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authorSergey Sharybin <sergey.vfx@gmail.com>2013-01-01 20:15:13 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-01-01 20:15:13 +0400
commit2e0e2cb17056892cefeefeef9e0fd693084ef71f (patch)
treed5ff4c0b5d135cd3c3240efa6b167eed7b351e6a /intern/cycles/blender/blender_session.cpp
parentb88836a45ba03d97c23bda95ca4ead6b5f8f2637 (diff)
Highlight currently rendering tiles
This commit implements highlight of tiles which are being currently rendered for both Blender Internal and Cycles (and should be possible to use it for other external engines as well). Couple of implementation details: - Added one extra boolean flag to render engine which should be set to truth if render engine wants to highlight tiles. If so, property use_highlight_tiles should be set to True. - Render Part's ready boolena was changed by status enum, which could be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS status will be highlighted in image editor. - For external engines render part's status is filling in automatically. Initially all render parts has got NONE status, then one external engine acquire render result, corresponding part will change status to IN_PROGRESS. As soon as render result is finished, corresponding render part will change status to FINISHED This should make it easy to highlight tiles for other engines as well.
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index cd31a5b5bb6..770b71afcdc 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -107,6 +107,8 @@ void BlenderSession::create_session()
/* set buffer parameters */
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_v3d, b_rv3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
+
+ b_engine.use_highlight_tiles(session_params.progressive_refine == false);
}
void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_)
@@ -149,6 +151,8 @@ void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_)
BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, PointerRNA_NULL, PointerRNA_NULL, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
+
+ b_engine.use_highlight_tiles(session_params.progressive_refine == false);
}
void BlenderSession::free_session()
@@ -252,7 +256,15 @@ void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_upda
if (do_update_only) {
/* update only needed */
- update_render_result(b_rr, b_rlay, rtile);
+
+ if (rtile.sample != 0) {
+ /* sample would be zero at initial tile update, which is only needed
+ * to tag tile form blender side as IN PROGRESS for proper highlight
+ * no buffers should be sent to blender yet
+ */
+ update_render_result(b_rr, b_rlay, rtile);
+ }
+
end_render_result(b_engine, b_rr, true);
}
else {