Welcome to mirror list, hosted at ThFree Co, Russian Federation.

blender_session.cpp « blender « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: dc6c69e29042167046bb4993cc80ee65eaf8f261 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
/*
 * 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);

	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_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_VECTOR:
		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<Pass> 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_NONE)
					Pass::add(pass_type, passes);
			}
		}

		buffer_params.passes = passes;
		scene->film->passes = passes;
		scene->film->tag_update(scene);

		/* update session */
		session->reset(buffer_params, session_params.samples);

		/* update scene */
		sync->sync_data(b_v3d, b_iter->name().c_str());

		/* 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<float> 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);

	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