tornavis/intern/cycles/blender/python.cpp

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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <Python.h>
#include "blender/CCL_api.h"
#include "blender/device.h"
#include "blender/session.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "session/denoising.h"
#include "session/merge.h"
#include "util/debug.h"
#include "util/foreach.h"
#include "util/guiding.h"
#include "util/log.h"
#include "util/md5.h"
#include "util/openimagedenoise.h"
#include "util/path.h"
#include "util/string.h"
#include "util/task.h"
#include "util/tbb.h"
#include "util/types.h"
#include "GPU_state.hh"
#ifdef WITH_OSL
# include "scene/osl.h"
# include <OSL/oslconfig.h>
# include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
namespace {
/* Flag describing whether debug flags were synchronized from scene. */
bool debug_flags_set = false;
void *pylong_as_voidptr_typesafe(PyObject *object)
{
if (object == Py_None) {
return NULL;
}
return PyLong_AsVoidPtr(object);
}
PyObject *pyunicode_from_string(const char *str)
{
/* Ignore errors if device API returns invalid UTF-8 strings. */
return PyUnicode_DecodeUTF8(str, strlen(str), "ignore");
}
/* Synchronize debug flags from a given Blender scene.
* Return truth when device list needs invalidation.
*/
static void debug_flags_sync_from_scene(BL::Scene b_scene)
{
DebugFlagsRef flags = DebugFlags();
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* Synchronize CPU flags. */
flags.cpu.avx2 = get_boolean(cscene, "debug_use_cpu_avx2");
flags.cpu.sse42 = get_boolean(cscene, "debug_use_cpu_sse42");
flags.cpu.bvh_layout = (BVHLayout)get_enum(cscene, "debug_bvh_layout");
/* Synchronize CUDA flags. */
flags.cuda.adaptive_compile = get_boolean(cscene, "debug_use_cuda_adaptive_compile");
/* Synchronize OptiX flags. */
flags.optix.use_debug = get_boolean(cscene, "debug_use_optix_debug");
}
/* Reset debug flags to default values.
* Return truth when device list needs invalidation.
*/
static void debug_flags_reset()
{
DebugFlagsRef flags = DebugFlags();
flags.reset();
}
} /* namespace */
void python_thread_state_save(void **python_thread_state)
{
*python_thread_state = (void *)PyEval_SaveThread();
}
void python_thread_state_restore(void **python_thread_state)
{
PyEval_RestoreThread((PyThreadState *)*python_thread_state);
*python_thread_state = NULL;
}
static const char *PyC_UnicodeAsBytes(PyObject *py_str, PyObject **coerce)
{
const char *result = PyUnicode_AsUTF8(py_str);
if (result) {
/* 99% of the time this is enough but we better support non unicode
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* chars since blender doesn't limit this.
*/
return result;
}
else {
PyErr_Clear();
if (PyBytes_Check(py_str)) {
return PyBytes_AS_STRING(py_str);
}
else if ((*coerce = PyUnicode_EncodeFSDefault(py_str))) {
return PyBytes_AS_STRING(*coerce);
}
else {
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/* Clear the error, so Cycles can be at least used without
* GPU and OSL support,
*/
PyErr_Clear();
return "";
}
}
}
static PyObject *init_func(PyObject * /*self*/, PyObject *args)
{
PyObject *path, *user_path;
int headless;
if (!PyArg_ParseTuple(args, "OOi", &path, &user_path, &headless)) {
return nullptr;
}
PyObject *path_coerce = nullptr, *user_path_coerce = nullptr;
path_init(PyC_UnicodeAsBytes(path, &path_coerce),
PyC_UnicodeAsBytes(user_path, &user_path_coerce));
Py_XDECREF(path_coerce);
Py_XDECREF(user_path_coerce);
BlenderSession::headless = headless;
Py_RETURN_NONE;
}
static PyObject *exit_func(PyObject * /*self*/, PyObject * /*args*/)
