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/*
* 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 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);
vector<Pass> sync_render_passes(BL::RenderLayer& b_rlay,
BL::SceneRenderLayer& b_srlay);
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 motion_step = 0);
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,
BL::DupliObject& b_dupli_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);
/* 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;
set<Mesh*> mesh_synced;
set<Mesh*> mesh_motion_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__ */
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