예제 #1
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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);
	}
}
예제 #3
0
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);
	}
}
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);
}