1232 lines
45 KiB
C++
1232 lines
45 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "BKE_appdir.hh"
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#include "BKE_geometry_set.hh"
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#include "BKE_object_types.hh"
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#include "BKE_scene.hh"
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#include "DEG_depsgraph_query.hh"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_world_types.h"
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#include "RNA_prototypes.hh"
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#include "RNA_types.hh"
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#include "scene/background.h"
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#include "scene/bake.h"
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#include "scene/camera.h"
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#include "scene/curves.h"
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#include "scene/film.h"
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#include "scene/integrator.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/procedural.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "scene/shader_nodes.h"
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#include "device/device.h"
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#include "blender/device.h"
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#include "blender/session.h"
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "integrator/denoiser.h"
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#include "util/debug.h"
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#include "util/hash.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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static const char *cryptomatte_prefix = "Crypto";
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/* Constructor */
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BlenderSync::BlenderSync(blender::RenderEngine &b_engine,
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blender::Main &b_data,
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blender::Scene &b_scene,
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Scene *scene,
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bool preview,
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bool use_developer_ui,
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Progress &progress)
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: b_engine(&b_engine),
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b_data(&b_data),
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b_scene(&b_scene),
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b_bake_target(nullptr),
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shader_map(scene),
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object_map(scene),
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procedural_map(scene),
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geometry_map(scene),
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particle_system_map(scene),
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world_map(nullptr),
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world_recalc(false),
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scene(scene),
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preview(preview),
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use_developer_ui(use_developer_ui),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress)
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{
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blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
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blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync() = default;
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void BlenderSync::reset(blender::Main &b_data, blender::Scene &b_scene)
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{
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/* Update data and scene pointers in case they change in session reset,
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* for example after undo.
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* Note that we do not modify the `has_updates_` flag here because the sync
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* reset is also used during viewport navigation. */
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this->b_data = &b_data;
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this->b_scene = &b_scene;
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}
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void BlenderSync::tag_update()
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{
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has_updates_ = true;
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}
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void BlenderSync::set_bake_target(blender::Object &b_object)
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{
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b_bake_target = &b_object;
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}
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/* Sync */
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void BlenderSync::sync_recalc(blender::Depsgraph &b_depsgraph,
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blender::bScreen *b_screen,
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blender::View3D *b_v3d,
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blender::RegionView3D *b_rv3d)
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{
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/* Sync recalc flags from blender to cycles. Actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable. */
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blender::Object *b_dicing_camera_object = get_dicing_camera_object(b_v3d, b_rv3d);
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bool dicing_camera_updated = false;
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/* Iterate over all blender::IDs in this depsgraph. */
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blender::DEGIDIterData deg_iter_data{};
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deg_iter_data.graph = &b_depsgraph;
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deg_iter_data.only_updated = true;
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ITER_BEGIN (blender::DEG_iterator_ids_begin,
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blender::DEG_iterator_ids_next,
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blender::DEG_iterator_ids_end,
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°_iter_data,
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blender::ID *,
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b_id)
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{
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/* TODO(sergey): Can do more selective filter here. For example, ignore changes made to
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* screen data-block. Note that sync_data() needs to be called after object deletion, and
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* currently this is ensured by the scene blender::ID tagged for update, which sets the
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* `has_updates_` flag. */
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has_updates_ = true;
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const bool updated_shading = ((b_id->recalc & (blender::ID_RECALC_SHADING |
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blender::ID_RECALC_ANIMATION)) != 0);
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/* Material */
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if (GS(b_id->name) == blender::ID_MA) {
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shader_map.set_recalc(b_id);
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}
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/* Light */
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else if (GS(b_id->name) == blender::ID_LA) {
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shader_map.set_recalc(b_id);
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geometry_map.set_recalc(b_id);
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}
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/* Object */
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else if (GS(b_id->name) == blender::ID_OB) {
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blender::Object *b_ob = blender::id_cast<blender::Object *>(b_id);
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const bool can_have_geometry = object_can_have_geometry(*b_ob);
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const bool is_light = !can_have_geometry && object_is_light(*b_ob);
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if (((b_ob->transflag & blender::OB_DUPLI) != 0) && updated_shading) {
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/* Needed for object color updates on instancer, among other things. */
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object_map.set_recalc(b_ob);
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}
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if (can_have_geometry || is_light) {
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const bool updated_geometry = (b_id->recalc & blender::ID_RECALC_GEOMETRY) != 0 ||
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(b_ob->data &&
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(b_ob->data->recalc & blender::ID_RECALC_ALL) != 0);
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const bool updated_transform = (b_id->recalc & blender::ID_RECALC_TRANSFORM) != 0;
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/* Geometry (mesh, hair, volume). */
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if (can_have_geometry) {
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if (updated_transform || updated_shading) {
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object_map.set_recalc(b_ob);
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}
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const bool use_adaptive_subdiv = object_subdivision_type(
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*b_ob, preview, use_adaptive_subdivision) !=
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Mesh::SUBDIVISION_NONE;
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/* Need to recompute geometry if the geometry changed, or the transform changed
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* and using adaptive subdivision. */
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if (updated_geometry || (updated_transform && use_adaptive_subdiv)) {
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blender::ID *key = BKE_object_is_modified(*b_ob) ?