{
ShaderManager::free_memory();
TaskScheduler::free_memory();
Device::free_memory();
Py_RETURN_NONE;
}
static PyObject *create_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pyengine, *pypreferences, *pydata, *pyscreen, *pyregion, *pyv3d, *pyrv3d;
int preview_osl;
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if (!PyArg_ParseTuple(args,
"OOOOOOOi",
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&pyengine,
&pypreferences,
&pydata,
&pyscreen,
&pyregion,
&pyv3d,
&pyrv3d,
&preview_osl))
{
return NULL;
}
/* RNA */
ID *bScreen = (ID *)PyLong_AsVoidPtr(pyscreen);
PointerRNA engineptr = RNA_pointer_create(
NULL, &RNA_RenderEngine, (void *)PyLong_AsVoidPtr(pyengine));
BL::RenderEngine engine(engineptr);
PointerRNA preferencesptr = RNA_pointer_create(
NULL, &RNA_Preferences, (void *)PyLong_AsVoidPtr(pypreferences));
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BL::Preferences preferences(preferencesptr);
PointerRNA dataptr = RNA_main_pointer_create((Main *)PyLong_AsVoidPtr(pydata));
BL::BlendData data(dataptr);
PointerRNA regionptr = RNA_pointer_create(
bScreen, &RNA_Region, pylong_as_voidptr_typesafe(pyregion));
BL::Region region(regionptr);
PointerRNA v3dptr = RNA_pointer_create(
bScreen, &RNA_SpaceView3D, pylong_as_voidptr_typesafe(pyv3d));
BL::SpaceView3D v3d(v3dptr);
PointerRNA rv3dptr = RNA_pointer_create(
bScreen, &RNA_RegionView3D, pylong_as_voidptr_typesafe(pyrv3d));
BL::RegionView3D rv3d(rv3dptr);
/* create session */
BlenderSession *session;
if (rv3d) {
/* interactive viewport session */
int width = region.width();
int height = region.height();
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session = new BlenderSession(engine, preferences, data, v3d, rv3d, width, height);
}
else {
/* offline session or preview render */
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session = new BlenderSession(engine, preferences, data, preview_osl);
}
return PyLong_FromVoidPtr(session);
}
static PyObject *free_func(PyObject * /*self*/, PyObject *value)
{
delete (BlenderSession *)PyLong_AsVoidPtr(value);
Py_RETURN_NONE;
}
static PyObject *render_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pydepsgraph;
if (!PyArg_ParseTuple(args, "OO", &pysession, &pydepsgraph)) {
return NULL;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
PointerRNA depsgraphptr = RNA_pointer_create(
NULL, &RNA_Depsgraph, (ID *)PyLong_AsVoidPtr(pydepsgraph));
BL::Depsgraph b_depsgraph(depsgraphptr);
/* Allow Blender to execute other Python scripts. */
python_thread_state_save(&session->python_thread_state);
session->render(b_depsgraph);
python_thread_state_restore(&session->python_thread_state);
Py_RETURN_NONE;
}
static PyObject *render_frame_finish_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession;
if (!PyArg_ParseTuple(args, "O", &pysession)) {
return nullptr;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
/* Allow Blender to execute other Python scripts. */
python_thread_state_save(&session->python_thread_state);
session->render_frame_finish();
python_thread_state_restore(&session->python_thread_state);
Py_RETURN_NONE;
}
static PyObject *draw_func(PyObject * /*self*/, PyObject *args)
{
PyObject *py_session, *py_graph, *py_screen, *py_space_image;
if (!PyArg_ParseTuple(args, "OOOO", &py_session, &py_graph, &py_screen, &py_space_image)) {
return nullptr;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(py_session);
ID *b_screen = (ID *)PyLong_AsVoidPtr(py_screen);
PointerRNA b_space_image_ptr = RNA_pointer_create(
b_screen, &RNA_SpaceImageEditor, pylong_as_voidptr_typesafe(py_space_image));
