override(), b_iter->name().c_str()); /* update session */ int samples = sync->get_layer_samples(); session->reset(buffer_params, (samples == 0)? session_params.samples: samples); /* render */ session->start(); session->wait(); if(session->progress.get_cancel()) break; /* write result */ write_render_result(); } /* delete render result */ RE_engine_end_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data); } void BlenderSession::write_render_result() { /* get state */ RenderBuffers *buffers = session->buffers; /* copy data from device */ if(!buffers->copy_from_device()) return; BufferParams& params = buffers->params; float exposure = scene->film->exposure; double total_time, sample_time; int sample; session->progress.get_sample(sample, total_time, sample_time); vector pixels(params.width*params.height*4); /* copy each pass */ BL::RenderLayer::passes_iterator b_iter; for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) { BL::RenderPass b_pass(*b_iter); /* find matching pass type */ PassType pass_type = get_pass_type(b_pass); int components = b_pass.channels(); /* copy pixels */ if(buffers->get_pass(pass_type, exposure, sample, components, &pixels[0])) rna_RenderPass_rect_set(&b_pass.ptr, &pixels[0]); } /* copy combined pass */ if(buffers->get_pass(PASS_COMBINED, exposure, sample, 4, &pixels[0])) rna_RenderLayer_rect_set(&b_rlay.ptr, &pixels[0]); /* tag result as updated */ RE_engine_update_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data); } void BlenderSession::synchronize() { /* on session/scene parameter changes, we recreate session entirely */ SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background); if(session->params.modified(session_params) || scene->params.modified(scene_params)) { free_session(); create_session(); session->start(); return; } /* increase samples, but never decrease */ session->set_samples(session_params.samples); session->set_pause(BlenderSync::get_session_pause(b_scene, background)); /* copy recalc flags, outside of mutex so we can decide to do the real synchronization at a later time to not block on running updates */ sync->sync_recalc(); /* try to acquire mutex. if we don't want to or can't, come back later */ if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) { tag_update(); return; } /* data and camera synchronize */ sync->sync_data(b_v3d, b_engine.camera_override()); if(b_rv3d) sync->sync_view(b_v3d, b_rv3d, width, height); else sync->sync_camera(b_engine.camera_override(), width, height); /* unlock */ session->scene->mutex.unlock(); /* reset if needed */ if(scene->need_reset()) { BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height); session->reset(buffer_params, session_params.samples); } } bool BlenderSession::draw(int w, int h) { /* before drawing, we verify camera and viewport size changes, because we do not get update callbacks for those, we must detect them here */ if(session->ready_to_reset()) { bool reset = false; /* try to acquire mutex. if we can't, come back later */ if(!session->scene->mutex.try_lock()) { tag_update(); } else { /* update camera from 3d view */ bool need_update = scene->camera->need_update; sync->sync_view(b_v3d, b_rv3d, w, h); if(scene->camera->need_update && !need_update) reset = true; session->scene->mutex.unlock(); } /* if dimensions changed, reset */ if(width != w || height != h) { width = w; height = h; reset = true; } /* reset if requested */ if(reset) { SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height); session->reset(buffer_params, session_params.samples); } } /* update status and progress for 3d view draw */ update_status_progress(); /* draw */ BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height); return !session->draw(buffer_params); } void BlenderSession::get_status(string& status, string& substatus) { session->progress.get_status(status, substatus); } void BlenderSession::get_progress(float& progress, double& total_time) { double sample_time; int sample; session->progress.get_sample(sample, total_time, sample_time); progress = ((float)sample/(float)session->params.samples); } void BlenderSession::update_status_progress() { string timestatus, status, substatus; float progress; double total_time; char time_str[128]; get_status(status, substatus); get_progress(progress, total_time); BLI_timestr(total_time, time_str); timestatus = "Elapsed: " + string(time_str) + " | "; if(substatus.size() > 0) status += " | " + substatus; if(status != last_status) { RE_engine_update_stats((RenderEngine*)b_engine.ptr.data, "", (timestatus + status).c_str()); last_status = status; } if(progress != last_progress) { RE_engine_update_progress((RenderEngine*)b_engine.ptr.data, progress); last_progress = progress; } } void BlenderSession::tag_update() { /* tell blender that we want to get another update callback */ engine_tag_update((RenderEngine*)b_engine.ptr.data); } void BlenderSession::tag_redraw() { if(background) { /* 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 > 1.0f) { write_render_result(); engine_tag_redraw((RenderEngine*)b_engine.ptr.data); last_redraw_time = time_dt(); } } else { /* tell blender that we want to redraw */ engine_tag_redraw((RenderEngine*)b_engine.ptr.data); } } void BlenderSession::test_cancel() { /* test if we need to cancel rendering */ if(background) if(RE_engine_test_break((RenderEngine*)b_engine.ptr.data)) session->progress.set_cancel("Cancelled"); } CCL_NAMESPACE_END