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&b_ob->id :
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object_get_data(*b_ob, use_adaptive_subdiv);
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geometry_map.set_recalc(key);
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/* Sync all contained geometry instances as well when the object changed.. */
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const map<void *, set<blender::ID *>>::const_iterator instance_geometries =
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instance_geometries_by_object.find(b_ob);
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if (instance_geometries != instance_geometries_by_object.end()) {
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for (blender::ID *geometry : instance_geometries->second) {
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geometry_map.set_recalc(geometry);
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}
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}
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}
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if (updated_geometry) {
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if (!b_ob->particlesystem.is_empty()) {
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particle_system_map.set_recalc(b_ob);
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}
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}
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}
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/* Light */
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else if (is_light) {
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if (updated_transform || updated_shading) {
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object_map.set_recalc(b_ob);
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geometry_map.set_recalc(b_ob);
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}
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if (updated_geometry) {
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geometry_map.set_recalc(b_ob);
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}
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}
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}
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else if (object_is_camera(*b_ob)) {
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shader_map.set_recalc(b_ob);
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}
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if (b_dicing_camera_object == b_ob) {
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dicing_camera_updated = true;
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}
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}
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/* Mesh */
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else if (GS(b_id->name) == blender::ID_ME) {
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geometry_map.set_recalc(b_id);
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}
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/* World */
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else if (GS(b_id->name) == blender::ID_WO) {
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const blender::World *b_world = blender::id_cast<blender::World *>(b_id);
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if (world_map == b_world) {
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world_recalc = true;
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}
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shader_map.set_recalc(b_id);
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}
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/* Scene */
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else if (GS(b_id->name) == blender::ID_SCE) {
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shader_map.set_recalc(b_id);
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}
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/* Volume */
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else if (GS(b_id->name) == blender::ID_VO) {
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geometry_map.set_recalc(b_id);
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}
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/* Camera */
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else if (GS(b_id->name) == blender::ID_CA) {
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if (b_dicing_camera_object && b_dicing_camera_object->data == b_id) {
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dicing_camera_updated = true;
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}
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}
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}
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ITER_END;
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if (use_adaptive_subdivision) {
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/* Mark all meshes as needing to be exported again if dicing changed. */
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blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene->id);
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blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
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bool dicing_prop_changed = false;
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const float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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if (dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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const int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if (max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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if ((dicing_camera_updated && !region_view3d_navigating_or_transforming(b_rv3d)) ||
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dicing_prop_changed)
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{
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has_updates_ = true;
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for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
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Geometry *geom = iter.second;
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
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geometry_map.set_recalc(iter.first.id);
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}
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}
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}
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}
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}
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if (b_v3d) {
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const BlenderViewportParameters new_viewport_parameters(b_screen, b_v3d, use_developer_ui);
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if (viewport_parameters.shader_modified(new_viewport_parameters)) {
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world_recalc = true;
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has_updates_ = true;
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}
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has_updates_ |= viewport_parameters.modified(new_viewport_parameters);
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}
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}
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void BlenderSync::sync_data(blender::RenderData &b_render,
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blender::Depsgraph &b_depsgraph,
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blender::bScreen *b_screen,
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blender::View3D *b_v3d,
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blender::RegionView3D *b_rv3d,
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const int width,
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const int height,
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void **python_thread_state,
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const DeviceInfo &denoise_device_info)
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{
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/* For auto refresh images. */
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ImageManager *image_manager = scene->image_manager.get();
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const float frame = BKE_scene_frame_get(b_scene);
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const bool frame_update = frame_last_synced != frame;
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const bool auto_refresh_update = image_manager->set_animation_frame_update(frame);
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if (frame_update) {
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frame_last_synced = frame;
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has_updates_ = true;