BL::SpaceImageEditor b_space_image(b_space_image_ptr);
session->draw(b_space_image);
Py_RETURN_NONE;
}
/* pixel_array and result passed as pointers */
static PyObject *bake_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pydepsgraph, *pyobject;
const char *pass_type;
int pass_filter, width, height;
if (!PyArg_ParseTuple(args,
"OOOsiii",
&pysession,
&pydepsgraph,
&pyobject,
&pass_type,
&pass_filter,
&width,
&height))
{
return NULL;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
PointerRNA depsgraphptr = RNA_pointer_create(
NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph));
BL::Depsgraph b_depsgraph(depsgraphptr);
PointerRNA objectptr = RNA_id_pointer_create((ID *)PyLong_AsVoidPtr(pyobject));
BL::Object b_object(objectptr);
python_thread_state_save(&session->python_thread_state);
session->bake(b_depsgraph, b_object, pass_type, pass_filter, width, height);
python_thread_state_restore(&session->python_thread_state);
Py_RETURN_NONE;
}
static PyObject *view_draw_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pygraph, *pyv3d, *pyrv3d;
if (!PyArg_ParseTuple(args, "OOOO", &pysession, &pygraph, &pyv3d, &pyrv3d)) {
return NULL;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
if (PyLong_AsVoidPtr(pyrv3d)) {
/* 3d view drawing */
int viewport[4];
GPU_viewport_size_get_i(viewport);
session->view_draw(viewport[2], viewport[3]);
}
Py_RETURN_NONE;
}
static PyObject *reset_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pydata, *pydepsgraph;
if (!PyArg_ParseTuple(args, "OOO", &pysession, &pydata, &pydepsgraph)) {
return NULL;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
PointerRNA dataptr = RNA_main_pointer_create((Main *)PyLong_AsVoidPtr(pydata));
BL::BlendData b_data(dataptr);
PointerRNA depsgraphptr = RNA_pointer_create(
NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph));
BL::Depsgraph b_depsgraph(depsgraphptr);
python_thread_state_save(&session->python_thread_state);
session->reset_session(b_data, b_depsgraph);
python_thread_state_restore(&session->python_thread_state);
Py_RETURN_NONE;
}
static PyObject *sync_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pydepsgraph;
if (!PyArg_ParseTuple(args, "OO", &pysession, &pydepsgraph)) {
return NULL;
}
BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
PointerRNA depsgraphptr = RNA_pointer_create(
NULL, &RNA_Depsgraph, PyLong_AsVoidPtr(pydepsgraph));
BL::Depsgraph b_depsgraph(depsgraphptr);
python_thread_state_save(&session->python_thread_state);
session->synchronize(b_depsgraph);
python_thread_state_restore(&session->python_thread_state);
Py_RETURN_NONE;
}
static PyObject *available_devices_func(PyObject * /*self*/, PyObject *args)
{
const char *type_name;
if (!PyArg_ParseTuple(args, "s", &type_name)) {
return NULL;
}
DeviceType type = Device::type_from_string(type_name);
/* "NONE" is defined by the add-on, see: `CyclesPreferences.get_device_types`. */
if ((type == DEVICE_NONE) && (strcmp(type_name, "NONE") != 0)) {
PyErr_Format(PyExc_ValueError, "Device \"%s\" not known.", type_name);
return NULL;
}
uint mask = (type == DEVICE_NONE) ? DEVICE_MASK_ALL : DEVICE_MASK(type);
mask |= DEVICE_MASK_CPU;
vector<DeviceInfo> devices = Device::available_devices(mask);
PyObject *ret = PyTuple_New(devices.size());
for (size_t i = 0; i < devices.size(); i++) {
DeviceInfo &device = devices[i];
string type_name = Device::string_from_type(device.type);
PyObject *device_tuple = PyTuple_New(6);
PyTuple_SET_ITEM(device_tuple, 0, pyunicode_from_string(device.description.c_str()));
