void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only)
{
	RenderBuffers *buffers = rtile.buffers;

	/* copy data from device */
	if(!buffers->copy_from_device())
		return;

	BufferParams& params = buffers->params;
	float exposure = scene->film->exposure;

	vector<float> pixels(params.width*params.height*4);

	if(!do_update_only) {
		/* copy each pass */
		BL::RenderLayer::passes_iterator b_iter;

		for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
			BL::RenderPass b_pass(*b_iter);

			/* find matching pass type */
			PassType pass_type = get_pass_type(b_pass);
			int components = b_pass.channels();

			/* copy pixels */
			if(!buffers->get_pass_rect(pass_type, exposure, rtile.sample, components, &pixels[0]))
				memset(&pixels[0], 0, pixels.size()*sizeof(float));

			b_pass.rect(&pixels[0]);
		}
	}
	else {
		/* copy combined pass */
		 BL::RenderPass b_combined_pass(b_rlay.passes.find_by_type(BL::RenderPass::type_COMBINED, b_rview_name.c_str()));
		if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0]))
			b_combined_pass.rect(&pixels[0]);
	}

	/* tag result as updated */
	b_engine.update_result(b_rr);
}
예제 #2
0
void BlenderSession::write_render_result()
{
	/* get state */
	RenderBuffers *buffers = session->buffers;

	/* copy data from device */
	if(!buffers->copy_from_device())
		return;

	BufferParams& params = buffers->params;
	float exposure = scene->film->exposure;
	double total_time, sample_time;
	int sample;

	session->progress.get_sample(sample, total_time, sample_time);

	vector<float> pixels(params.width*params.height*4);

	/* copy each pass */
	BL::RenderLayer::passes_iterator b_iter;
	
	for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
		BL::RenderPass b_pass(*b_iter);

		/* find matching pass type */
		PassType pass_type = get_pass_type(b_pass);
		int components = b_pass.channels();

		/* copy pixels */
		if(buffers->get_pass(pass_type, exposure, sample, components, &pixels[0]))
			rna_RenderPass_rect_set(&b_pass.ptr, &pixels[0]);
	}

	/* copy combined pass */
	if(buffers->get_pass(PASS_COMBINED, exposure, sample, 4, &pixels[0]))
		rna_RenderLayer_rect_set(&b_rlay.ptr, &pixels[0]);

	/* tag result as updated */
	RE_engine_update_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data);
}
void BlenderSession::render()
{
	/* set callback to write out render results */
	session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
	session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);

	/* render each layer */
	BL::RenderSettings r = b_scene.render();
	BL::RenderSettings::layers_iterator b_layer_iter;
	BL::RenderResult::views_iterator b_view_iter;
	
	for(r.layers.begin(b_layer_iter); b_layer_iter != r.layers.end(); ++b_layer_iter) {
		b_rlay_name = b_layer_iter->name();

		/* temporary render result to find needed passes and views */
		BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str(), NULL);
		BL::RenderResult::layers_iterator b_single_rlay;
		b_rr.layers.begin(b_single_rlay);

		/* layer will be missing if it was disabled in the UI */
		if(b_single_rlay == b_rr.layers.end()) {
			end_render_result(b_engine, b_rr, true, false);
			continue;
		}

		BL::RenderLayer b_rlay = *b_single_rlay;

		/* add passes */
		vector<Pass> passes;
		Pass::add(PASS_COMBINED, passes);
#ifdef WITH_CYCLES_DEBUG
		Pass::add(PASS_BVH_TRAVERSAL_STEPS, passes);
#endif

		if(session_params.device.advanced_shading) {

			/* loop over passes */
			BL::RenderLayer::passes_iterator b_pass_iter;

			for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
				BL::RenderPass b_pass(*b_pass_iter);
				PassType pass_type = get_pass_type(b_pass);

				if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
					continue;
				if(pass_type != PASS_NONE)
					Pass::add(pass_type, passes);
			}
		}

		buffer_params.passes = passes;
		scene->film->pass_alpha_threshold = b_layer_iter->pass_alpha_threshold();
		scene->film->tag_passes_update(scene, passes);
		scene->film->tag_update(scene);
		scene->integrator->tag_update(scene);

		for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
			b_rview_name = b_view_iter->name();

			/* set the current view */
			b_engine.active_view_set(b_rview_name.c_str());

