forked from bartvdbraak/blender
eec3eaba08
Expand Cycles to use the new baking API in Blender. It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal). It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode. Remember to save your images after the baking is complete. Note: Bake currently only works in the CPU Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles). Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake Supported Passes: ----------------- Data Passes * Normal * UV * Diffuse/Glossy/Transmission/Subsurface/Emit Color Light Passes * AO * Combined * Shadow * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect * Environment Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
294 lines
7.5 KiB
C++
294 lines
7.5 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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#include <stdlib.h>
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#include "background.h"
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#include "bake.h"
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#include "camera.h"
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#include "curves.h"
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#include "device.h"
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#include "film.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "osl.h"
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#include "particles.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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#include "tables.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
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: params(params_)
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{
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device = NULL;
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memset(&dscene.data, 0, sizeof(dscene.data));
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camera = new Camera();
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lookup_tables = new LookupTables();
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film = new Film();
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background = new Background();
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light_manager = new LightManager();
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mesh_manager = new MeshManager();
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object_manager = new ObjectManager();
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integrator = new Integrator();
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image_manager = new ImageManager();
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particle_system_manager = new ParticleSystemManager();
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curve_system_manager = new CurveSystemManager();
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bake_manager = new BakeManager();
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/* OSL only works on the CPU */
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if(device_info_.type == DEVICE_CPU)
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shader_manager = ShaderManager::create(this, params.shadingsystem);
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else
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shader_manager = ShaderManager::create(this, SceneParams::SVM);
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if (device_info_.type == DEVICE_CPU)
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image_manager->set_extended_image_limits();
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}
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Scene::~Scene()
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{
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free_memory(true);
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}
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void Scene::free_memory(bool final)
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{
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foreach(Shader *s, shaders)
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delete s;
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foreach(Mesh *m, meshes)
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delete m;
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foreach(Object *o, objects)
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delete o;
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foreach(Light *l, lights)
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delete l;
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foreach(ParticleSystem *p, particle_systems)
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delete p;
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shaders.clear();
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meshes.clear();
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objects.clear();
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lights.clear();
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particle_systems.clear();
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if(device) {
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camera->device_free(device, &dscene);
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film->device_free(device, &dscene, this);
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background->device_free(device, &dscene);
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integrator->device_free(device, &dscene);
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object_manager->device_free(device, &dscene);
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mesh_manager->device_free(device, &dscene);
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shader_manager->device_free(device, &dscene, this);
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light_manager->device_free(device, &dscene);
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particle_system_manager->device_free(device, &dscene);
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curve_system_manager->device_free(device, &dscene);
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bake_manager->device_free(device, &dscene);
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if(!params.persistent_data || final)
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image_manager->device_free(device, &dscene);
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lookup_tables->device_free(device, &dscene);
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}
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if(final) {
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delete lookup_tables;
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delete camera;
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delete film;
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delete background;
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delete integrator;
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delete object_manager;
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delete mesh_manager;
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delete shader_manager;
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delete light_manager;
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delete particle_system_manager;
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delete curve_system_manager;
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delete image_manager;
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delete bake_manager;
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}
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}
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void Scene::device_update(Device *device_, Progress& progress)
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{
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if(!device)
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device = device_;
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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*
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adapative subdivison.
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* - Displacement shader must have all shader data available.
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* - Light manager needs lookup tables and final mesh data to compute emission CDF.
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* - Film needs light manager to run for use_light_visibility
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* - Lookup tables are done a second time to handle film tables
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*/
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image_manager->set_pack_images(device->info.pack_images);
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progress.set_status("Updating Shaders");
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shader_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Hair Systems");
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curve_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Meshes");
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mesh_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Particle Systems");
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particle_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Film");
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film->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Baking");
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bake_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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{
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if(integrator->motion_blur)
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return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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return MOTION_NONE;
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if(std == ATTR_STD_UV)
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return Pass::contains(film->passes, PASS_UV);
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if(std == ATTR_STD_MOTION_VERTEX_POSITION)
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return need_motion() != MOTION_NONE;
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if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
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return need_motion() == MOTION_BLUR;
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet& attributes)
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{
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for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
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if(need_global_attribute((AttributeStandard)std))
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attributes.add((AttributeStandard)std);
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->need_update);
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}
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bool Scene::need_reset()
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{
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return (background->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| lookup_tables->need_update
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|| integrator->need_update
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|| shader_manager->need_update
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|| particle_system_manager->need_update
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|| curve_system_manager->need_update
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|| bake_manager->need_update);
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}
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void Scene::reset()
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{
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shader_manager->reset(this);
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shader_manager->add_default(this);
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/* ensure all objects are updated */
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camera->tag_update();
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film->tag_update(this);
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background->tag_update(this);
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integrator->tag_update(this);
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}
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void Scene::device_free()
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{
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free_memory(false);
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}
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CCL_NAMESPACE_END
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