2 * Copyright 2011-2013 Blender Foundation
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License
17 #include "background.h"
21 #include "integrator.h"
32 #include "blender_sync.h"
33 #include "blender_util.h"
35 #include "util_debug.h"
36 #include "util_foreach.h"
37 #include "util_opengl.h"
43 BlenderSync::BlenderSync(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene_, bool preview_, Progress &progress_, bool is_cpu_)
44 : b_engine(b_engine_),
45 b_data(b_data_), b_scene(b_scene_),
46 shader_map(&scene_->shaders),
47 object_map(&scene_->objects),
48 mesh_map(&scene_->meshes),
49 light_map(&scene_->lights),
50 particle_system_map(&scene_->particle_systems),
61 BlenderSync::~BlenderSync()
67 bool BlenderSync::sync_recalc()
69 /* sync recalc flags from blender to cycles. actual update is done separate,
70 * so we can do it later on if doing it immediate is not suitable */
72 BL::BlendData::materials_iterator b_mat;
74 for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat)
75 if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated()))
76 shader_map.set_recalc(*b_mat);
78 BL::BlendData::lamps_iterator b_lamp;
80 for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
81 if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
82 shader_map.set_recalc(*b_lamp);
84 BL::BlendData::objects_iterator b_ob;
86 for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
87 if(b_ob->is_updated()) {
88 object_map.set_recalc(*b_ob);
89 light_map.set_recalc(*b_ob);
92 if(object_is_mesh(*b_ob)) {
93 if(b_ob->is_updated_data() || b_ob->data().is_updated()) {
94 BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
95 mesh_map.set_recalc(key);
98 else if(object_is_light(*b_ob)) {
99 if(b_ob->is_updated_data() || b_ob->data().is_updated())
100 light_map.set_recalc(*b_ob);
103 if(b_ob->is_updated_data()) {
104 BL::Object::particle_systems_iterator b_psys;
105 for (b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
106 particle_system_map.set_recalc(*b_ob);
110 BL::BlendData::meshes_iterator b_mesh;
112 for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh)
113 if(b_mesh->is_updated())
114 mesh_map.set_recalc(*b_mesh);
116 BL::BlendData::worlds_iterator b_world;
118 for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
119 if(world_map == b_world->ptr.data &&
120 (b_world->is_updated() || (b_world->node_tree() && b_world->node_tree().is_updated())))
127 shader_map.has_recalc() ||
128 object_map.has_recalc() ||
129 light_map.has_recalc() ||
130 mesh_map.has_recalc() ||
131 particle_system_map.has_recalc() ||
132 BlendDataObjects_is_updated_get(&b_data.ptr) ||
138 void BlenderSync::sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, void **python_thread_state, const char *layer)
140 sync_render_layers(b_v3d, layer);
144 sync_curve_settings();
146 sync_motion(b_v3d, b_override, python_thread_state);
151 void BlenderSync::sync_integrator()
153 #ifdef __CAMERA_MOTION__
154 BL::RenderSettings r = b_scene.render();
156 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
158 experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
160 Integrator *integrator = scene->integrator;
161 Integrator previntegrator = *integrator;
163 integrator->min_bounce = get_int(cscene, "min_bounces");
164 integrator->max_bounce = get_int(cscene, "max_bounces");
166 integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
167 integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
168 integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
169 integrator->max_volume_bounce = get_int(cscene, "volume_bounces");
171 integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
172 integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
173 integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
175 integrator->volume_homogeneous_sampling = RNA_enum_get(&cscene, "volume_homogeneous_sampling");
176 integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
177 integrator->volume_step_size = get_float(cscene, "volume_step_size");
179 integrator->no_caustics = get_boolean(cscene, "no_caustics");
180 integrator->filter_glossy = get_float(cscene, "blur_glossy");
182 integrator->seed = get_int(cscene, "seed");
184 integrator->layer_flag = render_layer.layer;
186 integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
187 integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
188 #ifdef __CAMERA_MOTION__
190 if(integrator->motion_blur != r.use_motion_blur()) {
191 scene->object_manager->tag_update(scene);
192 scene->camera->tag_update();
195 integrator->motion_blur = r.use_motion_blur();
199 integrator->method = (Integrator::Method)get_enum(cscene, "progressive");
