Rendering from 3d view in local view or with unlocked layer was not

working yet, now layer is passed along to render engine, changes quite
a few files because simple swapping trick no longer works with threading.
This commit is contained in:
2010-03-14 20:24:11 +00:00
parent 114f437837
commit ed076d74ef
14 changed files with 65 additions and 57 deletions

View File

@@ -1849,9 +1849,9 @@ static void do_render_3d(Render *re)
/* make render verts/faces/halos/lamps */
if(render_scene_needs_vector(re))
RE_Database_FromScene_Vectors(re, re->scene);
RE_Database_FromScene_Vectors(re, re->scene, re->lay);
else
RE_Database_FromScene(re, re->scene, 1);
RE_Database_FromScene(re, re->scene, re->lay, 1);
threaded_tile_processor(re);
@@ -2468,7 +2468,7 @@ static void do_render_composite_fields_blur_3d(Render *re)
R.stats_draw= re->stats_draw;
if (update_newframe)
scene_update_for_newframe(re->scene, re->scene->lay);
scene_update_for_newframe(re->scene, re->lay);
if(re->r.scemode & R_FULL_SAMPLE)
do_merge_fullsample(re, ntree);
@@ -2729,7 +2729,7 @@ static void update_physics_cache(Render *re, Scene *scene, int anim_init)
BKE_ptcache_make_cache(&baker);
}
/* evaluating scene options for general Blender render */
static int render_initialize_from_scene(Render *re, Scene *scene, SceneRenderLayer *srl, int anim, int anim_init)
static int render_initialize_from_scene(Render *re, Scene *scene, SceneRenderLayer *srl, unsigned int lay, int anim, int anim_init)
{
int winx, winy;
rcti disprect;
@@ -2756,6 +2756,7 @@ static int render_initialize_from_scene(Render *re, Scene *scene, SceneRenderLay
}
re->scene= scene;
re->lay= lay;
/* not too nice, but it survives anim-border render */
if(anim) {
@@ -2796,7 +2797,7 @@ static int render_initialize_from_scene(Render *re, Scene *scene, SceneRenderLay
}
/* general Blender frame render call */
void RE_BlenderFrame(Render *re, Scene *scene, SceneRenderLayer *srl, int frame)
void RE_BlenderFrame(Render *re, Scene *scene, SceneRenderLayer *srl, unsigned int lay, int frame)
{
/* ugly global still... is to prevent preview events and signal subsurfs etc to make full resol */
RenderGlobal.renderingslot= re->slot;
@@ -2805,7 +2806,7 @@ void RE_BlenderFrame(Render *re, Scene *scene, SceneRenderLayer *srl, int frame)
scene->r.cfra= frame;
if(render_initialize_from_scene(re, scene, srl, 0, 0)) {
if(render_initialize_from_scene(re, scene, srl, lay, 0, 0)) {
do_render_all_options(re);
}
@@ -2902,15 +2903,14 @@ static int do_write_image_or_movie(Render *re, Scene *scene, bMovieHandle *mh, R
}
/* saves images to disk */
void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra, int tfra, ReportList *reports)
void RE_BlenderAnim(Render *re, Scene *scene, unsigned int lay, int sfra, int efra, int tfra, ReportList *reports)
{
bMovieHandle *mh= BKE_get_movie_handle(scene->r.imtype);
unsigned int lay;
int cfrao= scene->r.cfra;
int nfra;
/* do not fully call for each frame, it initializes & pops output window */
if(!render_initialize_from_scene(re, scene, NULL, 0, 1))
if(!render_initialize_from_scene(re, scene, NULL, lay, 0, 1))
return;
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
@@ -2945,7 +2945,7 @@ void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra, int tfra, Repo
char name[FILE_MAX];
/* only border now, todo: camera lens. (ton) */
render_initialize_from_scene(re, scene, NULL, 1, 0);
render_initialize_from_scene(re, scene, NULL, lay, 1, 0);
if(nfra!=scene->r.cfra) {
/*
@@ -2953,12 +2953,14 @@ void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra, int tfra, Repo
* From convertblender.c:
* in localview, lamps are using normal layers, objects only local bits.
*/
if(scene->lay & 0xFF000000)
lay= scene->lay & 0xFF000000;
else
lay= scene->lay;
unsigned int updatelay;
scene_update_for_newframe(scene, lay);
if(re->lay & 0xFF000000)
updatelay= re->lay & 0xFF000000;
else
updatelay= re->lay;
scene_update_for_newframe(scene, updatelay);
continue;
}
else