PyTuple_SET_ITEM(device_tuple, 1, pyunicode_from_string(type_name.c_str()));
PyTuple_SET_ITEM(device_tuple, 2, pyunicode_from_string(device.id.c_str()));
PyTuple_SET_ITEM(device_tuple, 3, PyBool_FromLong(device.has_peer_memory));
PyTuple_SET_ITEM(device_tuple, 4, PyBool_FromLong(device.use_hardware_raytracing));
PyTuple_SET_ITEM(
device_tuple, 5, PyBool_FromLong(device.denoisers & DENOISER_OPENIMAGEDENOISE));
PyTuple_SET_ITEM(ret, i, device_tuple);
}
return ret;
}
#ifdef WITH_OSL
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pydata, *pynodegroup, *pynode;
const char *filepath = NULL;
if (!PyArg_ParseTuple(args, "OOOs", &pydata, &pynodegroup, &pynode, &filepath))
return NULL;
/* RNA */
PointerRNA dataptr = RNA_main_pointer_create((Main *)PyLong_AsVoidPtr(pydata));
BL::BlendData b_data(dataptr);
PointerRNA nodeptr = RNA_pointer_create((ID *)PyLong_AsVoidPtr(pynodegroup),
&RNA_ShaderNodeScript,
(void *)PyLong_AsVoidPtr(pynode));
BL::ShaderNodeScript b_node(nodeptr);
/* update bytecode hash */
string bytecode = b_node.bytecode();
if (!bytecode.empty()) {
MD5Hash md5;
md5.append((const uint8_t *)bytecode.c_str(), bytecode.size());
b_node.bytecode_hash(md5.get_hex().c_str());
}
else
b_node.bytecode_hash("");
/* query from file path */
OSL::OSLQuery query;
if (!OSLShaderManager::osl_query(query, filepath))
Py_RETURN_FALSE;
/* add new sockets from parameters */
set<void *> used_sockets;
for (int i = 0; i < query.nparams(); i++) {
const OSL::OSLQuery::Parameter *param = query.getparam(i);
/* skip unsupported types */
if (param->varlenarray || param->isstruct || param->type.arraylen > 1)
continue;
/* Read metadata. */
bool is_bool_param = false;
bool hide_value = !param->validdefault;
ustring param_label = param->name;
for (const OSL::OSLQuery::Parameter &metadata : param->metadata) {
if (metadata.type == TypeDesc::STRING) {
if (metadata.name == "widget") {
/* Boolean socket. */
if (metadata.sdefault[0] == "boolean" || metadata.sdefault[0] == "checkBox") {
is_bool_param = true;
}
else if (metadata.sdefault[0] == "null") {
hide_value = true;
}
}
else if (metadata.name == "label") {
/* Socket label. */
param_label = metadata.sdefault[0];
}
}
}
/* determine socket type */
string socket_type;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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BL::NodeSocket::type_enum data_type = BL::NodeSocket::type_VALUE;
float4 default_float4 = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
float default_float = 0.0f;
int default_int = 0;
string default_string = "";
bool default_boolean = false;
if (param->isclosure) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
socket_type = "NodeSocketShader";
data_type = BL::NodeSocket::type_SHADER;
}
else if (param->type.vecsemantics == TypeDesc::COLOR) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
socket_type = "NodeSocketColor";
data_type = BL::NodeSocket::type_RGBA;
if (param->validdefault) {
default_float4[0] = param->fdefault[0];
default_float4[1] = param->fdefault[1];
default_float4[2] = param->fdefault[2];
}
}
else if (param->type.vecsemantics == TypeDesc::POINT ||
param->type.vecsemantics == TypeDesc::VECTOR ||
2014-05-04 18:19:08 +02:00
param->type.vecsemantics == TypeDesc::NORMAL)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
socket_type = "NodeSocketVector";
data_type = BL::NodeSocket::type_VECTOR;
if (param->validdefault) {
default_float4[0] = param->fdefault[0];
default_float4[1] = param->fdefault[1];
default_float4[2] = param->fdefault[2];
}
}
else if (param->type.aggregate == TypeDesc::SCALAR) {
if (param->type.basetype == TypeDesc::INT) {