201 integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
202 integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
204 int diffuse_samples = get_int(cscene, "diffuse_samples");
205 int glossy_samples = get_int(cscene, "glossy_samples");
206 int transmission_samples = get_int(cscene, "transmission_samples");
207 int ao_samples = get_int(cscene, "ao_samples");
208 int mesh_light_samples = get_int(cscene, "mesh_light_samples");
209 int subsurface_samples = get_int(cscene, "subsurface_samples");
210 int volume_samples = get_int(cscene, "volume_samples");
212 if(get_boolean(cscene, "use_square_samples")) {
213 integrator->diffuse_samples = diffuse_samples * diffuse_samples;
214 integrator->glossy_samples = glossy_samples * glossy_samples;
215 integrator->transmission_samples = transmission_samples * transmission_samples;
216 integrator->ao_samples = ao_samples * ao_samples;
217 integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
218 integrator->subsurface_samples = subsurface_samples * subsurface_samples;
219 integrator->volume_samples = volume_samples * volume_samples;
222 integrator->diffuse_samples = diffuse_samples;
223 integrator->glossy_samples = glossy_samples;
224 integrator->transmission_samples = transmission_samples;
225 integrator->ao_samples = ao_samples;
226 integrator->mesh_light_samples = mesh_light_samples;
227 integrator->subsurface_samples = subsurface_samples;
228 integrator->volume_samples = volume_samples;
233 integrator->sampling_pattern = (SamplingPattern)RNA_enum_get(&cscene, "sampling_pattern");
235 if(integrator->modified(previntegrator))
236 integrator->tag_update(scene);
241 void BlenderSync::sync_film()
243 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
245 Film *film = scene->film;
246 Film prevfilm = *film;
249 Integrator *integrator = scene->integrator;
250 film->use_sample_clamp = (integrator->sample_clamp_direct != 0.0f || integrator->sample_clamp_indirect != 0.0f);
252 film->exposure = get_float(cscene, "film_exposure");
253 film->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
254 film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
256 if(b_scene.world()) {
257 BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
259 film->mist_start = b_mist.start();
260 film->mist_depth = b_mist.depth();
262 switch(b_mist.falloff()) {
263 case BL::WorldMistSettings::falloff_QUADRATIC:
264 film->mist_falloff = 2.0f;
266 case BL::WorldMistSettings::falloff_LINEAR:
267 film->mist_falloff = 1.0f;
269 case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
270 film->mist_falloff = 0.5f;
275 if(film->modified(prevfilm))
276 film->tag_update(scene);
281 void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
283 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
288 if(RNA_boolean_get(&cscene, "preview_active_layer")) {
289 BL::RenderLayers layers(b_scene.render().ptr);
290 layername = layers.active().name();
291 layer = layername.c_str();
294 render_layer.use_localview = (b_v3d.local_view() ? true : false);
295 render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview);
296 render_layer.layer = render_layer.scene_layer;
297 render_layer.exclude_layer = 0;
298 render_layer.holdout_layer = 0;
299 render_layer.material_override = PointerRNA_NULL;
300 render_layer.use_background = true;
301 render_layer.use_hair = true;
302 render_layer.use_surfaces = true;
303 render_layer.use_viewport_visibility = true;
304 render_layer.samples = 0;
305 render_layer.bound_samples = false;
311 BL::RenderSettings r = b_scene.render();
312 BL::RenderSettings::layers_iterator b_rlay;
313 int use_layer_samples = RNA_enum_get(&cscene, "use_layer_samples");
314 bool first_layer = true;
316 for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
317 if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
318 render_layer.name = b_rlay->name();
320 render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
321 render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
323 render_layer.scene_layer = get_layer(b_scene.layers()) & ~render_layer.exclude_layer;
324 render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
326 render_layer.layer = get_layer(b_rlay->layers());
327 render_layer.layer |= render_layer.holdout_layer;
329 render_layer.material_override = b_rlay->material_override();
330 render_layer.use_background = b_rlay->use_sky();
331 render_layer.use_surfaces = b_rlay->use_solid();
332 render_layer.use_hair = b_rlay->use_strand();
333 render_layer.use_viewport_visibility = false;
334 render_layer.use_localview = false;
336 render_layer.bound_samples = (use_layer_samples == 1);
337 if(use_layer_samples != 2) {
