예제 #1
0
int main (int argc, const char *argv[]) {
    Timer timer;

    // Create a new shading system.  We pass it the RendererServices
    // object that services callbacks from the shading system, NULL for
    // the TextureSystem (which will create a default OIIO one), and
    // an error handler.
    shadingsys = new ShadingSystem (&rend, NULL, &errhandler);

    // Register the layout of all closures known to this renderer
    // Any closure used by the shader which is not registered, or
    // registered with a different number of arguments will lead
    // to a runtime error.
    register_closures(shadingsys);

    // Remember that each shader parameter may optionally have a
    // metadata hint [[int lockgeom=...]], where 0 indicates that the
    // parameter may be overridden by the geometry itself, for example
    // with data interpolated from the mesh vertices, and a value of 1
    // means that it is "locked" with respect to the geometry (i.e. it
    // will not be overridden with interpolated or
    // per-geometric-primitive data).
    // 
    // In order to most fully optimize shader, we typically want any
    // shader parameter not explicitly specified to default to being
    // locked (i.e. no per-geometry override):
    shadingsys->attribute("lockgeom", 1);

    // Read command line arguments
    getargs (argc, argv);

    // Setup common attributes
    shadingsys->attribute ("debug", debug2 ? 2 : (debug ? 1 : 0));
    shadingsys->attribute ("compile_report", debug|debug2);
    const char *opt_env = getenv ("TESTSHADE_OPT");  // overrides opt
    if (opt_env)
        shadingsys->attribute ("optimize", atoi(opt_env));
    else if (O0 || O1 || O2)
        shadingsys->attribute ("optimize", O2 ? 2 : (O1 ? 1 : 0));
    shadingsys->attribute ("debugnan", debugnan);

    // Loads a scene, creating camera, geometry and assigning shaders
    parse_scene();

    // validate options
    if (aa < 1) aa = 1;
    if (num_threads < 1)
        num_threads = boost::thread::hardware_concurrency();

    // prepare background importance table (if requested)
    if (backgroundResolution > 0 && backgroundShaderID >= 0) {
        // get a context so we can make several background shader calls
        OSL::PerThreadInfo *thread_info = shadingsys->create_thread_info();
        ShadingContext *ctx = shadingsys->get_context (thread_info);

        // build importance table to optimize background sampling
        background.prepare(backgroundResolution, eval_background, ctx);

        // release context
        shadingsys->release_context (ctx);
        shadingsys->destroy_thread_info(thread_info);
    } else {
        // we aren't directly evaluating the background
        backgroundResolution = 0;
    }

    double setuptime = timer.lap ();

    std::vector<Color3> pixels(xres * yres, Color3(0,0,0));

    // Create shared counter to iterate over one scanline at a time
    Counter scanline_counter(errhandler, yres, "Rendering");
    // launch a scanline worker for each thread
    boost::thread_group workers;
    for (int i = 0; i < num_threads; i++)
        workers.add_thread(new boost::thread(scanline_worker, boost::ref(scanline_counter), boost::ref(pixels)));
    workers.join_all();

    // Write image to disk
    ImageOutput* out = ImageOutput::create(imagefile);
    ImageSpec spec(xres, yres, 3, TypeDesc::HALF);
    if (out && out->open(imagefile, spec)) {
        out->write_image(TypeDesc::TypeFloat, &pixels[0]);
    } else {
        errhandler.error("Unable to write output image");
    }
    delete out;

    // Print some debugging info
    if (debug || stats) {
        double runtime = timer.lap();
        std::cout << "\n";
        std::cout << "Setup: " << OIIO::Strutil::timeintervalformat (setuptime,2) << "\n";
        std::cout << "Run  : " << OIIO::Strutil::timeintervalformat (runtime,2) << "\n";
        std::cout << "\n";
        std::cout << shadingsys->getstats (5) << "\n";
        OIIO::TextureSystem *texturesys = shadingsys->texturesys();
        if (texturesys)
            std::cout << texturesys->getstats (5) << "\n";
        std::cout << ustring::getstats() << "\n";
    }

    // We're done with the shading system now, destroy it
    shaders.clear ();  // Must release the group refs first
    delete shadingsys;

    return EXIT_SUCCESS;
}
예제 #2
0
extern "C" OSL_DLL_EXPORT int
test_shade (int argc, const char *argv[])
{
    OIIO::Timer timer;

