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blender-archive/intern/cycles/blender/blender_session.cpp

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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
*/
#include "background.h"
#include "buffers.h"
#include "camera.h"
#include "device.h"
#include "integrator.h"
#include "film.h"
#include "light.h"
#include "scene.h"
#include "session.h"
#include "shader.h"
#include "util_color.h"
#include "util_foreach.h"
#include "util_function.h"
#include "util_progress.h"
#include "util_time.h"
#include "blender_sync.h"
#include "blender_session.h"
#include "blender_util.h"
CCL_NAMESPACE_BEGIN
BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
BL::BlendData b_data_, BL::Scene b_scene_)
: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_engine_.render()), b_scene(b_scene_),
b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), python_thread_state(NULL)
{
/* offline render */
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
background = true;
last_redraw_time = 0.0;
start_resize_time = 0.0;
}
BlenderSession::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_)
: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_render(b_scene_.render()), b_scene(b_scene_),
b_v3d(b_v3d_), b_rv3d(b_rv3d_), python_thread_state(NULL)
{
/* 3d view render */
width = width_;
height = height_;
background = false;
last_redraw_time = 0.0;
start_resize_time = 0.0;
}
BlenderSession::~BlenderSession()
{
free_session();
}
void BlenderSession::create()
{
create_session();
if(b_v3d)
session->start();
}
void BlenderSession::create_session()
{
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
/* reset status/progress */
last_status = "";
last_progress = -1.0f;
start_resize_time = 0.0;
/* create scene */
scene = new Scene(scene_params, session_params.device);
/* create session */
session = new Session(session_params);
session->scene = scene;
session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* create sync */
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU);
if(b_v3d) {
/* full data sync */
sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state);
sync->sync_view(b_v3d, b_rv3d, width, height);
}
else {
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
sync->sync_render_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
}
/* set buffer parameters */
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, 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);
/* setup callbacks for builtin image support */
scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6);
scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3);
scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3);
}
void BlenderSession::reset_session(BL::BlendData b_data_, BL::Scene b_scene_)
{
b_data = b_data_;
b_render = b_engine.render();
b_scene = b_scene_;
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
if(scene->params.modified(scene_params) ||
session->params.modified(session_params) ||
!scene_params.persistent_data)
{
/* if scene or session parameters changed, it's easier to simply re-create
* them rather than trying to distinguish which settings need to be updated
*/
delete session;
create_session();
return;
}
session->progress.reset();
scene->reset();
session->tile_manager.set_tile_order(session_params.tile_order);
/* peak memory usage should show current render peak, not peak for all renders
* made by this render session
*/
session->stats.mem_peak = session->stats.mem_used;
/* sync object should be re-created */
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress, session_params.device.type == DEVICE_CPU);
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
sync->sync_render_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, 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);
/* reset time */
start_resize_time = 0.0;
}
void BlenderSession::free_session()
{
if(sync)
delete sync;
delete session;
}
static PassType get_pass_type(BL::RenderPass b_pass)
{
switch(b_pass.type()) {
case BL::RenderPass::type_COMBINED:
return PASS_COMBINED;
case BL::RenderPass::type_Z:
return PASS_DEPTH;
case BL::RenderPass::type_MIST:
return PASS_MIST;
case BL::RenderPass::type_NORMAL:
return PASS_NORMAL;
case BL::RenderPass::type_OBJECT_INDEX:
return PASS_OBJECT_ID;
case BL::RenderPass::type_UV:
return PASS_UV;
case BL::RenderPass::type_VECTOR:
return PASS_MOTION;
case BL::RenderPass::type_MATERIAL_INDEX:
return PASS_MATERIAL_ID;
case BL::RenderPass::type_DIFFUSE_DIRECT:
return PASS_DIFFUSE_DIRECT;
case BL::RenderPass::type_GLOSSY_DIRECT:
return PASS_GLOSSY_DIRECT;
case BL::RenderPass::type_TRANSMISSION_DIRECT:
return PASS_TRANSMISSION_DIRECT;
case BL::RenderPass::type_SUBSURFACE_DIRECT:
return PASS_SUBSURFACE_DIRECT;
case BL::RenderPass::type_DIFFUSE_INDIRECT:
return PASS_DIFFUSE_INDIRECT;