338 int samples = b_rlay->samples();
339 if(get_boolean(cscene, "use_square_samples"))
340 render_layer.samples = samples * samples;
342 render_layer.samples = samples;
350 /* Scene Parameters */
352 SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
354 BL::RenderSettings r = b_scene.render();
356 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
357 const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
359 if(shadingsystem == 0)
360 params.shadingsystem = SceneParams::SVM;
361 else if(shadingsystem == 1)
362 params.shadingsystem = SceneParams::OSL;
365 params.bvh_type = SceneParams::BVH_STATIC;
367 params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
369 params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
370 params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
372 if(background && params.shadingsystem != SceneParams::OSL)
373 params.persistent_data = r.use_persistent_data();
375 params.persistent_data = false;
380 /* Session Parameters */
382 bool BlenderSync::get_session_pause(BL::Scene b_scene, bool background)
384 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
385 return (background)? false: get_boolean(cscene, "preview_pause");
388 SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::UserPreferences b_userpref, BL::Scene b_scene, bool background)
390 SessionParams params;
391 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
394 params.experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
397 vector<DeviceInfo>& devices = Device::available_devices();
399 /* device default CPU */
400 params.device = devices[0];
402 if(RNA_enum_get(&cscene, "device") == 2) {
403 /* find network device */
404 foreach(DeviceInfo& info, devices)
405 if(info.type == DEVICE_NETWORK)
406 params.device = info;
408 else if(RNA_enum_get(&cscene, "device") == 1) {
409 /* find GPU device with given id */
410 PointerRNA systemptr = b_userpref.system().ptr;
411 PropertyRNA *deviceprop = RNA_struct_find_property(&systemptr, "compute_device");
412 int device_id = b_userpref.system().compute_device();
416 if(RNA_property_enum_identifier(NULL, &systemptr, deviceprop, device_id, &id)) {
417 foreach(DeviceInfo& info, devices)
419 params.device = info;
424 params.background = background;
427 int samples = get_int(cscene, "samples");
428 int aa_samples = get_int(cscene, "aa_samples");
429 int preview_samples = get_int(cscene, "preview_samples");
430 int preview_aa_samples = get_int(cscene, "preview_aa_samples");
432 if(get_boolean(cscene, "use_square_samples")) {
433 aa_samples = aa_samples * aa_samples;
434 preview_aa_samples = preview_aa_samples * preview_aa_samples;
436 samples = samples * samples;
437 preview_samples = preview_samples * preview_samples;
440 if(get_enum(cscene, "progressive") == 0) {
442 params.samples = aa_samples;
445 params.samples = preview_aa_samples;
446 if(params.samples == 0)
447 params.samples = USHRT_MAX;
452 params.samples = samples;
455 params.samples = preview_samples;
456 if(params.samples == 0)
457 params.samples = USHRT_MAX;
462 if(params.device.type != DEVICE_CPU && !background) {
463 /* currently GPU could be much slower than CPU when using tiles,
464 * still need to be investigated, but meanwhile make it possible
465 * to work in viewport smoothly
467 int debug_tile_size = get_int(cscene, "debug_tile_size");
469 params.tile_size = make_int2(debug_tile_size, debug_tile_size);
472 int tile_x = b_engine.tile_x();
473 int tile_y = b_engine.tile_y();
475 params.tile_size = make_int2(tile_x, tile_y);
478 params.tile_order = (TileOrder)RNA_enum_get(&cscene, "tile_order");
480 params.start_resolution = get_int(cscene, "preview_start_resolution");
482 /* other parameters */
483 if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
484 params.threads = b_scene.render().threads();
488 params.cancel_timeout = get_float(cscene, "debug_cancel_timeout");
489 params.reset_timeout = get_float(cscene, "debug_reset_timeout");
490 params.text_timeout = get_float(cscene, "debug_text_timeout");
492 params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
495 if(params.progressive_refine)
496 params.progressive = true;
498 params.progressive = false;
500 params.start_resolution = INT_MAX;
503 params.progressive = true;
505 /* shading system - scene level needs full refresh */
506 const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
508 if(shadingsystem == 0)
509 params.shadingsystem = SessionParams::SVM;
510 else if(shadingsystem == 1)
511 params.shadingsystem = SessionParams::OSL;
513 /* color managagement */
514 params.display_buffer_linear = GLEW_ARB_half_float_pixel && b_engine.support_display_space_shader(b_scene);