This option enables keeping loaded images in the memory in-between
of rendering.
Implemented by keeping render engine alive for until Render structure
is being freed.
Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.
Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.
This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.
P.S. Performance panel could be cleaned up a bit, not so much happy
with it's vertical alignment currently but not sure how to make
it look better.
P.P.S. Currently the only way to free images from the device is to
disable Persistent Images option and start rendering.
101 lines
2.8 KiB
C++
101 lines
2.8 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __BLENDER_SESSION_H__
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#define __BLENDER_SESSION_H__
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#include "device.h"
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#include "scene.h"
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#include "session.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Scene;
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class Session;
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class RenderBuffers;
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class RenderTile;
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class BlenderSession {
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public:
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BlenderSession(BL::RenderEngine b_engine, BL::UserPreferences b_userpref,
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BL::BlendData b_data, BL::Scene b_scene);
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BlenderSession(BL::RenderEngine b_engine, BL::UserPreferences b_userpref,
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BL::BlendData b_data, BL::Scene b_scene,
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BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height);
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~BlenderSession();
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/* session */
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void create_session();
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void free_session();
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void reset_session(BL::BlendData b_data, BL::Scene b_scene);
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/* offline render */
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void render();
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void write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile);
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void write_render_tile(RenderTile& rtile);
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/* update functions are used to update display buffer only after sample was rendered
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* only needed for better visual feedback */
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void update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile);
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void update_render_tile(RenderTile& rtile);
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/* interactive updates */
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void synchronize();
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/* drawing */
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bool draw(int w, int h);
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void tag_redraw();
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void tag_update();
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void get_status(string& status, string& substatus);
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void get_progress(float& progress, double& total_time);
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void test_cancel();
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void update_status_progress();
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bool background;
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Session *session;
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Scene *scene;
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BlenderSync *sync;
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double last_redraw_time;
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BL::RenderEngine b_engine;
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BL::UserPreferences b_userpref;
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BL::BlendData b_data;
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BL::Scene b_scene;
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BL::SpaceView3D b_v3d;
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BL::RegionView3D b_rv3d;
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string b_rlay_name;
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string last_status;
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float last_progress;
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int width, height;
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protected:
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void do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only);
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void do_write_update_render_tile(RenderTile& rtile, bool do_update_only);
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SESSION_H__ */
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