if (is_bool_param) {
socket_type = "NodeSocketBool";
data_type = BL::NodeSocket::type_BOOLEAN;
if (param->validdefault) {
default_boolean = bool(param->idefault[0]);
}
}
else {
socket_type = "NodeSocketInt";
data_type = BL::NodeSocket::type_INT;
if (param->validdefault)
default_int = param->idefault[0];
}
}
else if (param->type.basetype == TypeDesc::FLOAT) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
socket_type = "NodeSocketFloat";
data_type = BL::NodeSocket::type_VALUE;
if (param->validdefault)
default_float = param->fdefault[0];
}
else if (param->type.basetype == TypeDesc::STRING) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
socket_type = "NodeSocketString";
data_type = BL::NodeSocket::type_STRING;
if (param->validdefault)
default_string = param->sdefault[0].string();
}
else
continue;
}
else
continue;
/* Update existing socket. */
bool found_existing = false;
if (param->isoutput) {
for (BL::NodeSocket &b_sock : b_node.outputs) {
if (b_sock.identifier() == param->name) {
if (b_sock.bl_idname() != socket_type) {
/* Remove if type no longer matches. */
b_node.outputs.remove(b_data, b_sock);
}
else {
/* Reuse and update label. */
if (b_sock.name() != param_label) {
b_sock.name(param_label.string());
}
used_sockets.insert(b_sock.ptr.data);
found_existing = true;
}
break;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
}
}
else {
for (BL::NodeSocket &b_sock : b_node.inputs) {
if (b_sock.identifier() == param->name) {
if (b_sock.bl_idname() != socket_type) {
/* Remove if type no longer matches. */
b_node.inputs.remove(b_data, b_sock);
}
else {
/* Reuse and update label. */
if (b_sock.name() != param_label) {
b_sock.name(param_label.string());
}
if (b_sock.hide_value() != hide_value) {
b_sock.hide_value(hide_value);
}
used_sockets.insert(b_sock.ptr.data);
found_existing = true;
}
break;
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
}
if (!found_existing) {
/* Create new socket. */
BL::NodeSocket b_sock =
(param->isoutput) ?
b_node.outputs.create(
b_data, socket_type.c_str(), param_label.c_str(), param->name.c_str(), false) :
b_node.inputs.create(
b_data, socket_type.c_str(), param_label.c_str(), param->name.c_str(), false);
/* set default value */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
if (data_type == BL::NodeSocket::type_VALUE) {
set_float(b_sock.ptr, "default_value", default_float);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
else if (data_type == BL::NodeSocket::type_INT) {
set_int(b_sock.ptr, "default_value", default_int);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
else if (data_type == BL::NodeSocket::type_RGBA) {
set_float4(b_sock.ptr, "default_value", default_float4);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
else if (data_type == BL::NodeSocket::type_VECTOR) {
set_float3(b_sock.ptr, "default_value", float4_to_float3(default_float4));
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 17:34:57 +01:00
else if (data_type == BL::NodeSocket::type_STRING) {
set_string(b_sock.ptr, "default_value", default_string);
}
else if (data_type == BL::NodeSocket::type_BOOLEAN) {
set_boolean(b_sock.ptr, "default_value", default_boolean);
}
b_sock.hide_value(hide_value);
used_sockets.insert(b_sock.ptr.data);
}
}
/* remove unused parameters */
bool removed;
do {
removed = false;
for (BL::NodeSocket &b_input : b_node.inputs) {
if (used_sockets.find(b_input.ptr.data) == used_sockets.end()) {
b_node.inputs.remove(b_data, b_input);
removed = true;
break;
}
}
for (BL::NodeSocket &b_output : b_node.outputs) {