case BL::RenderPass::type_GLOSSY_INDIRECT:
return PASS_GLOSSY_INDIRECT;
case BL::RenderPass::type_TRANSMISSION_INDIRECT:
return PASS_TRANSMISSION_INDIRECT;
case BL::RenderPass::type_SUBSURFACE_INDIRECT:
return PASS_SUBSURFACE_INDIRECT;
case BL::RenderPass::type_DIFFUSE_COLOR:
return PASS_DIFFUSE_COLOR;
case BL::RenderPass::type_GLOSSY_COLOR:
return PASS_GLOSSY_COLOR;
case BL::RenderPass::type_TRANSMISSION_COLOR:
return PASS_TRANSMISSION_COLOR;
case BL::RenderPass::type_SUBSURFACE_COLOR:
return PASS_SUBSURFACE_COLOR;
case BL::RenderPass::type_EMIT:
return PASS_EMISSION;
case BL::RenderPass::type_ENVIRONMENT:
return PASS_BACKGROUND;
case BL::RenderPass::type_AO:
return PASS_AO;
case BL::RenderPass::type_SHADOW:
return PASS_SHADOW;
case BL::RenderPass::type_DIFFUSE:
case BL::RenderPass::type_COLOR:
case BL::RenderPass::type_REFRACTION:
case BL::RenderPass::type_SPECULAR:
case BL::RenderPass::type_REFLECTION:
return PASS_NONE;
}
return PASS_NONE;
}
static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername)
{
return b_engine.begin_result(x, y, w, h, layername);
}
static void end_render_result(BL::RenderEngine b_engine, BL::RenderResult b_rr, bool cancel, bool do_merge_results)
{
b_engine.end_result(b_rr, (int)cancel, (int)do_merge_results);
}
void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only)
{
BufferParams& params = rtile.buffers->params;
int x = params.full_x - session->tile_manager.params.full_x;
int y = params.full_y - session->tile_manager.params.full_y;
int w = params.width;
int h = params.height;
/* get render result */
BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str());
/* can happen if the intersected rectangle gives 0 width or height */
if (b_rr.ptr.data == NULL) {
return;
}
BL::RenderResult::layers_iterator b_single_rlay;
b_rr.layers.begin(b_single_rlay);
/* layer will be missing if it was disabled in the UI */
if(b_single_rlay == b_rr.layers.end())
return;
BL::RenderLayer b_rlay = *b_single_rlay;
if (do_update_only) {
/* update only needed */
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, true);
}
else {
/* write result */
write_render_result(b_rr, b_rlay, rtile);
end_render_result(b_engine, b_rr, false, true);
}
}
void BlenderSession::write_render_tile(RenderTile& rtile)
{
do_write_update_render_tile(rtile, false);
}
void BlenderSession::update_render_tile(RenderTile& rtile)
{
/* use final write for preview renders, otherwise render result wouldn't be
* be updated in blender side
* would need to be investigated a bit further, but for now shall be fine
*/
if (!b_engine.is_preview())
do_write_update_render_tile(rtile, true);
else
do_write_update_render_tile(rtile, false);
}
void BlenderSession::render()
{
/* set callback to write out render results */
session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);
/* get buffer parameters */
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
/* render each layer */
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_iter;
for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) {
b_rlay_name = b_iter->name();
/* temporary render result to find needed passes */
BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str());
BL::RenderResult::layers_iterator b_single_rlay;
b_rr.layers.begin(b_single_rlay);
/* layer will be missing if it was disabled in the UI */
if(b_single_rlay == b_rr.layers.end()) {
end_render_result(b_engine, b_rr, true, false);
continue;
}
BL::RenderLayer b_rlay = *b_single_rlay;
/* add passes */
vector<Pass> passes;
Pass::add(PASS_COMBINED, passes);
if(session_params.device.advanced_shading) {
/* loop over passes */
BL::RenderLayer::passes_iterator b_pass_iter;
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
BL::RenderPass b_pass(*b_pass_iter);
PassType pass_type = get_pass_type(b_pass);
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
continue;
if(pass_type != PASS_NONE)
Pass::add(pass_type, passes);
}
}
/* free result without merging */
end_render_result(b_engine, b_rr, true, false);
buffer_params.passes = passes;
scene->film->pass_alpha_threshold = b_iter->pass_alpha_threshold();
scene->film->tag_passes_update(scene, passes);
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
/* update scene */
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state, b_rlay_name.c_str());
/* update number of samples per layer */
int samples = sync->get_layer_samples();
bool bound_samples = sync->get_layer_bound_samples();
if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
session->reset(buffer_params, samples);
else
session->reset(buffer_params, session_params.samples);
/* render */
session->start();
session->wait();
if(session->progress.get_cancel())
break;
}
/* clear callback */
session->write_render_tile_cb = NULL;
session->update_render_tile_cb = NULL;