    // Create a new shading system.  We pass it the RendererServices
    // object that services callbacks from the shading system, NULL for
    // the TextureSystem (that just makes 'create' make its own TS), and
    // an error handler.
    shadingsys = new ShadingSystem (&rend, NULL, &errhandler);

    // Register the layout of all closures known to this renderer
    // Any closure used by the shader which is not registered, or
    // registered with a different number of arguments will lead
    // to a runtime error.
    register_closures(shadingsys);

    // Remember that each shader parameter may optionally have a
    // metadata hint [[int lockgeom=...]], where 0 indicates that the
    // parameter may be overridden by the geometry itself, for example
    // with data interpolated from the mesh vertices, and a value of 1
    // means that it is "locked" with respect to the geometry (i.e. it
    // will not be overridden with interpolated or
    // per-geometric-primitive data).
    // 
    // In order to most fully optimize shader, we typically want any
    // shader parameter not explicitly specified to default to being
    // locked (i.e. no per-geometry override):
    shadingsys->attribute("lockgeom", 1);

    // Now we declare our shader.
    // 
    // Each material in the scene is comprised of a "shader group."
    // Each group is comprised of one or more "layers" (a.k.a. shader
    // instances) with possible connections from outputs of
    // upstream/early layers into the inputs of downstream/later layers.
    // A shader instance is the combination of a reference to a shader
    // master and its parameter values that may override the defaults in
    // the shader source and may be particular to this instance (versus
    // all the other instances of the same shader).
    // 
    // A shader group declaration typically looks like this:
    //
    //   ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
    //   ss->Parameter ("paramname", TypeDesc paramtype, void *value);
    //      ... and so on for all the other parameters of...
    //   ss->Shader ("shadertype", "shadername", "layername");
    //      The Shader() call creates a new instance, which gets
    //      all the pending Parameter() values made right before it.
    //   ... and other shader instances in this group, interspersed with...
    //   ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
    //   ... and other connections ...
    //   ss->ShaderGroupEnd ();
    // 
    // It looks so simple, and it really is, except that the way this
    // testshade program works is that all the Parameter() and Shader()
    // calls are done inside getargs(), as it walks through the command
    // line arguments, whereas the connections accumulate and have
    // to be processed at the end.  Bear with us.
    
    // Start the shader group and grab a reference to it.
    shadergroup = shadingsys->ShaderGroupBegin (groupname);

    // Get the command line arguments.  That will set up all the shader
    // instances and their parameters for the group.
    getargs (argc, argv);

    if (! shadergroup) {
        std::cerr << "ERROR: Invalid shader group. Exiting testshade.\n";
        return EXIT_FAILURE;
    }

    shadingsys->attribute (shadergroup.get(), "groupname", groupname);

    // Now set up the connections
    for (size_t i = 0;  i < connections.size();  i += 4) {
        if (i+3 < connections.size()) {
            std::cout << "Connect " 
                      << connections[i] << "." << connections[i+1]
                      << " to " << connections[i+2] << "." << connections[i+3]
                      << "\n";
            shadingsys->ConnectShaders (connections[i].c_str(),
                                        connections[i+1].c_str(),
                                        connections[i+2].c_str(),
                                        connections[i+3].c_str());
        }
    }

    // End the group
    shadingsys->ShaderGroupEnd ();

    if (verbose || do_oslquery) {
        std::string pickle;
        shadingsys->getattribute (shadergroup.get(), "pickle", pickle);
        std::cout << "Shader group:\n---\n" << pickle << "\n---\n";
        std::cout << "\n";
        ustring groupname;
        shadingsys->getattribute (shadergroup.get(), "groupname", groupname);
        std::cout << "Shader group \"" << groupname << "\" layers are:\n";
        int num_layers = 0;
        shadingsys->getattribute (shadergroup.get(), "num_layers", num_layers);
        if (num_layers > 0) {
            std::vector<const char *> layers (size_t(num_layers), NULL);
            shadingsys->getattribute (shadergroup.get(), "layer_names",
                                      TypeDesc(TypeDesc::STRING, num_layers),
                                      &layers[0]);
            for (int i = 0; i < num_layers; ++i) {
                std::cout << "    " << (layers[i] ? layers[i] : "<unnamed>") << "\n";
                if (do_oslquery) {
                    OSLQuery q;
                    q.init (shadergroup.get(), i);
                    for (size_t p = 0;  p < q.nparams(); ++p) {
                        const OSLQuery::Parameter *param = q.getparam(p);
                        std::cout << "\t" << (param->isoutput ? "output "  : "")
                                  << param->type << ' ' << param->name << "\n";
                    }
                }
            }
        }
        std::cout << "\n";
    }
    if (archivegroup.size())
        shadingsys->archive_shadergroup (shadergroup.get(), archivegroup);

    if (outputfiles.size() != 0)
        std::cout << "\n";

