blender/intern/cycles/render/bake.cpp
Brecht Van Lommel d9773edaa3 Cycles: code refactor to bake using regular render session and tiles
There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.

A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.

With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.

Reviewers: #cycles

Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben

Differential Revision: https://developer.blender.org/D3108
2020-05-15 20:25:24 +02:00

155 lines
3.9 KiB
C++

/*
* Copyright 2011-2014 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.
*/
#include "render/bake.h"
#include "render/buffers.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/shader.h"
#include "util/util_foreach.h"
CCL_NAMESPACE_BEGIN
static int aa_samples(Scene *scene, Object *object, ShaderEvalType type)
{
if (type == SHADER_EVAL_UV || type == SHADER_EVAL_ROUGHNESS) {
return 1;
}
else if (type == SHADER_EVAL_NORMAL) {
/* Only antialias normal if mesh has bump mapping. */
if (object->geometry) {
foreach (Shader *shader, object->geometry->used_shaders) {
if (shader->has_bump) {
return scene->integrator->aa_samples;
}
}
}
return 1;
}
else {
return scene->integrator->aa_samples;
}
}
/* Keep it synced with kernel_bake.h logic */
static int shader_type_to_pass_filter(ShaderEvalType type, int pass_filter)
{
const int component_flags = pass_filter &
(BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT | BAKE_FILTER_COLOR);
switch (type) {
case SHADER_EVAL_AO:
return BAKE_FILTER_AO;
case SHADER_EVAL_SHADOW:
return BAKE_FILTER_DIRECT;
case SHADER_EVAL_DIFFUSE:
return BAKE_FILTER_DIFFUSE | component_flags;
case SHADER_EVAL_GLOSSY:
return BAKE_FILTER_GLOSSY | component_flags;
case SHADER_EVAL_TRANSMISSION:
return BAKE_FILTER_TRANSMISSION | component_flags;
case SHADER_EVAL_COMBINED:
return pass_filter;
default:
return 0;
}
}
BakeManager::BakeManager()
{
type = SHADER_EVAL_BAKE;
pass_filter = 0;
need_update = true;
}
BakeManager::~BakeManager()
{
}
bool BakeManager::get_baking()
{
return !object_name.empty();
}
void BakeManager::set(Scene *scene,
const std::string &object_name_,
ShaderEvalType type_,
int pass_filter_)
{
object_name = object_name_;
type = type_;
pass_filter = shader_type_to_pass_filter(type_, pass_filter_);
Pass::add(PASS_BAKE_PRIMITIVE, scene->film->passes);
Pass::add(PASS_BAKE_DIFFERENTIAL, scene->film->passes);
if (type == SHADER_EVAL_UV) {
/* force UV to be available */
Pass::add(PASS_UV, scene->film->passes);
}
/* force use_light_pass to be true if we bake more than just colors */
if (pass_filter & ~BAKE_FILTER_COLOR) {
Pass::add(PASS_LIGHT, scene->film->passes);
}
/* create device and update scene */
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
need_update = true;
}
void BakeManager::device_update(Device * /*device*/,
DeviceScene *dscene,
Scene *scene,
Progress & /* progress */)
{
if (!need_update)
return;
KernelIntegrator *kintegrator = &dscene->data.integrator;
KernelBake *kbake = &dscene->data.bake;
kbake->type = type;
kbake->pass_filter = pass_filter;
int object_index = 0;
foreach (Object *object, scene->objects) {
const Geometry *geom = object->geometry;
if (object->name == object_name && geom->type == Geometry::MESH) {
kbake->object_index = object_index;
kbake->tri_offset = geom->prim_offset;
kintegrator->aa_samples = aa_samples(scene, object, type);
break;
}
object_index++;
}
need_update = false;
}
void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
CCL_NAMESPACE_END