/* free all memory used (host and device), so we wouldn't leave render
* engine with extra memory allocated
*/
session->device_free();
delete sync;
sync = NULL;
}
void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only)
{
RenderBuffers *buffers = rtile.buffers;
/* copy data from device */
if(!buffers->copy_from_device())
return;
BufferParams& params = buffers->params;
float exposure = scene->film->exposure;
vector<float> pixels(params.width*params.height*4);
if (!do_update_only) {
/* copy each pass */
BL::RenderLayer::passes_iterator b_iter;
for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
BL::RenderPass b_pass(*b_iter);
/* find matching pass type */
PassType pass_type = get_pass_type(b_pass);
int components = b_pass.channels();
/* copy pixels */
if(!buffers->get_pass_rect(pass_type, exposure, rtile.sample, components, &pixels[0]))
memset(&pixels[0], 0, pixels.size()*sizeof(float));
b_pass.rect(&pixels[0]);
}
}
/* copy combined pass */
if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0]))
b_rlay.rect(&pixels[0]);
/* tag result as updated */
b_engine.update_result(b_rr);
}
void BlenderSession::write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
{
do_write_update_render_result(b_rr, b_rlay, rtile, false);
}
void BlenderSession::update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
{
do_write_update_render_result(b_rr, b_rlay, rtile, true);
}
void BlenderSession::synchronize()
{
/* only used for viewport render */
if(!b_v3d)
return;
/* on session/scene parameter changes, we recreate session entirely */
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
if(session->params.modified(session_params) ||
scene->params.modified(scene_params))
{
free_session();
create_session();
session->start();
return;
}
/* increase samples, but never decrease */
session->set_samples(session_params.samples);
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* copy recalc flags, outside of mutex so we can decide to do the real
* synchronization at a later time to not block on running updates */
sync->sync_recalc();
/* try to acquire mutex. if we don't want to or can't, come back later */
if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
tag_update();
return;
}
/* data and camera synchronize */
sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state);
if(b_rv3d)
sync->sync_view(b_v3d, b_rv3d, width, height);
else
sync->sync_camera(b_render, b_engine.camera_override(), width, height);
/* unlock */
session->scene->mutex.unlock();
/* reset if needed */
if(scene->need_reset()) {
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
/* reset time */
start_resize_time = 0.0;
}
}
bool BlenderSession::draw(int w, int h)
{
/* pause in redraw in case update is not being called due to final render */
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* before drawing, we verify camera and viewport size changes, because
* we do not get update callbacks for those, we must detect them here */
if(session->ready_to_reset()) {
bool reset = false;
/* if dimensions changed, reset */
if(width != w || height != h) {
if(start_resize_time == 0.0) {
/* don't react immediately to resizes to avoid flickery resizing
* of the viewport, and some window managers changing the window
* size temporarily on unminimize */
start_resize_time = time_dt();
tag_redraw();
}
else if(time_dt() - start_resize_time < 0.2) {
tag_redraw();
}
else {
width = w;
height = h;
reset = true;
}
}
/* try to acquire mutex. if we can't, come back later */
if(!session->scene->mutex.try_lock()) {
tag_update();
}
else {
/* update camera from 3d view */
sync->sync_view(b_v3d, b_rv3d, width, height);
if(scene->camera->need_update)
reset = true;
session->scene->mutex.unlock();
}
/* reset if requested */
if(reset) {
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
start_resize_time = 0.0;
}
}
else {
tag_update();
}
/* update status and progress for 3d view draw */
update_status_progress();
/* draw */
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
if(session->params.display_buffer_linear)
b_engine.bind_display_space_shader(b_scene);
bool draw_ok = !session->draw(buffer_params);
if(session->params.display_buffer_linear)
b_engine.unbind_display_space_shader();
return draw_ok;
}
void BlenderSession::get_status(string& status, string& substatus)
{
session->progress.get_status(status, substatus);
}
void BlenderSession::get_progress(float& progress, double& total_time)
{
double tile_time;
int tile, sample, samples_per_tile;
int tile_total = session->tile_manager.state.num_tiles;
session->progress.get_tile(tile, total_time, tile_time);
sample = session->progress.get_sample();
samples_per_tile = session->tile_manager.num_samples;
if(samples_per_tile && tile_total)
progress = ((float)sample / (float)(tile_total * samples_per_tile));
else
progress = 0.0;
}
void BlenderSession::update_status_progress()