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}
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if (!has_updates_ && !auto_refresh_update) {
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return;
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}
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const scoped_timer timer;
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blender::ViewLayer &b_view_layer = *DEG_get_evaluated_view_layer(&b_depsgraph);
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/* TODO(sergey): This feels weak to pass view layer to the integrator, and even weaker to have an
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* implicit check on whether it is a background render or not. What is the nicer thing here? */
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const bool background = !b_v3d;
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sync_scene_attributes();
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sync_view_layer(b_view_layer);
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sync_integrator(b_view_layer, background, denoise_device_info);
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sync_film(b_view_layer, b_screen, b_v3d);
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sync_shaders(b_depsgraph, b_screen, b_v3d, auto_refresh_update, frame_update);
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sync_images();
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geometry_synced.clear(); /* use for objects and motion sync */
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sync_objects_and_motion(
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b_render, b_depsgraph, b_screen, b_v3d, b_rv3d, width, height, python_thread_state);
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geometry_synced.clear();
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/* Shader sync done at the end, since object sync uses it.
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* false = don't delete unused shaders, not supported. */
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shader_map.post_sync(false);
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LOG_INFO << "Total time spent synchronizing data: " << timer.get_time();
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has_updates_ = false;
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}
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/* Integrator */
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void BlenderSync::sync_integrator(blender::ViewLayer &b_view_layer,
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bool background,
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const DeviceInfo &denoise_device_info)
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{
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blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene->id);
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blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
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/* No adaptive subdivision for baking, mesh needs to match Blender exactly. */
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use_adaptive_subdivision = !b_bake_target;
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Integrator *integrator = scene->integrator;
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integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
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integrator->set_max_bounce(get_int(cscene, "max_bounces"));
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integrator->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
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integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
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integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
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integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
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integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
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integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
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integrator->set_volume_ray_marching(get_boolean(cscene, "volume_biased"));
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integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
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const float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
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get_float(cscene, "volume_step_rate");
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integrator->set_volume_step_rate(volume_step_rate);
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integrator->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
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integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
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integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
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integrator->set_use_pixel_jitter(get_boolean(cscene, "use_pixel_jitter"));
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bool use_custom_pixel_jitter_sample = false;
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blender::PropertyRNA *override_pixel_jitter_sample_prop = RNA_struct_find_property(
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&scene_rna_ptr, "[\"override_pixel_jitter_sample\"]");
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if (override_pixel_jitter_sample_prop) {
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const int array_length = RNA_property_array_length(&scene_rna_ptr,
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override_pixel_jitter_sample_prop);
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if (array_length == 2) {
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array<float> pixel_jitter_sample_arr(2);
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RNA_property_float_get_array(
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&scene_rna_ptr, override_pixel_jitter_sample_prop, &pixel_jitter_sample_arr[0]);
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integrator->set_custom_pixel_jitter_sample(pixel_jitter_sample_arr);
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use_custom_pixel_jitter_sample = true;
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}
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else if (array_length != 0) {
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printf("%s: scene.custom_pixel_jitter_sample length is not 0 or 2.\n", __func__);
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}
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}
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integrator->set_use_custom_pixel_jitter_sample(use_custom_pixel_jitter_sample);
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int seed = get_int(cscene, "seed");
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if (get_boolean(cscene, "use_animated_seed")) {
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seed = hash_uint2(b_scene->r.cfra, get_int(cscene, "seed"));
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if (b_scene->r.subframe != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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seed += hash_uint2((int)(b_scene->r.subframe * (float)INT_MAX), get_int(cscene, "seed"));
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}
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}
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integrator->set_seed(seed);
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integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
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integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
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if (!preview) {
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integrator->set_motion_blur(view_layer.use_motion_blur);
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}
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const bool use_light_tree = get_boolean(cscene, "use_light_tree");
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integrator->set_use_light_tree(use_light_tree);
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integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
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if (integrator->use_light_tree_is_modified()) {
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scene->light_manager->tag_update(scene, LightManager::UPDATE_ALL);
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}
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SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
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cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_TABULATED_SOBOL);
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switch (sampling_pattern) {
