////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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); } }
void BlenderSession::tag_redraw() { if(background) { /* update stats and progress, only for background here because in 3d view we do it in draw for thread safety reasons */ update_status_progress(); /* offline render, redraw if timeout passed */ if(time_dt() - last_redraw_time > 1.0f) { write_render_result(); engine_tag_redraw((RenderEngine*)b_engine.ptr.data); last_redraw_time = time_dt(); } } else { /* tell blender that we want to redraw */ engine_tag_redraw((RenderEngine*)b_engine.ptr.data); } }
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); }