Issue was caused by cycles trying to find builtin images in a main database and in case of preview render images are not in database, they're just referenced by shader node tree. Now builtin images in cycles have got void* pointer to store data needed to load builtin images. In case ob blender session, this pointer will store pointer from PointerRNA for image datablock and used later to construct Image class based on this pointer. This also saves database lookup for final render which is nice :) Reviewed by Brecht.
106 lines
3.2 KiB
C++
106 lines
3.2 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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int builtin_image_frame(const string &builtin_name);
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void builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &channels);
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bool builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels);
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bool builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels);
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SESSION_H__ */
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