if (used_sockets.find(b_output.ptr.data) == used_sockets.end()) {
b_node.outputs.remove(b_data, b_output);
removed = true;
break;
}
}
} while (removed);
Py_RETURN_TRUE;
}
static PyObject *osl_compile_func(PyObject * /*self*/, PyObject *args)
{
const char *inputfile = NULL, *outputfile = NULL;
if (!PyArg_ParseTuple(args, "ss", &inputfile, &outputfile))
return NULL;
/* return */
if (!OSLShaderManager::osl_compile(inputfile, outputfile))
Py_RETURN_FALSE;
Py_RETURN_TRUE;
}
#endif
static PyObject *system_info_func(PyObject * /*self*/, PyObject * /*value*/)
{
string system_info = Device::device_capabilities();
return pyunicode_from_string(system_info.c_str());
}
static bool image_parse_filepaths(PyObject *pyfilepaths, vector<string> &filepaths)
{
if (PyUnicode_Check(pyfilepaths)) {
const char *filepath = PyUnicode_AsUTF8(pyfilepaths);
filepaths.push_back(filepath);
return true;
}
PyObject *sequence = PySequence_Fast(pyfilepaths,
"File paths must be a string or sequence of strings");
if (sequence == NULL) {
return false;
}
for (Py_ssize_t i = 0; i < PySequence_Fast_GET_SIZE(sequence); i++) {
PyObject *item = PySequence_Fast_GET_ITEM(sequence, i);
const char *filepath = PyUnicode_AsUTF8(item);
if (filepath == NULL) {
PyErr_SetString(PyExc_ValueError, "File paths must be a string or sequence of strings.");
Py_DECREF(sequence);
return false;
}
filepaths.push_back(filepath);
}
Py_DECREF(sequence);
return true;
}
static PyObject *denoise_func(PyObject * /*self*/, PyObject *args, PyObject *keywords)
{
static const char *keyword_list[] = {
"preferences", "scene", "view_layer", "input", "output", NULL};
2019-02-11 13:37:45 +01:00
PyObject *pypreferences, *pyscene, *pyviewlayer;
PyObject *pyinput, *pyoutput = NULL;
if (!PyArg_ParseTupleAndKeywords(args,
keywords,
"OOOO|O",
(char **)keyword_list,
2019-02-11 13:37:45 +01:00
&pypreferences,
&pyscene,
&pyviewlayer,
&pyinput,
&pyoutput))
{
return NULL;
}
/* Get device specification from preferences and scene. */
PointerRNA preferencesptr = RNA_pointer_create(
NULL, &RNA_Preferences, (void *)PyLong_AsVoidPtr(pypreferences));
2019-02-11 13:37:45 +01:00
BL::Preferences b_preferences(preferencesptr);
PointerRNA sceneptr = RNA_id_pointer_create((ID *)PyLong_AsVoidPtr(pyscene));
BL::Scene b_scene(sceneptr);
DeviceInfo device = blender_device_info(b_preferences, b_scene, true, true);
/* Get denoising parameters from view layer. */
PointerRNA viewlayerptr = RNA_pointer_create(
(ID *)PyLong_AsVoidPtr(pyscene), &RNA_ViewLayer, PyLong_AsVoidPtr(pyviewlayer));
BL::ViewLayer b_view_layer(viewlayerptr);
DenoiseParams params = BlenderSync::get_denoise_params(b_scene, b_view_layer, true, device);
params.use = true;
/* Parse file paths list. */
vector<string> input, output;
if (!image_parse_filepaths(pyinput, input)) {
return NULL;
}
if (pyoutput) {
if (!image_parse_filepaths(pyoutput, output)) {
return NULL;
}
}
else {
output = input;
}
if (input.empty()) {
PyErr_SetString(PyExc_ValueError, "No input file paths specified.");
return NULL;
}
if (input.size() != output.size()) {
PyErr_SetString(PyExc_ValueError, "Number of input and output file paths does not match.");
return NULL;
}
/* Create denoiser. */
DenoiserPipeline denoiser(device, params);
denoiser.input = input;
denoiser.output = output;
/* Run denoiser. */
if (!denoiser.run()) {
PyErr_SetString(PyExc_ValueError, denoiser.error.c_str());
return NULL;
}
Py_RETURN_NONE;
}
static PyObject *merge_func(PyObject * /*self*/, PyObject *args, PyObject *keywords)
{
static const char *keyword_list[] = {"input", "output", NULL};
PyObject *pyinput, *pyoutput = NULL;