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case SAMPLING_PATTERN_AUTOMATIC:
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if (!background) {
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/* For interactive rendering, ensure that the first sample is in itself
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* blue-noise-distributed for smooth viewport navigation. */
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sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_FIRST;
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}
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else {
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/* For non-interactive rendering, default to a full blue-noise pattern. */
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sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
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}
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break;
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case SAMPLING_PATTERN_TABULATED_SOBOL:
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case SAMPLING_PATTERN_BLUE_NOISE_PURE:
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/* Always allowed. */
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break;
|
|
default:
|
|
/* If not using developer UI, default to blue noise for "advanced" patterns. */
|
|
if (!use_developer_ui) {
|
|
sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
const bool is_vertex_baking = b_bake_target &&
|
|
b_scene->r.bake.target != blender::R_BAKE_TARGET_IMAGE_TEXTURES;
|
|
scene->bake_manager->set_use_seed(is_vertex_baking);
|
|
if (is_vertex_baking) {
|
|
/* When baking vertex colors, the "pixels" in the output are unrelated to their neighbors,
|
|
* so blue-noise sampling makes no sense. */
|
|
sampling_pattern = SAMPLING_PATTERN_TABULATED_SOBOL;
|
|
}
|
|
|
|
integrator->set_sampling_pattern(sampling_pattern);
|
|
|
|
int samples = 1;
|
|
bool use_adaptive_sampling = false;
|
|
if (preview) {
|
|
samples = get_int(cscene, "preview_samples");
|
|
use_adaptive_sampling = RNA_boolean_get(&cscene, "use_preview_adaptive_sampling");
|
|
integrator->set_use_adaptive_sampling(use_adaptive_sampling);
|
|
integrator->set_adaptive_threshold(get_float(cscene, "preview_adaptive_threshold"));
|
|
integrator->set_adaptive_min_samples(get_int(cscene, "preview_adaptive_min_samples"));
|
|
}
|
|
else {
|
|
samples = get_int(cscene, "samples");
|
|
use_adaptive_sampling = RNA_boolean_get(&cscene, "use_adaptive_sampling");
|
|
integrator->set_use_adaptive_sampling(use_adaptive_sampling);
|
|
integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
|
|
integrator->set_adaptive_min_samples(get_int(cscene, "adaptive_min_samples"));
|
|
}
|
|
|
|
float scrambling_distance = get_float(cscene, "scrambling_distance");
|
|
const bool auto_scrambling_distance = get_boolean(cscene, "auto_scrambling_distance");
|
|
if (auto_scrambling_distance) {
|
|
if (samples == 0) {
|
|
/* If samples is 0, then viewport rendering is set to render infinitely. In that case we
|
|
* override the samples value with 4096 so the Automatic Scrambling Distance algorithm
|
|
* picks a Scrambling Distance value with a good balance of performance and correlation
|
|
* artifacts when rendering to high sample counts. */
|
|
samples = 4096;
|
|
}
|
|
|
|
if (use_adaptive_sampling) {
|
|
/* If Adaptive Sampling is enabled, use "min_samples" in the Automatic Scrambling Distance
|
|
* algorithm to avoid artifacts common with Adaptive Sampling + Scrambling Distance. */
|
|
const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling();
|
|
samples = min(samples, adaptive_sampling.min_samples);
|
|
}
|
|
scrambling_distance *= 4.0f / sqrtf(samples);
|
|
}
|
|
|
|
/* Only use scrambling distance in the viewport if user wants to. */
|
|
const bool preview_scrambling_distance = get_boolean(cscene, "preview_scrambling_distance");
|
|
if ((preview && !preview_scrambling_distance) ||
|
|
sampling_pattern != SAMPLING_PATTERN_TABULATED_SOBOL)
|
|
{
|
|
scrambling_distance = 1.0f;
|
|
}
|
|
|
|
if (scrambling_distance != 1.0f) {
|
|
LOG_INFO << "Using scrambling distance: " << scrambling_distance;
|
|
}
|
|
integrator->set_scrambling_distance(scrambling_distance);
|
|
|
|
if (get_boolean(cscene, "use_fast_gi")) {
|
|
if (preview) {
|
|
integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
|
|
}
|
|
else {
|
|
integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
|
|
}
|
|
}
|
|
else {
|
|
integrator->set_ao_bounces(0);
|
|
}
|
|
|
|
#ifdef WITH_CYCLES_DEBUG
|
|
DirectLightSamplingType direct_light_sampling_type = (DirectLightSamplingType)get_enum(
|
|
cscene, "direct_light_sampling_type", DIRECT_LIGHT_SAMPLING_NUM, DIRECT_LIGHT_SAMPLING_MIS);
|
|
integrator->set_direct_light_sampling_type(direct_light_sampling_type);
|
|
#endif
|
|
|
|
integrator->set_use_guiding(get_boolean(cscene, "use_guiding"));
|
|
integrator->set_use_surface_guiding(get_boolean(cscene, "use_surface_guiding"));
|
|
integrator->set_use_volume_guiding(get_boolean(cscene, "use_volume_guiding"));
|
|
integrator->set_guiding_training_samples(get_int(cscene, "guiding_training_samples"));
|
|
|
|
if (use_developer_ui) {
|
|
integrator->set_deterministic_guiding(get_boolean(cscene, "use_deterministic_guiding"));
|
|
integrator->set_surface_guiding_probability(get_float(cscene, "surface_guiding_probability"));
|
|
integrator->set_volume_guiding_probability(get_float(cscene, "volume_guiding_probability"));
|
|
integrator->set_use_guiding_direct_light(get_boolean(cscene, "use_guiding_direct_light"));
|
|
integrator->set_use_guiding_mis_weights(get_boolean(cscene, "use_guiding_mis_weights"));
|
|
const GuidingDistributionType guiding_distribution_type = (GuidingDistributionType)get_enum(
|
|
cscene, "guiding_distribution_type", GUIDING_NUM_TYPES, GUIDING_TYPE_PARALLAX_AWARE_VMM);
|
|
integrator->set_guiding_distribution_type(guiding_distribution_type);
|
|
const GuidingDirectionalSamplingType guiding_directional_sampling_type =
|
|
(GuidingDirectionalSamplingType)get_enum(cscene,
|
|
"guiding_directional_sampling_type",
|
|
GUIDING_DIRECTIONAL_SAMPLING_NUM_TYPES,
|
|
GUIDING_DIRECTIONAL_SAMPLING_TYPE_RIS);
|
|
integrator->set_guiding_directional_sampling_type(guiding_directional_sampling_type);
|
|
integrator->set_guiding_roughness_threshold(get_float(cscene, "guiding_roughness_threshold"));
|
|
}
|
|
|
|
DenoiseParams denoise_params = get_denoise_params(
|
|
*b_scene, &b_view_layer, background, denoise_device_info);
|
|
|
|
/* No denoising support for vertex color baking, vertices packed into image
|
|
* buffer have no relation to neighbors. */
|
|
if (is_vertex_baking) {
|
|
denoise_params.use = false;
|
|
}
|
|
|
|
integrator->set_use_denoise(denoise_params.use);
|
|
|
|
/* Only update denoiser parameters if the denoiser is actually used. This allows to tweak
|
|
* denoiser parameters before enabling it without render resetting on every change. The downside
|
|
* is that the interface and the integrator are technically out of sync. */
|
|
if (denoise_params.use) {
|
|
integrator->set_denoiser_type(denoise_params.type);
|
|
integrator->set_denoise_use_gpu(denoise_params.use_gpu);
|
|
integrator->set_denoise_start_sample(denoise_params.start_sample);
|
|
integrator->set_denoiser_passes(denoise_params.passes);
|
|
integrator->set_denoiser_prefilter(denoise_params.prefilter);
|
|
integrator->set_denoiser_quality(denoise_params.quality);
|
|
integrator->set_denoiser_upscale_factor(denoise_params.upscale_factor);
|
|
}
|
|
|
|
/* UPDATE_NONE as we don't want to tag the integrator as modified (this was done by the
|
|
* set calls above), but we need to make sure that the dependent things are tagged. */
|
|
integrator->tag_update(scene, Integrator::UPDATE_NONE);
|
|
}
|
|
|
|
/* Scene Attributes */
|
|
|
|
void BlenderSync::sync_scene_attributes()
|
|
{
|
|
SceneAttributes *scene_attribute = scene->scene_attribute;
|
|
|
|
blender::Scene *scene = b_scene;
|
|
float frame = BKE_scene_frame_get(b_scene);
|
|
float time = FRA2TIME(frame);
|
|
|
|
scene_attribute->set_time(time);
|
|
scene_attribute->set_frame(frame);
|
|
}
|
|
|
|
/* Film */
|
|
|
|
void BlenderSync::sync_film(blender::ViewLayer &b_view_layer,
|
|
blender::bScreen *b_screen,
|
|
blender::View3D *b_v3d)
|
|
{
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene->id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
blender::PointerRNA view_layer_rna_ptr = RNA_pointer_create_id_subdata(
|
|
b_scene->id, blender::RNA_ViewLayer, &b_view_layer);
|
|
blender::PointerRNA crl = RNA_pointer_get(&view_layer_rna_ptr, "cycles");
|
|
|
|
Film *film = scene->film;
|
|
|
|
if (b_v3d) {
|
|
const BlenderViewportParameters new_viewport_parameters(b_screen, b_v3d, use_developer_ui);
|
|
film->set_display_pass(new_viewport_parameters.display_pass);
|
|
film->set_show_active_pixels(new_viewport_parameters.show_active_pixels);
|
|
}
|
|
|
|
film->set_exposure(get_float(cscene, "film_exposure"));
|
|
film->set_filter_type(
|
|
(FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
|
|
const float filter_width = (film->get_filter_type() == FILTER_BOX) ?
