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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_SESSION_H__
#define __BLENDER_SESSION_H__
#include "device.h"
#include "scene.h"
#include "session.h"
#include "bake.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Scene;
class Session;
class RenderBuffers;
class RenderTile;
class BlenderSession {
public:
BlenderSession(BL::RenderEngine b_engine, BL::UserPreferences b_userpref,
BL::BlendData b_data, BL::Scene b_scene);
BlenderSession(BL::RenderEngine b_engine, BL::UserPreferences b_userpref,
BL::BlendData b_data, BL::Scene b_scene,
BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height);
~BlenderSession();
void create();
/* session */
void create_session();
void free_session();
void reset_session(BL::BlendData b_data, BL::Scene b_scene);
/* offline render */
void render();
void bake(BL::Object b_object, const string& pass_type, BL::BakePixel pixel_array, const size_t num_pixels, const int depth, float pixels[]);
void write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile);
void write_render_tile(RenderTile& rtile);
/* update functions are used to update display buffer only after sample was rendered
* only needed for better visual feedback */
void update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile);
void update_render_tile(RenderTile& rtile);
/* interactive updates */
void synchronize();
/* drawing */
bool draw(int w, int h);
void tag_redraw();
void tag_update();
void get_status(string& status, string& substatus);
void get_progress(float& progress, double& total_time, double& render_time);
void test_cancel();
void update_status_progress();
void update_bake_progress();
bool background;
static bool headless;
Session *session;
Scene *scene;
BlenderSync *sync;
double last_redraw_time;
BL::RenderEngine b_engine;
BL::UserPreferences b_userpref;
BL::BlendData b_data;
BL::RenderSettings b_render;
BL::Scene b_scene;
BL::SpaceView3D b_v3d;
BL::RegionView3D b_rv3d;
string b_rlay_name;
string last_status;
string last_error;
float last_progress;
int width, height;
double start_resize_time;
void *python_thread_state;
protected:
void do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only);
void do_write_update_render_tile(RenderTile& rtile, bool do_update_only);
int builtin_image_frame(const string &builtin_name);
void builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &depth, int &channels);
bool builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels);
bool builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels);
};
CCL_NAMESPACE_END
#endif /* __BLENDER_SESSION_H__ */
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