* Use .empty() and .data() * Use nullptr instead of 0 * No else after return * Simple class member initialization * Add override for virtual methods * Include C++ instead of C headers * Remove some unused includes * Use default constructors * Always use braces * Consistent names in definition and declaration * Change typedef to using Pull Request: https://projects.blender.org/blender/blender/pulls/132361
109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "blender/output_driver.h"
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CCL_NAMESPACE_BEGIN
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BlenderOutputDriver::BlenderOutputDriver(BL::RenderEngine &b_engine) : b_engine_(b_engine) {}
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BlenderOutputDriver::~BlenderOutputDriver() = default;
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bool BlenderOutputDriver::read_render_tile(const Tile &tile)
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{
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/* Get render result. */
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BL::RenderResult b_rr = b_engine_.begin_result(tile.offset.x,
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tile.offset.y,
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tile.size.x,
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tile.size.y,
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tile.layer.c_str(),
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tile.view.c_str());
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/* Can happen if the intersected rectangle gives 0 width or height. */
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if (b_rr.ptr.data == nullptr) {
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return false;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if (b_single_rlay == b_rr.layers.end()) {
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return false;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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/* Copy each pass.
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* TODO:copy only the required ones for better performance? */
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for (BL::RenderPass &b_pass : b_rlay.passes) {
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tile.set_pass_pixels(b_pass.name(), b_pass.channels(), (float *)b_pass.rect());
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}
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b_engine_.end_result(b_rr, false, false, false);
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return true;
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}
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bool BlenderOutputDriver::update_render_tile(const Tile &tile)
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{
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/* Use final write for preview renders, otherwise render result wouldn't be updated
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* quickly on Blender side. For all other cases we use the display driver. */
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if (b_engine_.is_preview()) {
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write_render_tile(tile);
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return true;
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}
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/* Don't highlight full-frame tile. */
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if (!(tile.size == tile.full_size)) {
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b_engine_.tile_highlight_clear_all();
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b_engine_.tile_highlight_set(tile.offset.x, tile.offset.y, tile.size.x, tile.size.y, true);
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}
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return false;
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}
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void BlenderOutputDriver::write_render_tile(const Tile &tile)
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{
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b_engine_.tile_highlight_clear_all();
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/* Get render result. */
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BL::RenderResult b_rr = b_engine_.begin_result(tile.offset.x,
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tile.offset.y,
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tile.size.x,
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tile.size.y,
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tile.layer.c_str(),
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tile.view.c_str());
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/* Can happen if the intersected rectangle gives 0 width or height. */
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if (b_rr.ptr.data == nullptr) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* Layer will be missing if it was disabled in the UI. */
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if (b_single_rlay == b_rr.layers.end()) {
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return;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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vector<float> pixels(static_cast<size_t>(tile.size.x) * tile.size.y * 4);
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/* Copy each pass. */
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for (BL::RenderPass &b_pass : b_rlay.passes) {
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if (!tile.get_pass_pixels(b_pass.name(), b_pass.channels(), pixels.data())) {
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memset(pixels.data(), 0, pixels.size() * sizeof(float));
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}
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b_pass.rect(pixels.data());
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}
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b_engine_.end_result(b_rr, false, false, true);
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}
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CCL_NAMESPACE_END
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