    // Set up the named transformations, including shader and object.
    // For this test application, we just do this statically; in a real
    // renderer, the global named space (like "myspace") would probably
    // be static, but shader and object spaces may be different for each
    // object.
    setup_transformations (rend, Mshad, Mobj);

    // Set up the image outputs requested on the command line
    setup_output_images (shadingsys, shadergroup);

    if (debug)
        test_group_attributes (shadergroup.get());

    if (num_threads < 1)
        num_threads = boost::thread::hardware_concurrency();

    double setuptime = timer.lap ();

    // Allow a settable number of iterations to "render" the whole image,
    // which is useful for time trials of things that would be too quick
    // to accurately time for a single iteration
    for (int iter = 0;  iter < iters;  ++iter) {
        OIIO::ROI roi (0, xres, 0, yres);

        if (use_shade_image)
            OSL::shade_image (*shadingsys, *shadergroup, NULL,
                              *outputimgs[0], outputvarnames,
                              pixelcenters ? ShadePixelCenters : ShadePixelGrid,
                              roi, num_threads);
        else {
            bool save = (iter == (iters-1));   // save on last iteration
#if 0
            shade_region (shadergroup.get(), roi, save);
#else
            OIIO::ImageBufAlgo::parallel_image (
                    boost::bind (shade_region, shadergroup.get(), _1, save),
                    roi, num_threads);
#endif
        }

        // If any reparam was requested, do it now
        if (reparams.size() && reparam_layer.size()) {
            for (size_t p = 0;  p < reparams.size();  ++p) {
                const ParamValue &pv (reparams[p]);
                shadingsys->ReParameter (*shadergroup, reparam_layer.c_str(),
                                         pv.name().c_str(), pv.type(),
                                         pv.data());
            }
        }
    }
    double runtime = timer.lap();

    if (outputfiles.size() == 0)
        std::cout << "\n";

    // Write the output images to disk
    for (size_t i = 0;  i < outputimgs.size();  ++i) {
        if (outputimgs[i]) {
            if (! print_outputs) {
                std::string filename = outputimgs[i]->name();
                // JPEG, GIF, and PNG images should be automatically saved
                // as sRGB because they are almost certainly supposed to
                // be displayed on web pages.
                using namespace OIIO;
                if (Strutil::iends_with (filename, ".jpg") ||
                    Strutil::iends_with (filename, ".jpeg") ||
                    Strutil::iends_with (filename, ".gif") ||
                    Strutil::iends_with (filename, ".png")) {
                    ImageBuf ccbuf;
                    ImageBufAlgo::colorconvert (ccbuf, *outputimgs[i],
                                                "linear", "sRGB", false,
                                                "", "");
                    ccbuf.set_write_format (outputimgs[i]->spec().format);
                    ccbuf.write (filename);
                } else {
                    outputimgs[i]->write (filename);
                }
            }
            delete outputimgs[i];
            outputimgs[i] = NULL;
        }
    }

    // Print some debugging info
    if (debug || runstats || profile) {
        double writetime = timer.lap();
        std::cout << "\n";
        std::cout << "Setup: " << OIIO::Strutil::timeintervalformat (setuptime,2) << "\n";
        std::cout << "Run  : " << OIIO::Strutil::timeintervalformat (runtime,2) << "\n";
        std::cout << "Write: " << OIIO::Strutil::timeintervalformat (writetime,2) << "\n";
        std::cout << "\n";
        std::cout << shadingsys->getstats (5) << "\n";
        OIIO::TextureSystem *texturesys = shadingsys->texturesys();
        if (texturesys)
            std::cout << texturesys->getstats (5) << "\n";
        std::cout << ustring::getstats() << "\n";
    }

