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);
}
Пример #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;
}
Пример #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);
}
Пример #5
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update render image, with passes if needed
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, bool do_update_only) {
    int buf_size = width * height * 4;
    float* pixels = pass_buffers[0];
    if(!pixels) {
        pixels = new float[buf_size];
        pass_buffers[0] = pixels;
    }
    float* mb_pixels = mb_pass_buffers[0];
    if(motion_blur && !mb_pixels) {
        mb_pixels = new float[buf_size];
        mb_pass_buffers[0] = mb_pixels;
    }

    Passes::PassTypes cur_pass_type;
    if(scene->passes->use_passes)
        cur_pass_type = scene->passes->cur_pass_type;
    else
        cur_pass_type = Passes::COMBINED;

    if(scene->passes->use_passes && session->server->cur_pass_type != cur_pass_type)
        session->server->get_image_buffer(session->params.image_stat, session->params.interactive ? 0 : (session->params.hdr_tonemapped ? 2 : 1), cur_pass_type, session->progress);

    if(motion_blur && mb_type == SUBFRAME && mb_cur_sample > 1) {
        if(!do_update_only) {
            for(unsigned int k = 0; k < buf_size; ++k)
                pixels[k] = (pixels[k] * (mb_cur_sample - 1) + mb_pixels[k]) / (float)mb_cur_sample;
        }
        else {
            if(mb_cur_sample > 2 && mb_cur_sample > mb_sample_in_work) {
                mb_sample_in_work = mb_cur_sample;
                for(unsigned int k = 0; k < buf_size; ++k)
                    pixels[k] = (pixels[k] * (mb_cur_sample - 2) + mb_pixels[k]) / (float)(mb_cur_sample - 1);
            }
            session->server->get_pass_rect(cur_pass_type, 4, mb_pixels, width, height,
                (scene->camera->use_border ? scene->camera->border.z - scene->camera->border.x : width), (scene->camera->use_border ? scene->camera->border.w - scene->camera->border.y : height));
        }
        b_rlay.rect(pixels);
    }
    else if(session->server->get_pass_rect(cur_pass_type, 4, pixels, width, height,
        (scene->camera->use_border ? scene->camera->border.z - scene->camera->border.x : width), (scene->camera->use_border ? scene->camera->border.w - scene->camera->border.y : height)))
        b_rlay.rect(pixels);

    if(scene->passes->use_passes && (!do_update_only || (motion_blur && mb_type == SUBFRAME && session->params.image_stat.cur_samples >= session->params.samples))) {
		// 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);

			int components = b_pass.channels();
            buf_size = width * height * components;

            // Find matching pass type
            Passes::PassTypes pass_type = get_octane_pass_type(b_pass);
            if(pass_type == Passes::COMBINED)
                continue;
            else if(pass_type == Passes::PASS_NONE || !session->server->get_image_buffer(session->params.image_stat, session->params.interactive ? 0 : (session->params.hdr_tonemapped ? 2 : 1), pass_type, session->progress)) {
                if(!do_update_only) {
	                float* pixels  = new float[buf_size];
                    memset(pixels, 0, sizeof(float) * buf_size);
			        b_pass.rect(pixels);
                    delete[] pixels;
                }
                continue;
            }
            int pass_idx = get_pass_index(pass_type);

            pixels = pass_buffers[pass_idx];
            if(!pixels) {
	            pixels = new float[buf_size];
                pass_buffers[pass_idx] = pixels;
            }
            mb_pixels = mb_pass_buffers[pass_idx];
            if(motion_blur && !mb_pixels) {
                mb_pixels = new float[buf_size];
                mb_pass_buffers[pass_idx] = mb_pixels;
            }

            if(motion_blur && mb_type == SUBFRAME && mb_cur_sample > 1) {
                if(!do_update_only) {
                    for(unsigned int k = 0; k < buf_size; ++k)
                        pixels[k] = (pixels[k] * (mb_cur_sample - 1) + mb_pixels[k]) / (float)mb_cur_sample;
                }
                else {
                    if(mb_cur_sample > 2 && mb_cur_sample > mb_sample_in_work) {
                        mb_sample_in_work = mb_cur_sample;
                        for(unsigned int k = 0; k < buf_size; ++k)
                            pixels[k] = (pixels[k] * (mb_cur_sample - 2) + mb_pixels[k]) / (float)(mb_cur_sample - 1);
                    }
                    session->server->get_pass_rect(pass_type, components, mb_pixels, width, height,
                        (scene->camera->use_border ? scene->camera->border.z - scene->camera->border.x : width), (scene->camera->use_border ? scene->camera->border.w - scene->camera->border.y : height));
                }
                b_pass.rect(pixels);
            }
            else {
                if(session->server->get_pass_rect(pass_type, components, pixels, width, height,
                    (scene->camera->use_border ? scene->camera->border.z - scene->camera->border.x : width), (scene->camera->use_border ? scene->camera->border.w - scene->camera->border.y : height)))
			        b_pass.rect(pixels);
            }
		} //for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter)
	} //if(scene->passes->use_passes && (!do_update_only || motion_blur && mb_type == SUBFRAME))

	// Tag result as updated
	b_engine.update_result(b_rr);
} //do_write_update_render_result()
Пример #6
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;
}