if (!PyArg_ParseTupleAndKeywords(
args, keywords, "OO", (char **)keyword_list, &pyinput, &pyoutput))
{
return NULL;
}
/* Parse input list. */
vector<string> input;
if (!image_parse_filepaths(pyinput, input)) {
return NULL;
}
/* Parse output string. */
if (!PyUnicode_Check(pyoutput)) {
PyErr_SetString(PyExc_ValueError, "Output must be a string.");
return NULL;
}
string output = PyUnicode_AsUTF8(pyoutput);
/* Merge. */
ImageMerger merger;
merger.input = input;
merger.output = output;
if (!merger.run()) {
PyErr_SetString(PyExc_ValueError, merger.error.c_str());
return NULL;
}
Py_RETURN_NONE;
}
static PyObject *debug_flags_update_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pyscene;
if (!PyArg_ParseTuple(args, "O", &pyscene)) {
return NULL;
}
PointerRNA sceneptr = RNA_id_pointer_create((ID *)PyLong_AsVoidPtr(pyscene));
BL::Scene b_scene(sceneptr);
debug_flags_sync_from_scene(b_scene);
debug_flags_set = true;
Py_RETURN_NONE;
}
static PyObject *debug_flags_reset_func(PyObject * /*self*/, PyObject * /*args*/)
{
debug_flags_reset();
if (debug_flags_set) {
debug_flags_set = false;
}
Py_RETURN_NONE;
}
static PyObject *enable_print_stats_func(PyObject * /*self*/, PyObject * /*args*/)
{
BlenderSession::print_render_stats = true;
Py_RETURN_NONE;
}
static PyObject *get_device_types_func(PyObject * /*self*/, PyObject * /*args*/)
{
vector<DeviceType> device_types = Device::available_types();
bool has_cuda = false, has_optix = false, has_hip = false, has_metal = false, has_oneapi = false,
has_hiprt = false;
foreach (DeviceType device_type, device_types) {
has_cuda |= (device_type == DEVICE_CUDA);
has_optix |= (device_type == DEVICE_OPTIX);
has_hip |= (device_type == DEVICE_HIP);
has_metal |= (device_type == DEVICE_METAL);
2022-06-29 12:58:04 +02:00
has_oneapi |= (device_type == DEVICE_ONEAPI);
has_hiprt |= (device_type == DEVICE_HIPRT);
}
PyObject *list = PyTuple_New(6);
PyTuple_SET_ITEM(list, 0, PyBool_FromLong(has_cuda));
PyTuple_SET_ITEM(list, 1, PyBool_FromLong(has_optix));
PyTuple_SET_ITEM(list, 2, PyBool_FromLong(has_hip));
PyTuple_SET_ITEM(list, 3, PyBool_FromLong(has_metal));
2022-06-29 12:58:04 +02:00
PyTuple_SET_ITEM(list, 4, PyBool_FromLong(has_oneapi));
PyTuple_SET_ITEM(list, 5, PyBool_FromLong(has_hiprt));
return list;
}
static PyObject *set_device_override_func(PyObject * /*self*/, PyObject *arg)
{
PyObject *override_string = PyObject_Str(arg);
string override = PyUnicode_AsUTF8(override_string);
Py_DECREF(override_string);
bool include_cpu = false;
const string cpu_suffix = "+CPU";
if (string_endswith(override, cpu_suffix)) {
include_cpu = true;
override = override.substr(0, override.length() - cpu_suffix.length());
}
if (override == "CPU") {
BlenderSession::device_override = DEVICE_MASK_CPU;
}
else if (override == "CUDA") {
BlenderSession::device_override = DEVICE_MASK_CUDA;
}
else if (override == "OPTIX") {
BlenderSession::device_override = DEVICE_MASK_OPTIX;
}
else if (override == "HIP") {
BlenderSession::device_override = DEVICE_MASK_HIP;
}
else if (override == "METAL") {
BlenderSession::device_override = DEVICE_MASK_METAL;
}
2022-06-29 12:58:04 +02:00
else if (override == "ONEAPI") {
BlenderSession::device_override = DEVICE_MASK_ONEAPI;
}
else {
printf("\nError: %s is not a valid Cycles device.\n", override.c_str());
Py_RETURN_FALSE;
}
if (include_cpu) {
BlenderSession::device_override = (DeviceTypeMask)(BlenderSession::device_override |
DEVICE_MASK_CPU);
}
Py_RETURN_TRUE;
}
static PyMethodDef methods[] = {
{"init", init_func, METH_VARARGS, ""},
{"exit", exit_func, METH_VARARGS, ""},