    // We're done with the shading system now, destroy it
    shadergroup.reset ();  // Must release this before destroying shadingsys
    delete shadingsys;

    return EXIT_SUCCESS;
}
예제 #3
0
int
main (int argc, const char *argv[])
{
    try {
        using namespace OIIO;
        Timer timer;

        // Read command line arguments
        getargs (argc, argv);

        SimpleRaytracer *rend = nullptr;
        if (use_optix)
            rend = new OptixRaytracer;
        else
            rend = new SimpleRaytracer;

        // Other renderer and global options
        if (debug1 || verbose)
            rend->errhandler().verbosity (ErrorHandler::VERBOSE);
        rend->attribute("saveptx", (int)saveptx);
        rend->attribute("max_bounces", max_bounces);
        rend->attribute("rr_depth", rr_depth);
        rend->attribute("aa", aa);
        OIIO::attribute("threads", num_threads);

        // Create a new shading system.  We pass it the RendererServices
        // object that services callbacks from the shading system, the
        // TextureSystem (note: passing nullptr just makes the ShadingSystem
        // make its own TS), and an error handler.
        shadingsys = new ShadingSystem (rend, nullptr, &rend->errhandler());
        rend->shadingsys = shadingsys;

        // Register the layout of all closures known to this renderer
        // Any closure used by the shader which is not registered, or
        // registered with a different number of arguments will lead
        // to a runtime error.
        register_closures(shadingsys);

        // Setup common attributes
        set_shadingsys_options();

        // Loads a scene, creating camera, geometry and assigning shaders
        rend->camera.resolution (xres, yres);
        rend->parse_scene_xml (scenefile);

        rend->prepare_render ();

        rend->pixelbuf.reset (ImageSpec(xres, yres, 3, TypeDesc::FLOAT));

        double setuptime = timer.lap ();

        if (warmup)
            rend->warmup();
        double warmuptime = timer.lap ();

        // Launch the kernel to render the scene
        for (int i = 0; i < iters; ++i)
            rend->render (xres, yres);
        double runtime = timer.lap ();

        rend->finalize_pixel_buffer ();

        // Write image to disk
        if (Strutil::iends_with (imagefile, ".jpg") ||
            Strutil::iends_with (imagefile, ".jpeg") ||
            Strutil::iends_with (imagefile, ".gif") ||
            Strutil::iends_with (imagefile, ".png")) {
            // JPEG, GIF, and PNG images should be automatically saved as sRGB
            // because they are almost certainly supposed to be displayed on web
            // pages.
            ImageBufAlgo::colorconvert (rend->pixelbuf, rend->pixelbuf,
                                        "linear", "sRGB", false, "", "");
        }
        rend->pixelbuf.set_write_format (TypeDesc::HALF);
        if (! rend->pixelbuf.write (imagefile))
            rend->errhandler().error ("Unable to write output image: %s",
                                      rend->pixelbuf.geterror());
        double writetime = timer.lap();

        // Print some debugging info
        if (debug1 || runstats || profile) {
            std::cout << "\n";
            std::cout << "Setup : " << OIIO::Strutil::timeintervalformat (setuptime,4) << "\n";
            std::cout << "Warmup: " << OIIO::Strutil::timeintervalformat (warmuptime,4) << "\n";
            std::cout << "Run   : " << OIIO::Strutil::timeintervalformat (runtime,4) << "\n";
            std::cout << "Write : " << OIIO::Strutil::timeintervalformat (writetime,4) << "\n";
            std::cout << "\n";
            std::cout << shadingsys->getstats (5) << "\n";
            OIIO::TextureSystem *texturesys = shadingsys->texturesys();
            if (texturesys)
                std::cout << texturesys->getstats (5) << "\n";
            std::cout << ustring::getstats() << "\n";
        }

        // We're done with the shading system now, destroy it
        rend->clear();
        delete shadingsys;
        delete rend;
    } catch (const optix::Exception& e) {
        printf("Optix Error: %s\n", e.what());
    } catch (const std::exception& e) {
        printf("Unknown Error: %s\n", e.what());
    }

    return EXIT_SUCCESS;
}
예제 #4
0
extern "C" int
test_shade (int argc, const char *argv[])
{
    OIIO::Timer timer;

    // Create a new shading system.  We pass it the RendererServices
    // object that services callbacks from the shading system, NULL for
    // the TextureSystem (that just makes 'create' make its own TS), and
    // an error handler.
    shadingsys = new ShadingSystem (&rend, NULL, &errhandler);
    register_closures(shadingsys);

