/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #ifndef __BLENDER_SYNC_H__ #define __BLENDER_SYNC_H__ #include "MEM_guardedalloc.h" #include "RNA_access.h" #include "RNA_blender_cpp.h" #include "RNA_path.h" #include "RNA_types.h" #include "blender/id_map.h" #include "blender/util.h" #include "blender/viewport.h" #include "scene/scene.h" #include "session/session.h" #include "util/map.h" #include "util/set.h" #include "util/transform.h" #include "util/vector.h" CCL_NAMESPACE_BEGIN class Background; class BlenderObjectCulling; class BlenderViewportParameters; class Camera; class Film; class Hair; class Light; class Mesh; class Object; class ParticleSystem; class Scene; class ViewLayer; class Shader; class ShaderGraph; class ShaderNode; class TaskPool; class BlenderSync { public: BlenderSync(BL::RenderEngine &b_engine, BL::BlendData &b_data, BL::Scene &b_scene, Scene *scene, bool preview, bool use_developer_ui, Progress &progress); ~BlenderSync(); void reset(BL::BlendData &b_data, BL::Scene &b_scene); void tag_update(); /* sync */ void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d); void sync_data(BL::RenderSettings &b_render, BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, BL::Object &b_override, int width, int height, void **python_thread_state); void sync_view_layer(BL::ViewLayer &b_view_layer); void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer); void sync_integrator(BL::ViewLayer &b_view_layer, bool background); void sync_camera(BL::RenderSettings &b_render, BL::Object &b_override, int width, int height, const char *viewname); void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height); inline int get_layer_samples() { return view_layer.samples; } inline int get_layer_bound_samples() { return view_layer.bound_samples; } /* get parameters */ static SceneParams get_scene_params(BL::Scene &b_scene, const bool background, const bool use_developer_ui); static SessionParams get_session_params(BL::RenderEngine &b_engine, BL::Preferences &b_userpref, BL::Scene &b_scene, bool background); static bool get_session_pause(BL::Scene &b_scene, bool background); static BufferParams get_buffer_params( BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height); static DenoiseParams get_denoise_params(BL::Scene &b_scene, BL::ViewLayer &b_view_layer, bool background); private: /* sync */ void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all); void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all); void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f); void sync_motion(BL::RenderSettings &b_render, BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, BL::Object &b_override, int width, int height, void **python_thread_state); void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d); void sync_view(); /* Shader */ array find_used_shaders(BL::Object &b_ob); void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all); void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all); void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree); bool scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph); void resolve_view_layer_attributes(Shader *shader, ShaderGraph *graph, BL::Depsgraph &b_depsgraph); /* Object */ Object *sync_object(BL::Depsgraph &b_depsgraph, BL::ViewLayer &b_view_layer, BL::DepsgraphObjectInstance &b_instance, float motion_time, bool use_particle_hair, bool show_lights, BlenderObjectCulling &culling, bool *use_portal, TaskPool *geom_task_pool); void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object); void sync_procedural(BL::Object &b_ob, BL::MeshSequenceCacheModifier &b_mesh_cache, bool has_subdivision); bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object); /* Volume */ void sync_volume(BObjectInfo &b_ob_info, Volume *volume); /* Mesh */ void sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh); void sync_mesh_motion(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh, int motion_step); /* Hair */ void sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair); void sync_hair_motion(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair, int motion_step); void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step = 0); void sync_particle_hair( Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step = 0); bool object_has_particle_hair(BL::Object b_ob); /* Point Cloud */ void sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info); void sync_pointcloud_motion(PointCloud *pointcloud, BObjectInfo &b_ob_info, int motion_step = 0); /* Camera */ void sync_camera_motion( BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time); /* Geometry */ Geometry *sync_geometry(BL::Depsgraph &b_depsgraph, BObjectInfo &b_ob_info, bool object_updated, bool use_particle_hair, TaskPool *task_pool); void sync_geometry_motion(BL::Depsgraph &b_depsgraph, BObjectInfo &b_ob_info, Object *object, float motion_time, bool use_particle_hair, TaskPool *task_pool); /* Light */ void sync_light(BL::Object &b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BObjectInfo &b_ob_info, int random_id, Transform &tfm, bool *use_portal); void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal); /* Particles */ bool sync_dupli_particle(BL::Object &b_ob, BL::DepsgraphObjectInstance &b_instance, Object *object); /* Images. */ void sync_images(); /* Early data free. */ void free_data_after_sync(BL::Depsgraph &b_depsgraph); /* util */ void find_shader(BL::ID &id, array &used_shaders, Shader *default_shader); bool BKE_object_is_modified(BL::Object &b_ob); bool object_is_geometry(BObjectInfo &b_ob_info); bool object_can_have_geometry(BL::Object &b_ob); bool object_is_light(BL::Object &b_ob); bool object_is_camera(BL::Object &b_ob); /* variables */ BL::RenderEngine b_engine; BL::BlendData b_data; BL::Scene b_scene; enum ShaderFlags { SHADER_WITH_LAYER_ATTRS }; id_map shader_map; id_map object_map; id_map procedural_map; id_map geometry_map; id_map light_map; id_map particle_system_map; set geometry_synced; set geometry_motion_synced; set geometry_motion_attribute_synced; /** Remember which geometries come from which objects to be able to sync them after changes. */ map> instance_geometries_by_object; set motion_times; void *world_map; bool world_recalc; BlenderViewportParameters viewport_parameters; Scene *scene; bool preview; bool experimental; bool use_developer_ui; float dicing_rate; int max_subdivisions; struct RenderLayerInfo { RenderLayerInfo() : material_override(PointerRNA_NULL), use_background_shader(true), use_surfaces(true), use_hair(true), use_volumes(true), use_motion_blur(true), samples(0), bound_samples(false) { } string name; BL::Material material_override; bool use_background_shader; bool use_surfaces; bool use_hair; bool use_volumes; bool use_motion_blur; int samples; bool bound_samples; } view_layer; Progress &progress; /* Indicates that `sync_recalc()` detected changes in the scene. * If this flag is false then the data is considered to be up-to-date and will not be * synchronized at all. */ bool has_updates_ = true; }; CCL_NAMESPACE_END #endif /* __BLENDER_SYNC_H__ */