|
|
1.0f :
|
|
get_float(cscene, "filter_width");
|
|
film->set_filter_width(filter_width);
|
|
|
|
if (b_scene->world) {
|
|
film->set_mist_start(b_scene->world->miststa);
|
|
film->set_mist_depth(b_scene->world->mistdist);
|
|
|
|
switch (b_scene->world->mistype) {
|
|
case blender::WO_MIST_QUADRATIC:
|
|
film->set_mist_falloff(2.0f);
|
|
break;
|
|
case blender::WO_MIST_LINEAR:
|
|
film->set_mist_falloff(1.0f);
|
|
break;
|
|
case blender::WO_MIST_INVERSE_QUADRATIC:
|
|
film->set_mist_falloff(0.5f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Blender viewport does not support proper shadow catcher compositing, so force an approximate
|
|
* mode to improve visual feedback. */
|
|
if (b_v3d) {
|
|
film->set_use_approximate_shadow_catcher(true);
|
|
}
|
|
else {
|
|
film->set_use_approximate_shadow_catcher(!get_boolean(crl, "use_pass_shadow_catcher"));
|
|
}
|
|
|
|
/* Denoising passes. */
|
|
film->set_denoising_pass_follow_reflections(
|
|
get_boolean(crl, "denoising_pass_follow_reflections"));
|
|
film->set_denoising_pass_use_albedo_roughness_weighting(
|
|
get_boolean(crl, "denoising_pass_use_albedo_roughness_weighting"));
|
|
}
|
|
|
|
/* Render Layer */
|
|
|
|
void BlenderSync::sync_view_layer(blender::ViewLayer &b_view_layer)
|
|
{
|
|
view_layer.name = b_view_layer.name;
|
|
|
|
/* Filter. */
|
|
view_layer.use_background_shader = (b_view_layer.layflag & blender::SCE_LAY_SKY) != 0;
|
|
/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
|
|
view_layer.use_surfaces = (b_view_layer.layflag & blender::SCE_LAY_SOLID) != 0 || b_bake_target;
|
|
view_layer.use_hair = (b_view_layer.layflag & blender::SCE_LAY_STRAND) != 0;
|
|
view_layer.use_volumes = (b_view_layer.layflag & blender::SCE_LAY_VOLUMES) != 0;
|
|
view_layer.use_motion_blur = (b_view_layer.layflag & blender::SCE_LAY_MOTION_BLUR) != 0 &&
|
|
(b_scene->r.mode & blender::R_MBLUR) != 0;
|
|
|
|
/* Material override. */
|
|
view_layer.material_override = b_view_layer.mat_override;
|
|
/* World override. */
|
|
view_layer.world_override = b_view_layer.world_override;
|
|
|
|
/* Sample override. */
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene->id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
const int use_layer_samples = get_enum(cscene, "use_layer_samples");
|
|
|
|
view_layer.bound_samples = (use_layer_samples == 1);
|
|
view_layer.samples = 0;
|
|
|
|
if (use_layer_samples != 2) {
|
|
const int samples = b_view_layer.samples;
|
|
view_layer.samples = samples;
|
|
}
|
|
}
|
|
|
|
static blender::RenderData *engine_render_get(blender::RenderEngine *engine)
|
|
{
|
|
if (engine->re) {
|
|
return RE_engine_get_render_data(engine->re);
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
/* Images */
|
|
void BlenderSync::sync_images()
|
|
{
|
|
/* Sync is a convention for this API, but currently it frees unused buffers. */
|
|
|
|
const bool is_interface_locked = engine_render_get(b_engine) &&
|
|
engine_render_get(b_engine)->use_lock_interface;
|
|
if (is_interface_locked == false && BlenderSession::headless == false) {
|
|
/* If interface is not locked, it's possible image is needed for
|
|
* the display.
|
|
*/
|
|
return;
|
|
}
|
|
/* Free buffers used by images which are not needed for render. */
|
|
for (blender::Image &b_image : b_data->images) {
|
|
const bool is_builtin = image_is_builtin(b_image, *b_engine);
|
|
if (is_builtin == false) {
|
|
BKE_image_free_buffers_ex(&b_image, true);
|
|
}
|
|
/* TODO(sergey): Free builtin images not used by any shader. */
|
|
}
|
|
}
|
|
|
|
/* Passes */
|
|
|
|
static bool get_known_pass_type(blender::RenderPass &b_pass, PassType &type, PassMode &mode)
|
|
{
|
|
const string name = b_pass.name;
|
|
#define MAP_PASS(passname, passtype, noisy) \
|
|
if (name == passname) { \
|
|
type = passtype; \
|
|
mode = (noisy) ? PassMode::NOISY : PassMode::DENOISED; \
|
|
return true; \
|
|
} \
|
|
((void)0)
|
|
|
|
/* NOTE: Keep in sync with defined names from engine.py */
|
|
|
|
MAP_PASS("Combined", PASS_COMBINED, false);
|
|
MAP_PASS("Noisy Image", PASS_COMBINED, true);
|
|
|
|
MAP_PASS("Depth", PASS_DEPTH, false);
|
|
MAP_PASS("Mist", PASS_MIST, false);
|
|
MAP_PASS("Position", PASS_POSITION, false);
|
|
MAP_PASS("Normal", PASS_NORMAL, false);
|
|
MAP_PASS("Object Index", PASS_OBJECT_ID, false);
|
|
MAP_PASS("UV", PASS_UV, false);
|
|
MAP_PASS("Vector", PASS_MOTION, false);
|
|
MAP_PASS("Material Index", PASS_MATERIAL_ID, false);
|
|
|
|
MAP_PASS("Diffuse Direct", PASS_DIFFUSE_DIRECT, false);
|
|
MAP_PASS("Glossy Direct", PASS_GLOSSY_DIRECT, false);
|
|
MAP_PASS("Transmission Direct", PASS_TRANSMISSION_DIRECT, false);
|
|
MAP_PASS("Volume Direct", PASS_VOLUME_DIRECT, false);
|
|
|
|
MAP_PASS("Diffuse Indirect", PASS_DIFFUSE_INDIRECT, false);
|
|
MAP_PASS("Glossy Indirect", PASS_GLOSSY_INDIRECT, false);
|
|
MAP_PASS("Transmission Indirect", PASS_TRANSMISSION_INDIRECT, false);
|
|
MAP_PASS("Volume Indirect", PASS_VOLUME_INDIRECT, false);
|
|
MAP_PASS("Volume Scatter", PASS_VOLUME_SCATTER, false);
|
|
MAP_PASS("Volume Transmit", PASS_VOLUME_TRANSMIT, false);
|
|