    // Remember that each shader parameter may optionally have a
    // metadata hint [[int lockgeom=...]], where 0 indicates that the
    // parameter may be overridden by the geometry itself, for example
    // with data interpolated from the mesh vertices, and a value of 1
    // means that it is "locked" with respect to the geometry (i.e. it
    // will not be overridden with interpolated or
    // per-geometric-primitive data).
    // 
    // In order to most fully optimize shader, we typically want any
    // shader parameter not explicitly specified to default to being
    // locked (i.e. no per-geometry override):
    shadingsys->attribute("lockgeom", 1);

    // Now we declare our shader.
    // 
    // Each material in the scene is comprised of a "shader group."
    // Each group is comprised of one or more "layers" (a.k.a. shader
    // instances) with possible connections from outputs of
    // upstream/early layers into the inputs of downstream/later layers.
    // A shader instance is the combination of a reference to a shader
    // master and its parameter values that may override the defaults in
    // the shader source and may be particular to this instance (versus
    // all the other instances of the same shader).
    // 
    // A shader group declaration typically looks like this:
    //
    //   ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
    //   ss->Parameter ("paramname", TypeDesc paramtype, void *value);
    //      ... and so on for all the other parameters of...
    //   ss->Shader ("shadertype", "shadername", "layername");
    //      The Shader() call creates a new instance, which gets
    //      all the pending Parameter() values made right before it.
    //   ... and other shader instances in this group, interspersed with...
    //   ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
    //   ... and other connections ...
    //   ss->ShaderGroupEnd ();
    // 
    // It looks so simple, and it really is, except that the way this
    // testshade program works is that all the Parameter() and Shader()
    // calls are done inside getargs(), as it walks through the command
    // line arguments, whereas the connections accumulate and have
    // to be processed at the end.  Bear with us.
    
    // Start the shader group and grab a reference to it.
    ShaderGroupRef shadergroup = shadingsys->ShaderGroupBegin ();

    // Get the command line arguments.  That will set up all the shader
    // instances and their parameters for the group.
    getargs (argc, argv);

    // Now set up the connections
    for (size_t i = 0;  i < connections.size();  i += 4) {
        if (i+3 < connections.size()) {
            std::cout << "Connect " 
                      << connections[i] << "." << connections[i+1]
                      << " to " << connections[i+2] << "." << connections[i+3]
                      << "\n";
            shadingsys->ConnectShaders (connections[i].c_str(),
                                        connections[i+1].c_str(),
                                        connections[i+2].c_str(),
                                        connections[i+3].c_str());
        }
    }

    // End the group
    shadingsys->ShaderGroupEnd ();

    if (outputfiles.size() != 0)
        std::cout << "\n";

    // Set up the named transformations, including shader and object.
    // For this test application, we just do this statically; in a real
    // renderer, the global named space (like "myspace") would probably
    // be static, but shader and object spaces may be different for each
    // object.
    setup_transformations (rend, Mshad, Mobj);

    // Set up the image outputs requested on the command line
    setup_output_images (shadingsys, shadergroup);

    if (debug)
        test_group_attributes (shadergroup.get());

    if (num_threads < 1)
        num_threads = boost::thread::hardware_concurrency();

    double setuptime = timer.lap ();

    // Allow a settable number of iterations to "render" the whole image,
    // which is useful for time trials of things that would be too quick
    // to accurately time for a single iteration
    for (int iter = 0;  iter < iters;  ++iter) {
        OIIO::ROI roi (0, xres, 0, yres);
        bool save = (iter == (iters-1));   // save on last iteration

#if 0
        shade_region (shadergroup.get(), roi, save);
#else
        OIIO::ImageBufAlgo::parallel_image (
            boost::bind (shade_region, shadergroup.get(), _1, save),
            roi, num_threads);
#endif

        // If any reparam was requested, do it now
        if (reparams.size() && reparam_layer.size()) {
            for (size_t p = 0;  p < reparams.size();  ++p) {
                const ParamValue &pv (reparams[p]);
                shadingsys->ReParameter (*shadergroup, reparam_layer.c_str(),
                                         pv.name().c_str(), pv.type(),
                                         pv.data());
            }
        }
    }

    if (outputfiles.size() == 0)
        std::cout << "\n";