{
string timestatus, status, substatus;
string scene = "";
float progress;
double total_time, remaining_time = 0;
char time_str[128];
float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
int samples = session->tile_manager.state.sample + 1;
int total_samples = session->tile_manager.num_samples;
get_status(status, substatus);
get_progress(progress, total_time);
if(background) {
if(progress>0)
remaining_time = (1-progress) * (total_time / progress);
scene += " | " + b_scene.name();
if(b_rlay_name != "")
scene += ", " + b_rlay_name;
}
else {
BLI_timestr(total_time, time_str, sizeof(time_str));
timestatus = "Time:" + string(time_str) + " | ";
if(samples > 0 && total_samples != USHRT_MAX)
remaining_time = (total_samples - samples) * (total_time / samples);
}
if(remaining_time>0) {
BLI_timestr(remaining_time, time_str, sizeof(time_str));
timestatus += "Remaining:" + string(time_str) + " | ";
}
timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", mem_used, mem_peak);
if(status.size() > 0)
status = " | " + status;
if(substatus.size() > 0)
status += " | " + substatus;
if(status != last_status) {
b_engine.update_stats("", (timestatus + scene + status).c_str());
b_engine.update_memory_stats(mem_used, mem_peak);
last_status = status;
}
if(progress != last_progress) {
b_engine.update_progress(progress);
last_progress = progress;
}
}
void BlenderSession::tag_update()
{
/* tell blender that we want to get another update callback */
b_engine.tag_update();
}
void BlenderSession::tag_redraw()
{
if(background) {
/* update stats and progress, only for background here because
* in 3d view we do it in draw for thread safety reasons */
update_status_progress();
/* offline render, redraw if timeout passed */
if(time_dt() - last_redraw_time > 1.0) {
b_engine.tag_redraw();
last_redraw_time = time_dt();
}
}
else {
/* tell blender that we want to redraw */
b_engine.tag_redraw();
}
}
void BlenderSession::test_cancel()
{
/* test if we need to cancel rendering */
if(background)
if(b_engine.test_break())
session->progress.set_cancel("Cancelled");
}
/* builtin image file name is actually an image datablock name with
* absolute sequence frame number concatenated via '@' character
*
* this function splits frame from builtin name
*/
int BlenderSession::builtin_image_frame(const string &builtin_name)
{
int last = builtin_name.find_last_of('@');
return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
}
void BlenderSession::builtin_image_info(const string &builtin_name, void *builtin_data, bool &is_float, int &width, int &height, int &channels)
{
PointerRNA ptr;
RNA_id_pointer_create((ID*)builtin_data, &ptr);
BL::Image b_image(ptr);
if(b_image) {
is_float = b_image.is_float();
width = b_image.size()[0];
height = b_image.size()[1];
channels = b_image.channels();
}
else {
is_float = false;
width = 0;
height = 0;
channels = 0;
}
}
bool BlenderSession::builtin_image_pixels(const string &builtin_name, void *builtin_data, unsigned char *pixels)
{
int frame = builtin_image_frame(builtin_name);
PointerRNA ptr;
RNA_id_pointer_create((ID*)builtin_data, &ptr);
BL::Image b_image(ptr);
if(b_image) {
int width = b_image.size()[0];
int height = b_image.size()[1];
int channels = b_image.channels();
unsigned char *image_pixels;
image_pixels = image_get_pixels_for_frame(b_image, frame);
if(image_pixels) {
memcpy(pixels, image_pixels, width * height * channels * sizeof(unsigned char));
MEM_freeN(image_pixels);
}
else {
if(channels == 1) {
memset(pixels, 0, width * height * sizeof(unsigned char));
}
else {
unsigned char *cp = pixels;
for(int i = 0; i < width * height; i++, cp += channels) {
cp[0] = 255;
cp[1] = 0;
cp[2] = 255;
if(channels == 4)
cp[3] = 255;
}
}
}
/* premultiply, byte images are always straight for blender */
unsigned char *cp = pixels;
for(int i = 0; i < width * height; i++, cp += channels) {
cp[0] = (cp[0] * cp[3]) >> 8;
cp[1] = (cp[1] * cp[3]) >> 8;
cp[2] = (cp[2] * cp[3]) >> 8;
}
return true;
}
return false;
}
bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, void *builtin_data, float *pixels)
{
int frame = builtin_image_frame(builtin_name);
PointerRNA ptr;
RNA_id_pointer_create((ID*)builtin_data, &ptr);
BL::Image b_image(ptr);
if(b_image) {
int width = b_image.size()[0];
int height = b_image.size()[1];
int channels = b_image.channels();
float *image_pixels;
image_pixels = image_get_float_pixels_for_frame(b_image, frame);
if(image_pixels) {
memcpy(pixels, image_pixels, width * height * channels * sizeof(float));
MEM_freeN(image_pixels);
}
else {
if(channels == 1) {
memset(pixels, 0, width * height * sizeof(float));
}
else {
float *fp = pixels;
for(int i = 0; i < width * height; i++, fp += channels) {
fp[0] = 1.0f;
fp[1] = 0.0f;
fp[2] = 1.0f;
if(channels == 4)
fp[3] = 1.0f;
}
}
}
return true;
}
return false;
}
CCL_NAMESPACE_END