blender/intern/cycles/hydra/session.cpp
Patrick Mours d350976ba0 Cycles: Add Hydra render delegate
This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering
in applications that provide a Hydra viewport. The implementation was written from scratch
against Cycles X, for integration into the Blender repository to make it possible to continue
developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of
the Cycles code and can be built with a CMake option
(`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version
of Cycles.

Since Hydra render delegates need to be built against the exact USD version and other
dependencies as the target application is using, this is intended to be built separate from
Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different
from what Blender is using. As such the CMake build scripts for Windows had to be modified
slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again
even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to
the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all
the way back to USD 20.08 (with some limitations).

Reviewed By: brecht, LazyDodo

Differential Revision: https://developer.blender.org/D14398
2022-03-23 16:39:05 +01:00

171 lines
4.8 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2022 NVIDIA Corporation
* Copyright 2022 Blender Foundation */
#include "hydra/session.h"
#include "scene/shader.h"
// Have to include shader.h before background.h so that 'set_shader' uses the correct 'set'
// overload taking a 'Node *', rather than the one taking a 'bool'
#include "scene/background.h"
#include "scene/light.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "session/session.h"
HDCYCLES_NAMESPACE_OPEN_SCOPE
namespace {
const std::unordered_map<TfToken, PassType, TfToken::HashFunctor> kAovToPass = {
{HdAovTokens->color, PASS_COMBINED},
{HdAovTokens->depth, PASS_DEPTH},
{HdAovTokens->normal, PASS_NORMAL},
{HdAovTokens->primId, PASS_OBJECT_ID},
{HdAovTokens->instanceId, PASS_AOV_VALUE},
};
} // namespace
SceneLock::SceneLock(const HdRenderParam *renderParam)
: scene(static_cast<const HdCyclesSession *>(renderParam)->session->scene),
sceneLock(scene->mutex)
{
}
SceneLock::~SceneLock()
{
}
HdCyclesSession::HdCyclesSession(Session *session_) : session(session_), _ownCyclesSession(false)
{
}
HdCyclesSession::HdCyclesSession(const SessionParams &params)
: session(new Session(params, SceneParams())), _ownCyclesSession(true)
{
Scene *const scene = session->scene;
// Create background with ambient light
{
ShaderGraph *graph = new ShaderGraph();
BackgroundNode *bgNode = graph->create_node<BackgroundNode>();
bgNode->set_color(one_float3());
graph->add(bgNode);
graph->connect(bgNode->output("Background"), graph->output()->input("Surface"));
scene->default_background->set_graph(graph);
scene->default_background->tag_update(scene);
}
// Wire up object color in default surface material
{
ShaderGraph *graph = new ShaderGraph();
ObjectInfoNode *objectNode = graph->create_node<ObjectInfoNode>();
graph->add(objectNode);
DiffuseBsdfNode *diffuseNode = graph->create_node<DiffuseBsdfNode>();
graph->add(diffuseNode);
graph->connect(objectNode->output("Color"), diffuseNode->input("Color"));
graph->connect(diffuseNode->output("BSDF"), graph->output()->input("Surface"));
#if 1
// Create the instanceId AOV output
const ustring instanceId(HdAovTokens->instanceId.GetString());
OutputAOVNode *aovNode = graph->create_node<OutputAOVNode>();
aovNode->set_name(instanceId);
graph->add(aovNode);
AttributeNode *instanceIdNode = graph->create_node<AttributeNode>();
instanceIdNode->set_attribute(instanceId);
graph->add(instanceIdNode);
graph->connect(instanceIdNode->output("Fac"), aovNode->input("Value"));
#endif
scene->default_surface->set_graph(graph);
scene->default_surface->tag_update(scene);
}
}
HdCyclesSession::~HdCyclesSession()
{
if (_ownCyclesSession) {
delete session;
}
}
void HdCyclesSession::UpdateScene()
{
Scene *const scene = session->scene;
// Update background depending on presence of a background light
if (scene->light_manager->need_update()) {
Light *background_light = nullptr;
for (Light *light : scene->lights) {
if (light->get_light_type() == LIGHT_BACKGROUND) {
background_light = light;
break;
}
}
if (!background_light) {
scene->background->set_shader(scene->default_background);
scene->background->set_transparent(true);
}
else {
scene->background->set_shader(background_light->get_shader());
scene->background->set_transparent(false);
}
scene->background->tag_update(scene);
}
}
void HdCyclesSession::SyncAovBindings(const HdRenderPassAovBindingVector &aovBindings)
{
Scene *const scene = session->scene;
// Delete all existing passes
scene->delete_nodes(set<Pass *>(scene->passes.begin(), scene->passes.end()));
// Update passes with requested AOV bindings
_aovBindings = aovBindings;
for (const HdRenderPassAovBinding &aovBinding : aovBindings) {
const auto cyclesAov = kAovToPass.find(aovBinding.aovName);
if (cyclesAov == kAovToPass.end()) {
// TODO: Use PASS_AOV_COLOR and PASS_AOV_VALUE for these?
TF_WARN("Unknown pass %s", aovBinding.aovName.GetText());
continue;
}
const PassType type = cyclesAov->second;
const PassMode mode = PassMode::DENOISED;
Pass *pass = scene->create_node<Pass>();
pass->set_type(type);
pass->set_mode(mode);
pass->set_name(ustring(aovBinding.aovName.GetString()));
}
}
void HdCyclesSession::RemoveAovBinding(HdRenderBuffer *renderBuffer)
{
for (HdRenderPassAovBinding &aovBinding : _aovBindings) {
if (renderBuffer == aovBinding.renderBuffer) {
aovBinding.renderBuffer = nullptr;
break;
}
}
if (renderBuffer == _displayAovBinding.renderBuffer) {
_displayAovBinding.renderBuffer = nullptr;
}
}
HDCYCLES_NAMESPACE_CLOSE_SCOPE