    // Write the output images to disk
    for (size_t i = 0;  i < outputimgs.size();  ++i) {
        if (outputimgs[i]) {
            outputimgs[i]->save();
            delete outputimgs[i];
            outputimgs[i] = NULL;
        }
    }

    // Print some debugging info
    if (debug || stats) {
        double runtime = timer.lap();
        std::cout << "\n";
        std::cout << "Setup: " << OIIO::Strutil::timeintervalformat (setuptime,2) << "\n";
        std::cout << "Run  : " << OIIO::Strutil::timeintervalformat (runtime,2) << "\n";
        std::cout << "\n";
        std::cout << shadingsys->getstats (5) << "\n";
        OIIO::TextureSystem *texturesys = shadingsys->texturesys();
        if (texturesys)
            std::cout << texturesys->getstats (5) << "\n";
        std::cout << ustring::getstats() << "\n";
    }

    // We're done with the shading system now, destroy it
    shadergroup.reset ();  // Must release this before destroying shadingsys
    delete shadingsys;

    return EXIT_SUCCESS;
}
예제 #5
0
void CoronaRenderer::render()
{
	Logging::debug("CoronaRenderer::render");

	Corona::LicenseInfo li = Corona::ICore::getLicenseInfo();
	if (!li.isUsable())
	{
		MString reason = li.error.cStr();
		MGlobal::displayError(MString("Sorry! Could not get a valid license.") + reason);
		return;
	}

	context.scene = context.core->createScene();

	//createTestScene();
	//OSL::OSLShadingNetworkRenderer *r = new OSL::OSLShadingNetworkRenderer();

	// set this value here. In case we have a swatch rendering ongoing, we have to make sure that the correct osl renderer is used.
	MayaTo::getWorldPtr()->setRenderType(MayaTo::MayaToWorld::WorldRenderType::UIRENDER);

	//this->clearMaterialLists();
	this->defineCamera();
	this->defineGeometry();
	this->defineEnvironment();
	this->defineLights();

	context.core->sanityCheck(context.scene);
	Logging::debug(MString("registering framebuffer callback."));
	Corona::String basePath = (MayaTo::getWorldPtr()->worldRenderGlobalsPtr->basePath + "/corona/").asChar();
	Logging::debug(MString("beginSession..."));
	ICore::AdditionalInfo info;
	info.defaultFilePath = basePath;
	context.core->beginSession(context.scene, context.settings, context.fb, context.logger, info);
	int maxCount=100, count=0;
	MayaTo::MayaToWorld::WorldRenderState st = MayaTo::getWorldPtr()->getRenderState();
	
	while (st == MayaTo::MayaToWorld::WorldRenderState::RSTATESWATCHRENDERING)
	{
		std::this_thread::sleep_for(std::chrono::milliseconds(100));
		count++;
		if (count >= maxCount)
		{
			Logging::warning("WorldRenderState is RSTATERENDERING, but wait is over...");
			break;
		}
		st = MayaTo::getWorldPtr()->getRenderState();
	}
	
	MayaTo::getWorldPtr()->setRenderState(MayaTo::MayaToWorld::WorldRenderState::RSTATERENDERING);
	size_t framebufferCallbackId = RenderQueueWorker::registerCallback(&framebufferCallback);
	context.core->renderFrame(); // blocking render call
	context.core->endSession();
	RenderQueueWorker::unregisterCallback(framebufferCallbackId);
	framebufferCallback();
	this->saveImage();
	//std::string statsString = this->oslRenderer->shadingsys->getstats();
	//Logging::debug(statsString.c_str());
	OIIO::TextureSystem *tsystem = this->oslRenderer->renderer.texturesys();
	std::string statsString = tsystem->getstats(3);
	Logging::debug(statsString.c_str());
	MayaTo::getWorldPtr()->setRenderState(MayaTo::MayaToWorld::WorldRenderState::RSTATENONE);

	// it is simpler to remove the data completly than to update single elements at the moment.
	if (context.scene != nullptr)
	{
		context.core->destroyScene(context.scene);
		context.scene = nullptr;
	}

	MFnDependencyNode gFn(getRenderGlobalsNode());

	if (gFn.findPlug("useCoronaVFB").asBool())
		if (MGlobal::mayaState() != MGlobal::kBatch)
			context.core->getWxVfb().renderFinished();

}