forked from bartvdbraak/blender
10b0e33de1
Reviewed By: brecht Differential Revision: https://developer.blender.org/D2063
215 lines
6.4 KiB
C++
215 lines
6.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BLENDER_SYNC_H__
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#define __BLENDER_SYNC_H__
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#include "MEM_guardedalloc.h"
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#include "RNA_types.h"
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#include "RNA_access.h"
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#include "RNA_blender_cpp.h"
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#include "blender_util.h"
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#include "scene.h"
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#include "session.h"
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#include "util_map.h"
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#include "util_set.h"
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#include "util_transform.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class Camera;
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class Film;
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class Light;
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class Mesh;
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class Object;
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class ParticleSystem;
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class Scene;
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class Shader;
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class ShaderGraph;
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class ShaderNode;
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class BlenderSync {
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public:
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BlenderSync(BL::RenderEngine& b_engine,
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BL::BlendData& b_data,
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BL::Scene& b_scene,
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Scene *scene,
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bool preview,
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Progress &progress,
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bool is_cpu);
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~BlenderSync();
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/* sync */
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bool sync_recalc();
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void sync_data(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::Object& b_override,
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int width, int height,
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void **python_thread_state,
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const char *layer = 0);
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void sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer);
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void sync_integrator();
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void sync_camera(BL::RenderSettings& b_render,
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BL::Object& b_override,
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int width, int height,
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const char *viewname);
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void sync_view(BL::SpaceView3D& b_v3d,
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BL::RegionView3D& b_rv3d,
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int width, int height);
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inline int get_layer_samples() { return render_layer.samples; }
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inline int get_layer_bound_samples() { return render_layer.bound_samples; }
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/* get parameters */
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static SceneParams get_scene_params(BL::Scene& b_scene,
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bool background,
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bool is_cpu);
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static SessionParams get_session_params(BL::RenderEngine& b_engine,
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BL::UserPreferences& b_userpref,
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BL::Scene& b_scene,
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bool background);
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static bool get_session_pause(BL::Scene& b_scene, bool background);
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static BufferParams get_buffer_params(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::RegionView3D& b_rv3d,
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Camera *cam,
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int width, int height);
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private:
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/* sync */
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void sync_lamps(bool update_all);
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void sync_materials(bool update_all);
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void sync_objects(BL::SpaceView3D& b_v3d, float motion_time = 0.0f);
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void sync_motion(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::Object& b_override,
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int width, int height,
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void **python_thread_state);
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void sync_film();
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void sync_view();
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void sync_world(bool update_all);
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void sync_shaders();
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void sync_curve_settings();
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void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
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Mesh *sync_mesh(BL::Object& b_ob, bool object_updated, bool hide_tris);
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void sync_curves(Mesh *mesh,
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BL::Mesh& b_mesh,
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BL::Object& b_ob,
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bool motion,
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int time_index = 0);
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Object *sync_object(BL::Object& b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BL::DupliObject& b_dupli_ob,
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Transform& tfm,
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uint layer_flag,
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float motion_time,
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bool hide_tris,
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bool use_camera_cull,
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float camera_cull_margin,
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bool *use_portal);
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void sync_light(BL::Object& b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BL::Object& b_ob,
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Transform& tfm,
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bool *use_portal);
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void sync_background_light(bool use_portal);
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void sync_mesh_motion(BL::Object& b_ob,
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Object *object,
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float motion_time);
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void sync_camera_motion(BL::RenderSettings& b_render,
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BL::Object& b_ob,
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int width, int height,
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float motion_time);
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/* particles */
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bool sync_dupli_particle(BL::Object& b_ob,
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BL::DupliObject& b_dup,
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Object *object);
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/* Images. */
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void sync_images();
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/* util */
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void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader);
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bool BKE_object_is_modified(BL::Object& b_ob);
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bool object_is_mesh(BL::Object& b_ob);
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bool object_is_light(BL::Object& b_ob);
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/* variables */
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BL::RenderEngine b_engine;
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BL::BlendData b_data;
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BL::Scene b_scene;
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id_map<void*, Shader> shader_map;
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id_map<ObjectKey, Object> object_map;
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id_map<void*, Mesh> mesh_map;
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id_map<ObjectKey, Light> light_map;
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id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
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set<Mesh*> mesh_synced;
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set<Mesh*> mesh_motion_synced;
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std::set<float> motion_times;
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void *world_map;
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bool world_recalc;
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Scene *scene;
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bool preview;
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bool experimental;
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bool is_cpu;
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float dicing_rate;
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int max_subdivisions;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: scene_layer(0), layer(0),
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holdout_layer(0), exclude_layer(0),
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material_override(PointerRNA_NULL),
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use_background_shader(true),
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use_background_ao(true),
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use_surfaces(true),
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use_hair(true),
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use_viewport_visibility(false),
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samples(0), bound_samples(false)
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{}
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string name;
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uint scene_layer;
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uint layer;
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uint holdout_layer;
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uint exclude_layer;
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BL::Material material_override;
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bool use_background_shader;
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bool use_background_ao;
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bool use_surfaces;
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bool use_hair;
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bool use_viewport_visibility;
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int samples;
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bool bound_samples;
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} render_layer;
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Progress &progress;
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SYNC_H__ */
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