/* * 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_render(b_engine_.render()), b_scene(b_scene_), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL) { /* offline render */ width = (int)(b_render.resolution_x()*b_render.resolution_percentage()/100); height = (int)(b_render.resolution_y()*b_render.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_render(b_scene_.render()), b_scene(b_scene_), b_v3d(b_v3d_), b_rv3d(b_rv3d_) { /* 3d view render */ width = width_; height = height_; background = false; last_redraw_time = 0.0f; create_session(); 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_engine, b_userpref, b_scene, background); /* reset status/progress */ last_status = ""; last_progress = -1.0f; /* create scene */ scene = new Scene(scene_params, session_params.device); /* 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)); /* create sync */ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU); 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_render, b_engine.camera_override(), width, height); /* set buffer parameters */ BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height); session->reset(buffer_params, session_params.samples); b_engine.use_highlight_tiles(session_params.progressive_refine == false); /* setup callbacks for builtin image support */ scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6); scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3); scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3); } void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_) { b_data = b_data_; b_render = b_engine.render(); b_scene = b_scene_; SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background); width = (int)(b_render.resolution_x()*b_render.resolution_percentage()/100); height = (int)(b_render.resolution_y()*b_render.resolution_percentage()/100); if(scene->params.modified(scene_params) || session->params.modified(session_params) || !scene_params.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 */ delete session; create_session(); return; } session->progress.reset(); scene->reset(); session->tile_manager.set_tile_order(session_params.tile_order); /* 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; /* sync object should be re-created */ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU); sync->sync_data(b_v3d, b_engine.camera_override()); sync->sync_camera(b_render, b_engine.camera_override(), width, height); BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, PointerRNA_NULL, PointerRNA_NULL, scene->camera, width, height); session->reset(buffer_params, session_params.samples); b_engine.use_highlight_tiles(session_params.progressive_refine == false); } void BlenderSession::free_session() { if(sync) 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; } static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername) { return b_engine.begin_result(x, y, w, h, layername); } static void end_render_result(BL::RenderEngine b_engine, BL::RenderResult b_rr, bool cancel = false) { b_engine.end_result(b_rr, (int)cancel); } void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only) { BufferParams& params = rtile.buffers->params; int x = params.full_x - session->tile_manager.params.full_x; int y = params.full_y - session->tile_manager.params.full_y; int w = params.width; int h = params.height; /* get render result */ BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str()); /* can happen if the intersected rectangle gives 0 width or height */ if (b_rr.ptr.data == NULL) { return; } BL::RenderResult::layers_iterator b_single_rlay; b_rr.layers.begin(b_single_rlay); BL::RenderLayer b_rlay = *b_single_rlay; if (do_update_only) { /* update only needed */ if (rtile.sample != 0) { /* sample would be zero at initial tile update, which is only needed * to tag tile form blender side as IN PROGRESS for proper highlight * no buffers should be sent to blender yet */ update_render_result(b_rr, b_rlay, rtile); } end_render_result(b_engine, b_rr, true); } else { /* write result */ write_render_result(b_rr, b_rlay, rtile); end_render_result(b_engine, b_rr); } } void BlenderSession::write_render_tile(RenderTile& rtile) { do_write_update_render_tile(rtile, false); } void BlenderSession::update_render_tile(RenderTile& rtile) { /* use final write for preview renders, otherwise render result wouldn't be * be updated in blender side * would need to be investigated a bit further, but for now shall be fine */ if (!b_engine.is_preview()) do_write_update_render_tile(rtile, true); else do_write_update_render_tile(rtile, false); } void BlenderSession::render() { /* set callback to write out render results */ session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1); session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1); /* get buffer parameters */ SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height); /* render each layer */ BL::RenderSettings r = b_scene.render(); BL::RenderSettings::layers_iterator b_iter; for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) { b_rlay_name = b_iter->name(); /* temporary render result to find needed passes */ BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str()); BL::RenderResult::layers_iterator b_single_rlay; b_rr.layers.begin(b_single_rlay); /* layer will be missing if it was disabled in the UI */ if(b_single_rlay == b_rr.layers.end()) { end_render_result(b_engine, b_rr, true); continue; } BL::RenderLayer b_rlay = *b_single_rlay; /* add passes */ vector passes; Pass::add(PASS_COMBINED, passes); if(session_params.device.advanced_shading) { /* 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); } } /* free result without merging */ end_render_result(b_engine, b_rr, true); buffer_params.passes = passes; scene->film->tag_passes_update(scene, passes); scene->film->tag_update(scene); scene->integrator->tag_update(scene); /* update scene */ sync->sync_data(b_v3d, b_engine.camera_override(), b_rlay_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; } /* clear callback */ session->write_render_tile_cb = NULL; session->update_render_tile_cb = NULL; /* free all memory used (host and device), so we wouldn't leave render * engine with extra memory allocated */ session->device_free(); delete sync; sync = NULL; } void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only) { RenderBuffers *buffers = rtile.buffers; /* copy data from device */ if(!buffers->copy_from_device()) return; BufferParams& params = buffers->params; float exposure = scene->film->exposure; vector pixels(params.width*params.height*4); if (!do_update_only) { /* 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_rect(pass_type, exposure, rtile.sample, components, &pixels[0])) memset(&pixels[0], 0, pixels.size()*sizeof(float)); b_pass.rect(&pixels[0]); } } /* copy combined pass */ if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0])) b_rlay.rect(&pixels[0]); /* tag result as updated */ b_engine.update_result(b_rr); } void BlenderSession::write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile) { do_write_update_render_result(b_rr, b_rlay, rtile, false); } void BlenderSession::update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile) { do_write_update_render_result(b_rr, b_rlay, rtile, true); } 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_engine, 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_render, 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_render, b_scene, b_v3d, b_rv3d, scene->camera, 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 */ sync->sync_view(b_v3d, b_rv3d, w, h); if(scene->camera->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_engine, b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, w, h); session->reset(buffer_params, session_params.samples); } } else { tag_update(); } /* update status and progress for 3d view draw */ update_status_progress(); /* draw */ BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, 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 tile_time; int tile, sample, samples_per_tile; int tile_total = session->tile_manager.state.num_tiles; session->progress.get_tile(tile, total_time, tile_time); sample = session->progress.get_sample(); samples_per_tile = session->params.samples; if(samples_per_tile && tile_total) progress = ((float)sample / (float)(tile_total * samples_per_tile)); else progress = 0.0; } void BlenderSession::update_status_progress() { string timestatus, status, substatus; float progress; double total_time; char time_str[128]; 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); timestatus = string_printf("Mem: %.2fM, Peak: %.2fM | ", mem_used, mem_peak); timestatus += b_scene.name(); if(b_rlay_name != "") timestatus += ", " + b_rlay_name; timestatus += " | "; BLI_timestr(total_time, time_str); timestatus += "Elapsed: " + string(time_str) + " | "; if(substatus.size() > 0) status += " | " + substatus; if(status != last_status) { b_engine.update_stats("", (timestatus + status).c_str()); b_engine.update_memory_stats(mem_used, mem_peak); last_status = status; } if(progress != last_progress) { b_engine.update_progress(progress); last_progress = progress; } } 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"); } /* builtin image file name is actually an image datablock name with * absolute sequence frame number concatenated via '@' character * * this function splits frame from builtin name */ int BlenderSession::builtin_image_frame(const string &builtin_name) { int last = builtin_name.find_last_of('@'); return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str()); } void BlenderSession::builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &channels) { PointerRNA ptr; RNA_id_pointer_create((ID*)builtin_data, &ptr); BL::Image b_image(ptr); if(b_image) { is_float = b_image.is_float(); width = b_image.size()[0]; height = b_image.size()[1]; channels = b_image.channels(); } else { is_float = false; width = 0; height = 0; channels = 0; } } bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels) { int frame = builtin_image_frame(builtin_name); PointerRNA ptr; RNA_id_pointer_create((ID*)builtin_data, &ptr); BL::Image b_image(ptr); if(b_image) { int width = b_image.size()[0]; int height = b_image.size()[1]; int channels = b_image.channels(); unsigned char *image_pixels; image_pixels = image_get_pixels_for_frame(b_image, frame); if(image_pixels) { memcpy(pixels, image_pixels, width * height * channels * sizeof(unsigned char)); MEM_freeN(image_pixels); } else { if(channels == 1) { memset(pixels, 0, width * height * sizeof(unsigned char)); } else { unsigned char *cp = pixels; for(int i = 0; i < width * height; i++, cp += channels) { cp[0] = 255; cp[1] = 0; cp[2] = 255; if(channels == 4) cp[3] = 255; } } } return true; } return false; } bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels) { int frame = builtin_image_frame(builtin_name); PointerRNA ptr; RNA_id_pointer_create((ID*)builtin_data, &ptr); BL::Image b_image(ptr); if(b_image) { int width = b_image.size()[0]; int height = b_image.size()[1]; int channels = b_image.channels(); float *image_pixels; image_pixels = image_get_float_pixels_for_frame(b_image, frame); if(image_pixels) { memcpy(pixels, image_pixels, width * height * channels * sizeof(float)); MEM_freeN(image_pixels); } else { if(channels == 1) { memset(pixels, 0, width * height * sizeof(float)); } else { float *fp = pixels; for(int i = 0; i < width * height; i++, fp += channels) { fp[0] = 1.0f; fp[1] = 0.0f; fp[2] = 1.0f; if(channels == 4) fp[3] = 1.0f; } } } return true; } return false; } CCL_NAMESPACE_END