			/* update scene */
			sync->sync_camera(b_render, b_engine.camera_override(), width, height);
			sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state, b_rlay_name.c_str());

			/* update number of samples per layer */
			int samples = sync->get_layer_samples();
			bool bound_samples = sync->get_layer_bound_samples();

			if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
				session->reset(buffer_params, samples);
			else
				session->reset(buffer_params, session_params.samples);

			/* render */
			session->start();
			session->wait();

			if(session->progress.get_cancel())
				break;
		}

		/* free result without merging */
		end_render_result(b_engine, b_rr, true, false);

		if(session->progress.get_cancel())
			break;
	}

	/* clear callback */
	session->write_render_tile_cb = function_null;
	session->update_render_tile_cb = function_null;

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}
예제 #4
0
void BlenderSession::render()
{
	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_rv3d, width, height);
	int w = buffer_params.width, h = buffer_params.height;

	/* create render result */
	RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, w, h);
	PointerRNA rrptr;
	RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr);
	b_rr = BL::RenderResult(rrptr);

	BL::RenderSettings r = b_scene.render();
	BL::RenderResult::layers_iterator b_iter;
	BL::RenderLayers b_rr_layers(r.ptr);
	
	/* render each layer */
	for(b_rr.layers.begin(b_iter); b_iter != b_rr.layers.end(); ++b_iter) {
		/* set layer */
		b_rlay = *b_iter;

		/* add passes */
		vector<Pass> passes;
		Pass::add(PASS_COMBINED, passes);

		if(session_params.device.advanced_shading) {
			BL::RenderLayer::passes_iterator b_pass_iter;
			
			for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
				BL::RenderPass b_pass(*b_pass_iter);
				PassType pass_type = get_pass_type(b_pass);

				if(pass_type != PASS_NONE)
					Pass::add(pass_type, passes);
			}
		}

		buffer_params.passes = passes;
		scene->film->passes = passes;
		scene->film->tag_update(scene);

		/* update session */
		session->reset(buffer_params, session_params.samples);

		/* update scene */
		sync->sync_data(b_v3d, b_iter->name().c_str());

		/* render */
		session->start();
		session->wait();

		if(session->progress.get_cancel())
			break;

		/* write result */
		write_render_result();
	}

	/* delete render result */
	RE_engine_end_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data);
}
예제 #5
0
void BlenderSession::render()
{
	/* set callback to write out render results */
	session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
	session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_v3d, b_rv3d, scene->camera, width, height);

	/* render each layer */
	BL::RenderSettings r = b_scene.render();
	BL::RenderSettings::layers_iterator b_iter;
	
	for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) {
		b_rlay_name = b_iter->name();

		/* temporary render result to find needed passes */
		BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str());
		BL::RenderResult::layers_iterator b_single_rlay;
		b_rr.layers.begin(b_single_rlay);

		/* layer will be missing if it was disabled in the UI */
		if(b_single_rlay == b_rr.layers.end()) {
			end_render_result(b_engine, b_rr, true);
			continue;
		}

		BL::RenderLayer b_rlay = *b_single_rlay;

		/* add passes */
		vector<Pass> passes;
		Pass::add(PASS_COMBINED, passes);

		if(session_params.device.advanced_shading) {

			/* loop over passes */
			BL::RenderLayer::passes_iterator b_pass_iter;

			for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
				BL::RenderPass b_pass(*b_pass_iter);
				PassType pass_type = get_pass_type(b_pass);

				if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
					continue;
				if(pass_type != PASS_NONE)
					Pass::add(pass_type, passes);
			}
		}

		/* free result without merging */
		end_render_result(b_engine, b_rr, true);

		buffer_params.passes = passes;
		scene->film->tag_passes_update(scene, passes);
		scene->film->tag_update(scene);
		scene->integrator->tag_update(scene);

		/* update scene */
		sync->sync_data(b_v3d, b_engine.camera_override(), b_rlay_name.c_str());

		/* update session */
		int samples = sync->get_layer_samples();
		session->reset(buffer_params, (samples == 0)? session_params.samples: samples);

		/* render */
		session->start();
		session->wait();

		if(session->progress.get_cancel())
			break;
	}

	/* clear callback */
	session->write_render_tile_cb = NULL;
	session->update_render_tile_cb = NULL;

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}