/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include #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 = -1.0; 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(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()); /* Force update in this case, since the camera transform on each frame changes * in different views. This could be optimized by somehow storing the animated * camera transforms separate from the fixed stereo transform. */ if ((scene->need_motion() != Scene::MOTION_NONE) && view_index > 0) { sync->tag_update(); } /* 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_INFO << "Total render time: " << total_time; VLOG_INFO << "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 output driver. */ session->set_output_driver(nullptr); session->full_buffer_written_cb = function_null; /* The display driver is the source of drawing context for both drawing and possible graphics * interop objects in the path trace. Once the frame is finished the OpenGL context might be * freed form Blender side. Need to ensure that all GPU resources are freed prior to that * point. * Ideally would only do this when OpenGL context is actually destroyed, but there is no way to * know when this happens (at least in the code at the time when this comment was written). * The penalty of re-creating resources on every frame is unlikely to be noticed. */ display_driver_ = nullptr; session->set_display_driver(nullptr); /* All the files are handled. * Clear the list so that this session can be re-used by Persistent Data. */ full_buffer_files_.clear(); } static bool bake_setup_pass(Scene *scene, const string &bake_type_str, const int bake_filter) { Integrator *integrator = scene->integrator; const char *bake_type = bake_type_str.c_str(); PassType type = PASS_NONE; bool use_direct_light = false; bool use_indirect_light = false; bool include_albedo = false; /* Data passes. */ if (strcmp(bake_type, "POSITION") == 0) { type = PASS_POSITION; } else if (strcmp(bake_type, "NORMAL") == 0) { type = PASS_NORMAL; } else if (strcmp(bake_type, "UV") == 0) { type = PASS_UV; } else if (strcmp(bake_type, "ROUGHNESS") == 0) { type = PASS_ROUGHNESS; } else if (strcmp(bake_type, "EMIT") == 0) { type = PASS_EMISSION; } /* Environment pass. */ else if (strcmp(bake_type, "ENVIRONMENT") == 0) { type = PASS_BACKGROUND; } /* AO passes. */ else if (strcmp(bake_type, "AO") == 0) { type = PASS_AO; } /* Combined pass. */ else if (strcmp(bake_type, "COMBINED") == 0) { type = PASS_COMBINED; use_direct_light = (bake_filter & BL::BakeSettings::pass_filter_DIRECT) != 0; use_indirect_light = (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0; include_albedo = (bake_filter & BL::BakeSettings::pass_filter_COLOR); integrator->set_use_diffuse((bake_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0); integrator->set_use_glossy((bake_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0); integrator->set_use_transmission((bake_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0); integrator->set_use_emission((bake_filter & BL::BakeSettings::pass_filter_EMIT) != 0); } /* Shadow pass. */ else if (strcmp(bake_type, "SHADOW") == 0) { type = PASS_SHADOW; use_direct_light = true; } /* Light component passes. */ else if (strcmp(bake_type, "DIFFUSE") == 0) { if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_DIFFUSE; use_direct_light = true; use_indirect_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { type = PASS_DIFFUSE_DIRECT; use_direct_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_DIFFUSE_INDIRECT; use_indirect_light = true; } else { type = PASS_DIFFUSE_COLOR; } include_albedo = (bake_filter & BL::BakeSettings::pass_filter_COLOR); } else if (strcmp(bake_type, "GLOSSY") == 0) { if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_GLOSSY; use_direct_light = true; use_indirect_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { type = PASS_GLOSSY_DIRECT; use_direct_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_GLOSSY_INDIRECT; use_indirect_light = true; } else { type = PASS_GLOSSY_COLOR; } include_albedo = (bake_filter & BL::BakeSettings::pass_filter_COLOR); } else if (strcmp(bake_type, "TRANSMISSION") == 0) { if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) && bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_TRANSMISSION; use_direct_light = true; use_indirect_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) { type = PASS_TRANSMISSION_DIRECT; use_direct_light = true; } else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) { type = PASS_TRANSMISSION_INDIRECT; use_indirect_light = true; } else { type = PASS_TRANSMISSION_COLOR; } include_albedo = (bake_filter & BL::BakeSettings::pass_filter_COLOR); } if (type == PASS_NONE) { return false; } /* Create pass. */ Pass *pass = scene->create_node(); pass->set_name(ustring("Combined")); pass->set_type(type); pass->set_include_albedo(include_albedo); /* Disable direct indirect light for performance when not needed. */ integrator->set_use_direct_light(use_direct_light); integrator->set_use_indirect_light(use_indirect_light); return true; } 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()); session->set_display_driver(nullptr); session->set_output_driver(make_unique(b_engine)); /* 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); /* Add render pass that we want to bake, and name it Combined so that it is * used as that on the Blender side. */ if (!bake_setup_pass(scene, bake_type, bake_filter)) { session->cancel(true); } /* Always use transparent background for baking. */ scene->background->set_transparent(true); if (!session->progress.get_cancel()) { /* Load built-in images from Blender. */ 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; if (!session->progress.get_cancel()) { 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 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(double &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() { double progress = session->progress.get_progress(); if (progress != last_progress) { b_engine.update_progress((float)progress); last_progress = progress; } } void BlenderSession::update_status_progress() { string timestatus, status, substatus; string scene_status = ""; double 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((float)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 display_driver = make_unique(b_engine, b_scene); display_driver_ = display_driver.get(); session->set_display_driver(move(display_driver)); } CCL_NAMESPACE_END