MAP_PASS("Volume Majorant", PASS_VOLUME_MAJORANT, false);
|
|
|
|
MAP_PASS("Diffuse Color", PASS_DIFFUSE_COLOR, false);
|
|
MAP_PASS("Glossy Color", PASS_GLOSSY_COLOR, false);
|
|
MAP_PASS("Transmission Color", PASS_TRANSMISSION_COLOR, false);
|
|
|
|
MAP_PASS("Emission", PASS_EMISSION, false);
|
|
MAP_PASS("Environment", PASS_BACKGROUND, false);
|
|
MAP_PASS("Ambient Occlusion", PASS_AO, false);
|
|
|
|
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE, false);
|
|
MAP_PASS("BakeSeed", PASS_BAKE_SEED, false);
|
|
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL, false);
|
|
|
|
MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO, true);
|
|
MAP_PASS("Denoising Specular Albedo", PASS_DENOISING_SPECULAR_ALBEDO, true);
|
|
MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL, true);
|
|
MAP_PASS("Denoising Roughness", PASS_DENOISING_ROUGHNESS, true);
|
|
MAP_PASS("Denoising Depth", PASS_DENOISING_DEPTH, true);
|
|
MAP_PASS("Denoising Backward Motion", PASS_DENOISING_BACKWARD_MOTION, true);
|
|
|
|
MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER, false);
|
|
MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER, true);
|
|
|
|
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER, false);
|
|
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT, false);
|
|
MAP_PASS("Render Time", PASS_RENDER_TIME, false);
|
|
|
|
MAP_PASS("Guiding Color", PASS_GUIDING_COLOR, false);
|
|
MAP_PASS("Guiding Probability", PASS_GUIDING_PROBABILITY, false);
|
|
MAP_PASS("Guiding Average Roughness", PASS_GUIDING_AVG_ROUGHNESS, false);
|
|
|
|
if (string_startswith(name, cryptomatte_prefix)) {
|
|
type = PASS_CRYPTOMATTE;
|
|
mode = PassMode::DENOISED;
|
|
return true;
|
|
}
|
|
|
|
#undef MAP_PASS
|
|
|
|
return false;
|
|
}
|
|
|
|
static Pass *pass_add(Scene *scene,
|
|
PassType type,
|
|
const char *name,
|
|
PassMode mode = PassMode::DENOISED)
|
|
{
|
|
Pass *pass = scene->create_node<Pass>();
|
|
|
|
pass->set_type(type);
|
|
pass->set_name(ustring(name));
|
|
pass->set_mode(mode);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void BlenderSync::sync_render_passes(blender::RenderLayer &b_rlay,
|
|
blender::ViewLayer &b_view_layer)
|
|
{
|
|
/* Delete all existing passes. */
|
|
const vector<Pass *> &scene_passes = scene->passes;
|
|
scene->delete_nodes(set<Pass *>(scene_passes.begin(), scene_passes.end()));
|
|
|
|
/* Always add combined pass. */
|
|
pass_add(scene, PASS_COMBINED, "Combined");
|
|
|
|
/* Cryptomatte stores two blender::ID/weight pairs per RGBA layer.
|
|
* User facing parameter is the number of pairs. */
|
|
const int crypto_depth = divide_up(min(16, b_view_layer.cryptomatte_levels), 2);
|
|
scene->film->set_cryptomatte_depth(crypto_depth);
|
|
CryptomatteType cryptomatte_passes = CRYPT_NONE;
|
|
if ((b_view_layer.cryptomatte_flag & blender::VIEW_LAYER_CRYPTOMATTE_OBJECT) != 0) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
|
|
}
|
|
if ((b_view_layer.cryptomatte_flag & blender::VIEW_LAYER_CRYPTOMATTE_MATERIAL) != 0) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
|
|
}
|
|
if ((b_view_layer.cryptomatte_flag & blender::VIEW_LAYER_CRYPTOMATTE_ASSET) != 0) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
|
|
}
|
|
scene->film->set_cryptomatte_passes(cryptomatte_passes);
|
|
|
|
unordered_set<string> expected_passes;
|
|
|
|
/* Custom AOV passes. */
|
|
for (blender::ViewLayerAOV &b_aov : b_view_layer.aovs) {
|
|
if ((b_aov.flag & blender::AOV_CONFLICT) != 0) {
|
|
continue;
|
|
}
|
|
|
|
const string name = b_aov.name;
|
|
const PassType type = (b_aov.type == blender::AOV_TYPE_COLOR) ? PASS_AOV_COLOR :
|
|
PASS_AOV_VALUE;
|
|
|
|
pass_add(scene, type, name.c_str());
|
|
expected_passes.insert(name);
|
|
}
|
|
|
|
/* Light Group passes. */
|
|
for (blender::ViewLayerLightgroup &b_lightgroup : b_view_layer.lightgroups) {
|
|
const string name = string_printf("Combined_%s", b_lightgroup.name);
|
|
|
|
Pass *pass = pass_add(scene, PASS_COMBINED, name.c_str(), PassMode::NOISY);
|
|
pass->set_lightgroup(ustring(b_lightgroup.name));
|
|
expected_passes.insert(name);
|
|
}
|
|
|
|
/* Sync the passes that were defined in engine.py. */
|
|
for (blender::RenderPass &b_pass : b_rlay.passes) {
|
|
PassType pass_type = PASS_NONE;
|
|
PassMode pass_mode = PassMode::DENOISED;
|
|
|
|
if (!get_known_pass_type(b_pass, pass_type, pass_mode)) {
|
|
if (!expected_passes.contains(b_pass.name)) {
|
|
LOG_ERROR << "Unknown pass " << b_pass.name;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (pass_type == PASS_MOTION && ((b_view_layer.layflag & blender::SCE_LAY_MOTION_BLUR) != 0 &&
|
|
(b_scene->r.mode & blender::R_MBLUR) != 0))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pass_add(scene, pass_type, b_pass.name, pass_mode);
|
|
}
|
|
|
|
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold);
|
|
}
|
|
|
|
void BlenderSync::free_data_after_sync(blender::Depsgraph &b_depsgraph)
|
|
{
|
|
/* When viewport display is not needed during render we can force some
|
|
* caches to be releases from blender side in order to reduce peak memory
|
|
* footprint during synchronization process.