{"create", create_func, METH_VARARGS, ""},
{"free", free_func, METH_O, ""},
{"render", render_func, METH_VARARGS, ""},
{"render_frame_finish", render_frame_finish_func, METH_VARARGS, ""},
{"draw", draw_func, METH_VARARGS, ""},
{"bake", bake_func, METH_VARARGS, ""},
{"view_draw", view_draw_func, METH_VARARGS, ""},
{"sync", sync_func, METH_VARARGS, ""},
{"reset", reset_func, METH_VARARGS, ""},
#ifdef WITH_OSL
{"osl_update_node", osl_update_node_func, METH_VARARGS, ""},
{"osl_compile", osl_compile_func, METH_VARARGS, ""},
#endif
{"available_devices", available_devices_func, METH_VARARGS, ""},
{"system_info", system_info_func, METH_NOARGS, ""},
/* Standalone denoising */
{"denoise", (PyCFunction)denoise_func, METH_VARARGS | METH_KEYWORDS, ""},
{"merge", (PyCFunction)merge_func, METH_VARARGS | METH_KEYWORDS, ""},
/* Debugging routines */
{"debug_flags_update", debug_flags_update_func, METH_VARARGS, ""},
{"debug_flags_reset", debug_flags_reset_func, METH_NOARGS, ""},
/* Statistics. */
{"enable_print_stats", enable_print_stats_func, METH_NOARGS, ""},
/* Compute Device selection */
{"get_device_types", get_device_types_func, METH_VARARGS, ""},
{"set_device_override", set_device_override_func, METH_O, ""},
2011-05-31 18:19:02 +02:00
{NULL, NULL, 0, NULL},
};
static struct PyModuleDef module = {
/*m_base*/ PyModuleDef_HEAD_INIT,
/*m_name*/ "_cycles",
/*m_doc*/ "Blender cycles render integration",
/*m_size*/ -1,
/*m_methods*/ methods,
/*m_slots*/ nullptr,
/*m_traverse*/ nullptr,
/*m_clear*/ nullptr,
/*m_free*/ nullptr,
};
CCL_NAMESPACE_END
void *CCL_python_module_init()
{
PyObject *mod = PyModule_Create(&ccl::module);
#ifdef WITH_OSL
/* TODO(sergey): This gives us library we've been linking against.
* In theory with dynamic OSL library it might not be
* accurate, but there's nothing in OSL API which we
2014-03-01 01:21:25 +01:00
* might use to get version in runtime.
*/
int curversion = OSL_LIBRARY_VERSION_CODE;
PyModule_AddObject(mod, "with_osl", Py_True);
Py_INCREF(Py_True);
PyModule_AddObject(
mod,
"osl_version",
Py_BuildValue("(iii)", curversion / 10000, (curversion / 100) % 100, curversion % 100));
PyModule_AddObject(
mod,
"osl_version_string",
PyUnicode_FromFormat(
"%2d, %2d, %2d", curversion / 10000, (curversion / 100) % 100, curversion % 100));
#else
PyModule_AddObject(mod, "with_osl", Py_False);
Py_INCREF(Py_False);
PyModule_AddStringConstant(mod, "osl_version", "unknown");
PyModule_AddStringConstant(mod, "osl_version_string", "unknown");
#endif
if (ccl::guiding_supported()) {
PyModule_AddObject(mod, "with_path_guiding", Py_True);
Py_INCREF(Py_True);
}
else {
PyModule_AddObject(mod, "with_path_guiding", Py_False);
Py_INCREF(Py_False);
}
#ifdef WITH_EMBREE
PyModule_AddObject(mod, "with_embree", Py_True);
Py_INCREF(Py_True);
#else /* WITH_EMBREE */
PyModule_AddObject(mod, "with_embree", Py_False);
Py_INCREF(Py_False);
#endif /* WITH_EMBREE */
#ifdef WITH_EMBREE_GPU
PyModule_AddObject(mod, "with_embree_gpu", Py_True);
Py_INCREF(Py_True);
#else /* WITH_EMBREE_GPU */
PyModule_AddObject(mod, "with_embree_gpu", Py_False);
Py_INCREF(Py_False);
#endif /* WITH_EMBREE_GPU */
if (ccl::openimagedenoise_supported()) {
PyModule_AddObject(mod, "with_openimagedenoise", Py_True);
Py_INCREF(Py_True);
}
else {
PyModule_AddObject(mod, "with_openimagedenoise", Py_False);
Py_INCREF(Py_False);
}
#ifdef WITH_CYCLES_DEBUG
PyModule_AddObject(mod, "with_debug", Py_True);
Py_INCREF(Py_True);
#else /* WITH_CYCLES_DEBUG */
PyModule_AddObject(mod, "with_debug", Py_False);
Py_INCREF(Py_False);
#endif /* WITH_CYCLES_DEBUG */
return (void *)mod;
}