////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Update the rendered image, with or without passes ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void BlenderSession::do_write_update_render_img(bool do_update_only) { int x = 0; int y = 0; int w = width; int h = height; // Get render result BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str()); // Can happen if the intersected rectangle gives 0 width or height if (!b_rr.ptr.data) return; BL::RenderResult::layers_iterator b_single_rlay; b_rr.layers.begin(b_single_rlay); BL::RenderLayer b_rlay = *b_single_rlay; if(do_update_only) { // Update only needed update_render_result(b_rr, b_rlay); end_render_result(b_engine, b_rr, true, true); } else { // Write result write_render_result(b_rr, b_rlay); end_render_result(b_engine, b_rr, false, true); } } //do_write_update_render_img()
void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only) { BufferParams& params = rtile.buffers->params; int x = params.full_x - session->tile_manager.params.full_x; int y = params.full_y - session->tile_manager.params.full_y; int w = params.width; int h = params.height; /* get render result */ BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str()); /* can happen if the intersected rectangle gives 0 width or height */ if(b_rr.ptr.data == NULL) { return; } 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()) return; BL::RenderLayer b_rlay = *b_single_rlay; if(do_update_only) { /* update only needed */ if(rtile.sample != 0) { /* sample would be zero at initial tile update, which is only needed * to tag tile form blender side as IN PROGRESS for proper highlight * no buffers should be sent to blender yet */ update_render_result(b_rr, b_rlay, rtile); } end_render_result(b_engine, b_rr, true, true); } else { /* write result */ write_render_result(b_rr, b_rlay, rtile); end_render_result(b_engine, b_rr, false, true); } }