|
|
*/
|
|
|
|
const bool is_interface_locked = engine_render_get(b_engine) &&
|
|
engine_render_get(b_engine)->use_lock_interface;
|
|
const bool is_persistent_data = engine_render_get(b_engine) &&
|
|
engine_render_get(b_engine)->mode & blender::R_PERSISTENT_DATA;
|
|
const bool can_free_caches =
|
|
(BlenderSession::headless || is_interface_locked) &&
|
|
/* Baking re-uses the depsgraph multiple times, clearing crashes
|
|
* reading un-evaluated mesh data which isn't aligned with the
|
|
* geometry we're baking, see #71012. */
|
|
!b_bake_target &&
|
|
/* Persistent data must main caches for performance and correctness. */
|
|
!is_persistent_data;
|
|
|
|
if (!can_free_caches) {
|
|
return;
|
|
}
|
|
|
|
/* TODO(sergey): We can actually remove the whole dependency graph,
|
|
* but that will need some API support first.
|
|
*/
|
|
|
|
blender::DEGObjectIterSettings deg_iter_settings{};
|
|
deg_iter_settings.depsgraph = &b_depsgraph;
|
|
deg_iter_settings.flags = blender::DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
|
|
blender::DEG_ITER_OBJECT_FLAG_VISIBLE |
|
|
blender::DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET;
|
|
blender::DEGObjectIterData deg_iter_data{};
|
|
deg_iter_data.settings = °_iter_settings;
|
|
deg_iter_data.graph = deg_iter_settings.depsgraph;
|
|
deg_iter_data.flag = deg_iter_settings.flags;
|
|
|
|
ITER_BEGIN (blender::DEG_iterator_objects_begin,
|
|
blender::DEG_iterator_objects_next,
|
|
blender::DEG_iterator_objects_end,
|
|
°_iter_data,
|
|
blender::Object *,
|
|
b_ob)
|
|
{
|
|
/* Grease pencil render requires all evaluated objects available as-is after Cycles is done
|
|
* with its part. */
|
|
if (b_ob->type == blender::OB_GREASE_PENCIL ||
|
|
(b_ob->runtime->contained_geometry_types &
|
|
(1 << int(blender::bke::GeometryComponent::Type::GreasePencil))))
|
|
{
|
|
continue;
|
|
}
|
|
BKE_object_free_caches(b_ob);
|
|
}
|
|
ITER_END;
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(blender::UserDef &b_preferences,
|
|
blender::Main &b_data,
|
|
blender::Scene &b_scene,
|
|
const bool background,
|
|
const bool use_developer_ui)
|
|
{
|
|
SceneParams params;
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0) {
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
}
|
|
else if (shadingsystem == 1) {
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
}
|
|
|
|
if (background || (use_developer_ui && get_enum(cscene, "debug_bvh_type"))) {
|
|
params.bvh_type = BVH_TYPE_STATIC;
|
|
}
|
|
else {
|
|
params.bvh_type = BVH_TYPE_DYNAMIC;
|
|
}
|
|
|
|
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
|
params.use_bvh_compact_structure = RNA_boolean_get(&cscene, "debug_use_compact_bvh");
|
|
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
|
|
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
|
|
|
|
blender::PointerRNA csscene = RNA_pointer_get(&scene_rna_ptr, "cycles_curves");
|
|
params.hair_subdivisions = get_int(csscene, "subdivisions");
|
|
params.hair_shape = (CurveShapeType)get_enum(
|
|
csscene, "shape", CURVE_NUM_SHAPE_TYPES, CURVE_THICK);
|
|
|
|
float texture_resolution;
|
|
int texture_limit;
|
|
if (background) {
|
|
texture_resolution = RNA_float_get(&cscene, "texture_resolution_render");
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
|
|
}
|
|
else {
|
|
texture_resolution = RNA_float_get(&cscene, "texture_resolution");
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit");
|
|
}
|
|
if ((b_scene.r.mode & blender::R_SIMPLIFY) != 0) {
|
|
params.texture_resolution = (texture_resolution < 1.0f) ? texture_resolution : 1.0f;
|
|
params.texture_limit = (texture_limit > 0) ? (1 << (texture_limit + 6)) : 0;
|
|
}
|
|
else {
|
|
params.texture_resolution = 1.0f;
|
|
params.texture_limit = 0;
|
|
}
|
|
|
|
params.bvh_layout = DebugFlags().cpu.bvh_layout;
|
|
|
|
params.background = background;
|
|
params.use_texture_cache = b_scene.r.scemode & blender::R_USE_TEXTURE_CACHE;
|
|
params.auto_texture_cache = b_scene.r.scemode & blender::R_TEXTURE_CACHE_AUTO_GENERATE;
|
|
params.texture_cache_path = blender_absolute_path(
|
|
b_data, nullptr, b_preferences.texture_cachedir);
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(blender::Scene &b_scene, bool background)
|
|
{
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
return (background) ? false : get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(blender::RenderEngine &b_engine,
|
|
blender::UserDef &b_preferences,
|
|
blender::Scene &b_scene,
|
|
bool background,
|
|
float pixelsize)
|
|
{
|
|
SessionParams params;
|
|
|
|
/* Feature Set */
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
|
|
if (background) {
|
|
/* Viewport and preview renders do not require temp directory and do request session
|
|
* parameters more often than the background render.
