/* * 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::BlendData b_data_, BL::Scene b_scene_) : b_engine(b_engine_), b_data(b_data_), b_scene(b_scene_), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL) { /* offline render */ BL::RenderSettings r = b_scene.render(); width = (int)(r.resolution_x()*r.resolution_percentage()*0.01f); height = (int)(r.resolution_y()*r.resolution_percentage()*0.01f); background = true; last_redraw_time = 0.0f; create_session(); } BlenderSession::BlenderSession(BL::RenderEngine b_engine_, 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_data(b_data_), 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(); } BlenderSession::~BlenderSession() { free_session(); } void BlenderSession::create_session() { SceneParams scene_params = BlenderSync::get_scene_params(b_scene); SessionParams session_params = BlenderSync::get_session_params(b_scene, background); /* create scene */ scene = new Scene(scene_params); /* create sync */ sync = new BlenderSync(b_data, b_scene, scene, !background); sync->sync_data(b_v3d); if(b_rv3d) sync->sync_view(b_v3d, b_rv3d, width, height); else sync->sync_camera(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)); /* start rendering */ session->reset(width, height, session_params.passes); session->start(); } void BlenderSession::free_session() { delete sync; delete session; } void BlenderSession::render() { session->wait(); if(session->progress.get_cancel()) return; /* write result */ write_render_result(); } void BlenderSession::write_render_result() { /* get result */ RenderBuffers *buffers = session->buffers; float exposure = scene->film->exposure; double total_time, pass_time; int pass; session->progress.get_pass(pass, total_time, pass_time); float4 *pixels = buffers->copy_from_device(exposure, pass); if(!pixels) return; struct RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, width, height); PointerRNA rrptr; RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr); BL::RenderResult rr(rrptr); BL::RenderResult::layers_iterator layer; rr.layers.begin(layer); rna_RenderLayer_rect_set(&layer->ptr, (float*)pixels); RE_engine_end_result((RenderEngine*)b_engine.ptr.data, rrp); delete [] pixels; } void BlenderSession::synchronize() { /* on session/scene parameter changes, we recreate session entirely */ SceneParams scene_params = BlenderSync::get_scene_params(b_scene); SessionParams session_params = BlenderSync::get_session_params(b_scene, background); if(session->params.modified(session_params) || scene->params.modified(scene_params)) { free_session(); create_session(); return; } /* increase passes, but never decrease */ session->set_passes(session_params.passes); /* 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); if(b_rv3d) sync->sync_view(b_v3d, b_rv3d, width, height); else sync->sync_camera(width, height); /* reset if needed */ if(scene->need_reset()) session->reset(width, height, session_params.passes); /* unlock */ session->scene->mutex.unlock(); } 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_scene, background); session->reset(width, height, session_params.passes); } } /* update status and progress for 3d view draw */ update_status_progress(); /* draw */ return !session->draw(width, height); } void BlenderSession::get_status(string& status, string& substatus) { session->progress.get_status(status, substatus); } void BlenderSession::get_progress(float& progress, double& total_time) { double pass_time; int pass; session->progress.get_pass(pass, total_time, pass_time); progress = ((float)pass/(float)session->params.passes); } void BlenderSession::update_status_progress() { string status, substatus; float progress; double total_time; char time_str[128]; get_status(status, substatus); get_progress(progress, total_time); if(!background) { BLI_timestr(total_time, time_str); status = "Time: " + string(time_str) + " | " + status; } if(substatus.size() > 0) status += " | " + substatus; RE_engine_update_stats((RenderEngine*)b_engine.ptr.data, "", status.c_str()); RE_engine_update_progress((RenderEngine*)b_engine.ptr.data, 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