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

blender_sync.h « blender « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2334b2a3b20b0a699dca9549c4a5dd5a19b2f3e2 (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
/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __BLENDER_SYNC_H__
#define __BLENDER_SYNC_H__

#include "MEM_guardedalloc.h"
#include "RNA_types.h"
#include "RNA_access.h"
#include "RNA_blender_cpp.h"

#include "blender/blender_util.h"

#include "render/scene.h"
#include "render/session.h"

#include "util/util_map.h"
#include "util/util_set.h"
#include "util/util_transform.h"
#include "util/util_vector.h"

CCL_NAMESPACE_BEGIN

class Background;
class BlenderObjectCulling;
class Camera;
class Film;
class Light;
class Mesh;
class Object;
class ParticleSystem;
class Scene;
class Shader;
class ShaderGraph;
class ShaderNode;
class Volume;

class BlenderSync {
public:
	BlenderSync(BL::RenderEngine& b_engine,
	            BL::BlendData& b_data,
	            BL::Scene& b_scene,
	            Scene *scene,
	            bool preview,
	            Progress &progress);
	~BlenderSync();

	/* sync */
	bool sync_recalc();
	void sync_data(BL::RenderSettings& b_render,
	               BL::SpaceView3D& b_v3d,
	               BL::Object& b_override,
	               int width, int height,
	               void **python_thread_state,
	               const char *layer = 0);
	void sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer);
	array<Pass> sync_render_passes(BL::RenderLayer& b_rlay,
	                               BL::SceneRenderLayer& b_srlay,
	                               const SessionParams &session_params);
	void sync_integrator();
	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 render_layer.samples; }
	inline int get_layer_bound_samples() { return render_layer.bound_samples; }

	/* get parameters */
	static SceneParams get_scene_params(BL::Scene& b_scene,
	                                    bool background);
	static SessionParams get_session_params(BL::RenderEngine& b_engine,
	                                        BL::UserPreferences& 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::RenderSettings& b_render,
	                                      BL::SpaceView3D& b_v3d,
	                                      BL::RegionView3D& b_rv3d,
	                                      Camera *cam,
	                                      int width, int height);

	static PassType get_pass_type(BL::RenderPass& b_pass);
	static int get_denoising_pass(BL::RenderPass& b_pass);

private:
	/* sync */
	void sync_lamps(bool update_all);
	void sync_materials(bool update_all);
	void sync_objects(float motion_time = 0.0f);
	void sync_motion(BL::RenderSettings& b_render,
	                 BL::Object& b_override,
	                 int width, int height,
	                 void **python_thread_state);
	void sync_film();
	void sync_view();
	void sync_world(bool update_all);
	void sync_shaders();
	void sync_curve_settings();

	void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
	Mesh *sync_mesh(BL::Object& b_ob, bool object_updated, bool hide_tris);
	void sync_curves(Mesh *mesh,
	                 BL::Mesh& b_mesh,
	                 BL::Object& b_ob,
	                 bool motion,
	                 int time_index = 0);
	Volume *sync_volume(BL::Object& b_ob);
	Object *sync_object(BL::Object& b_parent,
	                    int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
	                    BL::DupliObject& b_dupli_ob,
	                    Transform& tfm,
	                    uint layer_flag,
	                    float motion_time,
	                    bool hide_tris,
	                    BlenderObjectCulling& culling,
	                    bool *use_portal);
	void sync_light(BL::Object& b_parent,
	                int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
	                BL::Object& b_ob,
	                Transform& tfm,
	                bool *use_portal);
	void sync_background_light(bool use_portal);
	void sync_mesh_motion(BL::Object& b_ob,
	                      Object *object,
	                      float motion_time);
	void sync_camera_motion(BL::RenderSettings& b_render,
	                        BL::Object& b_ob,
	                        int width, int height,
	                        float motion_time);

	/* particles */
	bool sync_dupli_particle(BL::Object& b_ob,
	                         BL::DupliObject& b_dup,
	                         Object *object);

	/* Images. */
	void sync_images();

	/* util */
	void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader);
	bool BKE_object_is_modified(BL::Object& b_ob);
	bool object_is_mesh(BL::Object& b_ob);
	bool object_is_light(BL::Object& b_ob);
	bool object_has_sparse_volume(BL::Object& b_ob);

	/* variables */
	BL::RenderEngine b_engine;
	BL::BlendData b_data;
	BL::Scene b_scene;

	id_map<void*, Shader> shader_map;
	id_map<ObjectKey, Object> object_map;
	id_map<void*, Mesh> mesh_map;
	id_map<ObjectKey, Light> light_map;
	id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
	id_map<VolumeKey, Volume> volume_map;
	set<Mesh*> mesh_synced;
	set<Mesh*> mesh_motion_synced;
	set<Volume*> volume_synced;
	set<float> motion_times;
	void *world_map;
	bool world_recalc;

	Scene *scene;
	bool preview;
	bool experimental;

	float dicing_rate;
	int max_subdivisions;

	struct RenderLayerInfo {
		RenderLayerInfo()
		: scene_layer(0), layer(0),
		  holdout_layer(0), exclude_layer(0),
		  material_override(PointerRNA_NULL),
		  use_background_shader(true),
		  use_background_ao(true),
		  use_surfaces(true),
		  use_hair(true),
		  use_viewport_visibility(false),
		  samples(0), bound_samples(false)
		{}

		string name;
		uint scene_layer;
		uint layer;
		uint holdout_layer;
		uint exclude_layer;
		BL::Material material_override;
		bool use_background_shader;
		bool use_background_ao;
		bool use_surfaces;
		bool use_hair;
		bool use_viewport_visibility;
		int samples;
		bool bound_samples;
	} render_layer;

	Progress &progress;
};

CCL_NAMESPACE_END

#endif /* __BLENDER_SYNC_H__ */