|
|
* Optimize RNA-C++ usage and memory allocation a bit by saving string access which we know
|
|
* is not needed for viewport render. */
|
|
params.temp_dir = blender::BKE_tempdir_session();
|
|
}
|
|
|
|
/* Headless and background rendering. */
|
|
params.headless = BlenderSession::headless;
|
|
params.background = background;
|
|
|
|
/* Device */
|
|
params.threads = blender_device_threads(b_scene);
|
|
params.device = blender_device_info(b_preferences,
|
|
b_scene,
|
|
params.background,
|
|
(b_engine.flag & blender::RE_ENGINE_PREVIEW) != 0,
|
|
params.denoise_device);
|
|
|
|
/* samples */
|
|
const int samples = get_int(cscene, "samples");
|
|
const int preview_samples = get_int(cscene, "preview_samples");
|
|
const bool use_sample_subset = get_boolean(cscene, "use_sample_subset");
|
|
const int sample_subset_offset = get_int(cscene, "sample_offset");
|
|
const int sample_subset_length = get_int(cscene, "sample_subset_length");
|
|
|
|
if (background) {
|
|
params.samples = samples;
|
|
|
|
params.use_sample_subset = use_sample_subset;
|
|
params.sample_subset_offset = sample_subset_offset;
|
|
params.sample_subset_length = sample_subset_length;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if (params.samples == 0) {
|
|
params.samples = INT_MAX;
|
|
}
|
|
params.use_sample_subset = false;
|
|
params.sample_subset_offset = 0;
|
|
params.sample_subset_length = 0;
|
|
}
|
|
|
|
/* Viewport Performance */
|
|
if (b_scene.r.preview_pixel_size == 0) {
|
|
/* Automatic pixel size. */
|
|
params.pixel_size = (pixelsize > 1.5f) ? 2 : 1;
|
|
}
|
|
else {
|
|
/* Specific user chosen pixel size. */
|
|
params.pixel_size = b_scene.r.preview_pixel_size;
|
|
}
|
|
|
|
if (background) {
|
|
params.pixel_size = 1;
|
|
}
|
|
|
|
/* shading system - scene level needs full refresh */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0) {
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
}
|
|
else if (shadingsystem == 1) {
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
}
|
|
|
|
/* Time limit. */
|
|
if (background) {
|
|
params.time_limit = (double)get_float(cscene, "time_limit");
|
|
}
|
|
else {
|
|
/* For the viewport it kind of makes more sense to think in terms of the noise floor, which
|
|
* is usually higher than acceptable level for the final frame. */
|
|
/* TODO: It might be useful to support time limit in the viewport as well, but needs some
|
|
* extra thoughts and input. */
|
|
params.time_limit = 0.0;
|
|
}
|
|
|
|
/* Profiling. */
|
|
params.use_profiling = params.device.has_profiling &&
|
|
(b_engine.flag & blender::RE_ENGINE_PREVIEW) == 0 && background &&
|
|
BlenderSession::print_render_stats;
|
|
|
|
if (background) {
|
|
params.use_auto_tile = true;
|
|
params.tile_size = max(get_int(cscene, "tile_size"), 8);
|
|
}
|
|
else {
|
|
params.use_auto_tile = false;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
DenoiseParams BlenderSync::get_denoise_params(blender::Scene &b_scene,
|
|
blender::ViewLayer *b_view_layer,
|
|
bool background,
|
|
const DeviceInfo &denoise_device_info)
|
|
{
|
|
enum DenoiserInput {
|
|
DENOISER_INPUT_RGB = 1,
|
|
DENOISER_INPUT_RGB_ALBEDO = 2,
|
|
DENOISER_INPUT_RGB_ALBEDO_NORMAL = 3,
|
|
|
|
DENOISER_INPUT_NUM,
|
|
};
|
|
|
|
DenoiseParams denoising;
|
|
blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
|
|
blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
|
|
|
|
int input_passes = -1;
|
|
|
|
if (background) {
|
|
/* Final Render Denoising */
|
|
denoising.use = get_boolean(cscene, "use_denoising");
|
|
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.use_gpu = get_boolean(cscene, "denoising_use_gpu");
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
|
|
denoising.quality = (DenoiserQuality)get_enum(
|
|
cscene, "denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_HIGH);
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO_NORMAL);
|
|
|
|
if (b_view_layer) {
|
|
blender::PointerRNA view_layer_rna_ptr = RNA_pointer_create_id_subdata(
|
|
b_scene.id, blender::RNA_ViewLayer, b_view_layer);
|
|
blender::PointerRNA clayer = RNA_pointer_get(&view_layer_rna_ptr, "cycles");
|
|
if (!get_boolean(clayer, "use_denoising")) {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Viewport Denoising */
|
|
denoising.use = get_boolean(cscene, "use_preview_denoising");
|
|
denoising.type = (DenoiserType)get_enum(
|
|
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.use_gpu = get_boolean(cscene, "preview_denoising_use_gpu");
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
|
|
denoising.quality = (DenoiserQuality)get_enum(
|
|
cscene, "preview_denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_BALANCED);
|
|
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO);
|
|
|
|
/* Auto select fastest denoiser. */
|
|
if (denoising.type == DENOISER_NONE) {
|
|
denoising.type = Denoiser::automatic_viewport_denoiser_type(denoise_device_info);
|
|
if (denoising.type == DENOISER_NONE) {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (input_passes) {
|
|
case DENOISER_INPUT_RGB:
|
|
denoising.passes = DENOISER_PASS_NONE;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO:
|
|
denoising.passes = DENOISER_PASS_ALBEDO;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO_NORMAL:
|
|
denoising.passes = DENOISER_PASS_ALBEDO | DENOISER_PASS_NORMAL;
|
|
break;
|
|
|
|
default:
|
|
LOG_ERROR << "Unhandled input passes enum " << input_passes;
|
|
break;
|
|
}
|
|
|
|
return denoising;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|